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Mechanica

 
Mechanica v1.2.3.2: PatchFeb 16, 2022 - Community AnnouncementsHey all, This patch includes several bug fixes as well as one important new feature. Link priority option Every variable now has an option that controls how links affect the variable. You can access this option in the 'set value' menu. If set to 'link has priority', the variable will always be overridden by the controlling variable's value (if one exists). If 'link can be overridden' is selected, the value of the variable can be overridden, either in the 'set value' menu or by other means (e.g. manually opening a door). This means that the value of the variable will not necessarily always match the value of the controlling variable. Links will still replicate values from one variable to another, but only when the 'controlling' value itself changes (e.g true -> false, red -> green), or if manually done by using a 'value controller' or 'value branch' function. By default, this new option is set to 'link has priority', which is the exact behavior as before this update. Meaning, none of your existing code will change until you manually change the aforementioned setting. This option may seem a bit confusing, but I think if you experiment with it you'll have an intuitive understanding of it quite quickly. Otherwise, you can simply ignore this new option and the game will behave exactly as before. I hope this feature is useful for everyone, TylerMechanica 1.2.3: The Programming ReworkFeb 10, 2022 - Community AnnouncementsHey everyone, After over 2 months and 2 major revisions, Mechanica's programming rework is finally complete! Programming is Mechanica's most fundamental gameplay aspect, and I've put every effort into ensuring the new system is an objective improvement - I rewrote the entire programming system from scratch (twice) to get it right, and I'm really proud of the new system. With that being said, humans are resistant to change, and I know some people will not be happy with such a big change. All I ask is that you keep an open mind - it'll take some getting used to, but I think you'll find that the new system is easier, faster, and more intuitive to use, whilst still being as powerful as the old system. It'll be difficult to explain every aspect of the new system in text, so I'd encourage you to jump in game to see the new system for yourself. Here's the most notable changes: There is now a 'programming mode' in which all of your programming is performed. Toggle it by pressing caps-lock (by default). Functions, variables and events and now represented in world space by little round ports found on the associated object's model. When in programming mode, click and drag on the aforementioned ports to create a link. For variables, links replicate a value from one variable to another. For functions and events, they transport execution signals. For all advanced programming purposes, you use the newly added computers. These contain all of the advanced functionality (logic functions, math functions, timing functions, etc). You can lead links in and out of these computers. Important info about this update This update includes a total rewrite of several of the game's major systems. The way programming functions, both from a player's point of view, as well as internally, is totally different from the old version. For this reason, games created on older versions of the game are not compatible with this version. You may notice a few objects missing. Most notably the Speeder and the Buddy-Bot. The Speeder is being replaced by totally customizable vehicles (see below) in the next update. The Buddy-Bot is being replaced with a much more capable and flexible robot in the near future. For the reasons listed in the first dot-point, creations made with the Creation Tool on prior versions of the game are not compatible with the new version. If you wish to keep playing with the old programming system, you will be able to opt-in to a 'Mechanica classic' version. You can do this by right clicking on Mechanica in your Steam library -> properties -> betas -> clicking on the dropdown. Keep in mind I will not be maintaining this version of the game going forward. I've been running this update in open beta for a while now, and I think I've ironed out most issues. However, please expect a couple of minor bugs here and there - I'll fix those ASAP. Tutorials I've made the new system as intuitive as possible, but I understand programming can still be a little overwhelming at first. I'...Mechanica v1.2.3.1: Programming Rework (2) Open BetaJan 26, 2022 - Community AnnouncementsHey everyone, I got a lot of great feedback from the programming open beta. I've been spending some time reworking it yet again to address some key concerns: Allowing the creation of complex programs compactly and efficiently. Avoiding the clutter introduced by physical wires. Minimizing the amount of space required to display functions, variables, and events. This is an open beta and as such I'm not going to be providing a massive writeup on every change made. So here's a rough outline: Introduced 'programming mode'. Any programming-related activity is only available when programming mode is enabled. It can be toggled by pressing caps-lock (this will be rebind-able shortly). Links are now only visible when programming mode is enabled. Links can now be created and destroyed only when programming mode is enabled. General-purpose functions are no longer massive physical objects - they are now contained within the newly added computer. See below for more detail. Added 'computers'. These are a necessity for advanced programming and allow access to general-purpose functions. These can be viewed and edited when programming mode is enabled. Variables no longer have a separate port for getting and setting. They now only have one port - click and hold this port to view a radial menu. From here you can choose to get or set (if possible) the variable. Please keep in mind this new system is still in a very early state. Here are some important things to keep in mind: There are many temporary textures and models in use - none of the new stuff looks pretty yet, but it will. To get this update out ASAP I have not yet modified the appearance of objects to accomodate the reduced size of functions, events, and variables. I will do this shortly. At the moment there is only a 4 input, 4 output computer. I will be adding more computers with varying input/output amounts. Computers with more ports will have larger workspaces. Newly introduced features do not yet have finalized appearances, feedback audio, or nice smooth animations. Everything should work, but it might feel a little janky for now. Games created prior to this update are not compatible with this version of the game. This includes games created with the existing open beta. There's probably going to be quite a few bugs! I made the mistake of spending too much time refining and bug fixing the last update, only to throw all of that work away when I found that people did not like the update. I'm not going to make that mistake again. I hope everyone enjoys this revised version of the programming system. I'll continue taking feedback and further refine it over the next week or so. I'm aiming for a full release in early February. Thanks for reading, TylerMechanica v1.2.3: Programming Rework Open BetaDec 25, 2021 - Community AnnouncementsHello everyone, I've been working on the programming system rework for the past month, and the open beta is now ready! You can opt into this beta by right-clicking on Mechanica in your Steam library -> properties -> betas -> select 'new_programming_beta'. In this update, I've focussed on reworking the programming system so that it is faster, easier, and more intuitive to work with. On a basic level, It functions similarly to the old system, except that instead of functions, events, and variables existing abstractly and only being visualized within the programming menu, all of these now have physical visual representations - an object's functions/events are represented as a physical 'block' that you can find attached to the object. Variables are represented as input/output ports (depending on if it is read only, set only, etc) that are also physically located on the object. You can link events and functions together by wires - these work just like the white curvy links from the old programming menu. Variables are also connected via wires, and their values automatically replicate to each other - for example, connecting a buttons 'is on' variable to a point light's 'is on' variable will cause the light to switch on or off depending on the button's on/off state - no more fiddling around with event listeners, and no more manually executing 'set light on, set light off, etc' functions. It all happens automatically. This is probably the most comprehensive change I've made to Mechanica, and with change comes resistance - I know that some people may be unhappy to see the most fundamental aspect of the change so significantly. I'd like to assure these people that no one is more hesitant to changing the programming system than I am - it was the first thing I designed/coded for Mechanica and it took months of hard work. I would only replace it if I were 100% confident that it's successor was an objective improvement, and I truly believe this new system is. As far as I am aware, everything that could be achieved with the old system can also be done with the new one - simplicity and intuitivity has not come at the cost of flexibility. With that being said, I'm doing this open beta to iron out bugs, but more importantly, to gather feedback. I'm willing to make any changes necessary to refine this new system and make it as pleasant as possible to work with. Please let me know if you have any ideas for improvement. You may notice a couple of objects missing in this version of the game, namely the Buddy-Bot and the Speeder. The Speeder will be replaced in the next update by the introduction of various mechanical objects. This will allow you to build fully customized vehicles from scratch. The Buddy-Bot will be replaced in the future with a Drone that transports small quantities of items long distances. It will also have the ability to refuel machines. The creation tool is also temporarily disabled for the beta. It will be available in the full release. This update...Mechanica v1.2.2: Electric ManufacturingNov 9, 2021 - Community AnnouncementsHi everyone, This is the third and final manufacturing overhaul update, introducing new electric manufacturing machines. These machines are 25% faster than petrol machines and can be powered by a connection to an electricity network. They can be unlocked via research. I have also redone several severals existing objects - the incinerator, vacuum, and power bank. The incinerator and vacuum have been redesigned and now have the new manufacturing input/output. The power bank now operates automatically, charging when there is an excess of power in the network and discharging when there is a deficit. The old versions of these objects will remain in the game for compatibility, but you'll receive the updated version when you pick them up. I have also made changes to the power system - power requirements are now expressed in power per (in-game) hour. For example, an electric Autominer requires 50 power per hour, and a generator produces 50 power per hour. This integrates nicely with the new power bank, which has a capacity of 3000 power and a max charge/discharge rate of 250 power per hour. Battery ports have been redesigned, and unused batteries can now be removed. Power lines now curve slightly downwards, giving them a more realistic appearance. In addition, power lines now cost 1 copper wire each. They also have a limit of 50m. If a power line is stretched beyond this, it is destroyed and copper wire is dropped. I've also reanimated the baseball bats to be a bit snappier and aggressive because why not. Additions Added electric Autominer. Added electric Furnace. Added electric Autodigger. Added electric Autocrafter. Added electric Water pump. Added electric Pumpjack. Added electric Chemical Crafter. Added coal-powered generator. Added new incinerator. Added new vacuum. Added new power bank. Improvements/Changes Changed how the power system is quantified. Reduce petrol usage of petrol-powered manufacturing machines by 30%. Added power line 'droop'. Added power line length limit. Added power line cost. You can now right-click to cancel creating a power line. Redesigned battery port. Recolored petrol-powered generator to yellow. You can now view a machine's inventory by hovering any part of the panel that houses its screen, lever, etc. Adjusted generator crafting recipes. Reanimated the baseball bats. Reduced baseball bat power attack cost (25->15 stamina). Increased Tesla coil damage (20->25 per second). Slightly reduced research station volume. Increased detection area of power nodes, making it easier to start/complete power lines. Bug fixes Fixed various conveyor belt multiplayer sync issues. Fixed furnace, autocrafter, chemical crafter screens incorrectly displaying 'no power' in multiplayer. Fixed the tutorial stating that the campfire is in the wrong crafting category. Removed conduit from Buddy-Bot. Fixed some multiplayer object position sync issues. Fixed some issues with the new Autocrafter and Chemical Crafter. This update concludes the manufact...Mechanica v1.2.1: Petrol-Powered ManufacturingOct 23, 2021 - Community AnnouncementsHey everyone, This is the second of three manufacturing updates. This update introduces petrol-powered manufacturing machines. These are 25% faster than coal machines and run approximately twice as long as coal-powered machines before needing refueling. They can be unlocked via research. There are also some new structural objects, which have been placed in the new 'structure' crafting category. The lights/screens and inputs/sensors crafting tabs have been merged into an 'electronics' crafting tab. Additions Added petrol-powered Autominer. Added petrol-powered Furnace. Added petrol-powered Autodigger. Added petrol-powered Autocrafter. Added petrol-powered Water pump. Added petrol-powered Pumpjack. Added petrol-powered Chemical Crafter. Added empty barrel. Added wood boards. Added wood beam. Added wood panel. Added wood basket. Added metal beam wedges. Added corrugated iron. Added bookshelf. Added metal 'L' bracket. Added metal pole. Added modular steps. Added vehicle chassis. (will be useful in a few weeks time) Added 'structure' crafting category. Added new 'petrol-powered manufacturing I' and 'petrol-powered manufacturing II' research groups. Improvements/changes Redesigned and quantified fuel tanks. Renamed 'fuel' to 'petrol (25L). Reduced coal-powered Autominer coal usage. Merged 'lights/screens' and 'inputs/sensors' into 'electronics' crafting tab. Made minor improvements to building certain objects. Reanimated the petrol can. Bug fixes Fixed item duplication issue that was caused by the inventory system rewrite in the last update. Fixed furnace description. Fixed coal-powered machines consuming 2 coal instead of 1. Fixed bollard crafting recipe. Fixed chemical crafter consuming input materials incorrectly. The next update will introduce electric manufacturing machines, as well as new versions of the battery bank, incinerator, vacuum, and more. Thanks for reading, have a great day :) TylerMechanica v1.2.0: Manufacturing RehaulOct 13, 2021 - Community AnnouncementsHey everyone, I'm super excited to release the manufacturing rehaul for Mechanica. I've been working on this update every day since the last update, and I'm really proud of how it's turned out. The manufacturing system has been totally rehauled, resulting in a much more cohesive, intuitive, and fun experience. All the new manufacturing machines added in this update are powered by coal, which is the newest natural resource. The next update will introduce petrol-powered machines, and the update after that will introduce electric machines. Each successive generation of machines will be faster and require less maintenance. I've also reworked the crafting recipes of most items in the game to be well adjusted to the production rate of the new machines. From a technical standpoint, the new conveyor points are the coolest addition in this update. The meshes for these conveyors are generated at runtime, so you can now build your own free-form conveyor belts that can be shaped in any way you desire. To ensure a seamless upgrade experience, the old manufacturing machines will remain in the game's files. The machines on your save games will NOT automatically upgrade, but if you pick them up, you will receive the updated version of the machine. To update any machines in your inventory, simply place them in the world and then pick them up. Additions Added coal-powered Autominer. Added coal-powered Furnace. Added coal-powered Autodigger. Added coal-powered Autocrafter. Added coal-powered Chemical Crafter. Added coal-powered Water pump. Added coal-powered Pumpjack. Added free-form conveyor belts. Added large outdoor lamp. Added 'attributes'. These display info about an object (e.g. power consumption, production rate, etc). Added 'gear' crafting component. Added 'copper pipes' crafting component. Added 'steel rod' crafting component. Added 'advanced circuit board' crafting component. Added conveyor splitter. Added conveyor merger. Added item blocker. Added 'coal' natural resource. Improvements/changes It now only requires one ore to create the corresponding ingot. Added better natural resource particle effects. Reworked most crafting recipes. Reduced the size of the default box for dropped items. Reduced dropship sound range. Removed some objects from the default save. Removed handbook (will be fully redundant soon, and will be replaced by proper tutorials) Reduced wind volume. Increased the size of iron and copper ores. The player now has 4 coolant shots and 4 power shots when starting a new game. The player is immune to damage for the first 3 seconds after loading into a game. Adjusted the drops of enemy robots. Increased the range of the bear trap. I hope you enjoy this new update! Please note that the next two updates will be expanding upon this update, first adding petrol-powered machines and then electric machines. Thanks for reading, have a great day! TylerMechanica v1.1.9: CreationsAug 25, 2021 - Community AnnouncementsHello everyone, This update introduces the Creation tool, which allows you to save and re-use groups of objects called 'creations'. You can upload and download creations from the Steam workshop. This is a really neat little feature that will be a massive time-saver for many players. Additions Added creation tool. Added dragging feature to items. Press and hold the interact key on dropped items to move them around without picking them up. Added refresh button to code library Steam workshop tab. Added 'prime directive' display to boot screen. Improvents/Changes Modified the process of uploading a code blueprint to the Steam workshop. Removed lights from research crystals. Unfortunately, they were causing significant performance issues. Modified 'event listener' output to always exist, even if no event is selected. This means function links will not be deleted when 'none' is selected in the 'event to listen for' field. This will save a bit of time and effort when deploying blueprints. I hope you enjoy the update! The next update will focus on manufacturing and will likely be the biggest content update ever. It's going to introduce a lot of really awesome stuff, and I'm personally really excited to work on it. It may take a bit longer than most updates, but it will definitely be worth it! Thanks for reading, have a great day! Mechanica v1.1.8: Code Blueprints + Steam WorkshopJul 14, 2021 - Community AnnouncementsHey everyone, This update adds 'code blueprints' to the game. You can now save collections of functions/links for reuse later. Simply hover your cursor over the right side of the programming menu to access the blueprint library. Additionally, you can upload your code blueprints to the Steam workshop, as well as download those created by others. Also, you can now change the 'target object' of a function by clicking on the orange dropdown at the top of the function. The 'target object' is the object that this function applies to - for example, if you have a 'turn on' function that affects a sentry, you can retarget the function so that it turns on a different sentry. I've also implemented automatic retargeting, so a sentry's 'turn on' function can be changed so that it targets a furnace, auto-miner, or any other object that can be turned on. This should make complex programs a lot less burdensome to create. I know these are long-requested features, and I think it'll make programming much easier in many situations. I'm looking forward to seeing what programs the community creates and shares on the workshop! Addition Added code blueprint library. Access by hovering over the right side of the programming menu. Added function retargeting. Click the orange box at the top of any function to use this feature. Added WASD control to the programming menu. Added 'zoom to selected feature' to the programming menu. Press '.' (period), to zoom to the selected function(s). Added 'enemy damage against objects' setting. Changes/improvements Input/output pins are now shaded when hovered. When creating a function link, relevant pins are now animated. Linked object entries can now be expanded by clicking anywhere on the top of it. Functions can now be executed manually by right OR left-clicking the execute pin. Functions/links are no longer deselected when moving viewport. The top result in the search tool is now automatically selected. Search tool now dynamically resizes. Removed 'expand' option from variable and event entries. This is done to reduce the amount of clicks needed to access any variable/event. Variables and events can now be dragged into viewport by clicking and dragging anywhere on the UI, not just the top section. Rounded top edges of the search tool. Dropships now have a timeout feature, hopefully preventing them from failing to drop cargo and just idling forever. Enlarged the click detection zone of links. Bug fixes Fixed boot screen UI being visible on the screen when screen resolution is changed during gameplay. Fixed function link curve math being incorrectly influenced by viewport zoom amount. The next update will be similar to this one, except that you will be able to create blueprints for entire groups of objects, not just functions. This will include Steam workshop integration, meaning you'll be able to share and download anything from a programmed object to an entire base on the workshop. It'll be super cool. Thanks for reading! Enjoy the up...Mechanica v1.1.7: Better BotsJun 24, 2021 - Community AnnouncementsHi all, This update introduces a new enemy dropship that serves as a carrier for enemies, streamlining their journey from the factory. Additionally, enemies now have the ability to damage and destroy certain player-made objects. Most non-programmable objects now have health and can be destroyed by enemy robots if they are obstructing the enemy's path. Please note that all programmable objects except for sentries and conveyor belts cannot be destroyed by enemies - this is to prevent enemies from destroying your code and causing a massive headache. Finally, to combat this new enemy ability, a repair tool has been added. It is a simple tool that repairs objects quickly and without any cost. Additions Added enemy dropship. Added repair tool. Added object health displays. Added enemy object destruction. Added sounds for picking up and dropping items. Changes/Improvements Sand drill drilling time has been reduced again (120 -> 60 in-game minutes) Optimized crystal source saving. Increased collision tolerance of sentries. The 'research required' setting is now disabled by default in the 'creative' difficulty preset. Reduced the volume of some research system/station sounds. Joe arms now gimbal slightly to face target. Modified the placement algorithm for defensive walls and fences so that angle is preserved when snapping. Added a new improved 'bootup sound'. Bug fixes Fixed baseball power attacks being able to damage other players when PVP was disabled. Various inventory keypress actions are now blocked when typing in the chat. Fixed a multiplayer sync issue with crystal sources. I've done my best to iron out as many enemy navigation bugs as possible, but I had to make some pretty significant changes to the navigation system to make this update work, and therefore it's possible that there will be a couple of issues with enemy navigation at first. I'll try my best to locate and fix this ASAP. The next couple of updates are going to be focussing on giving you the ability to save, duplicate and share your code and creations via the Steam workshop. I know the community has been requesting this for some time, and I know it's going to be a really awesome addition. I'm excited to see how the community takes advantage of it! Thanks for reading, have a great day! Mechanica v1.1.6: Research SystemJun 6, 2021 - Community AnnouncementsHey everyone, This update adds the new 'research system' - something I think will add a lot of progression and depth to the game. Now, to craft and build certain objects you must first 'research' them in the new research station. Research stations are powered by new items called 'science' - they come in three variants, blue, orange, and purple. Once you provide enough science to a research station and give it some time, it will unlock a certain 'research group'. Each research group contains certain items, for example, the 'advanced weapons' research group contains the electric baseball bat, nailgun, and EMP grenade. Please note that research is disabled by default on all games created prior to this update. If you wish to enable it, it can be toggled on in the save game's options. I think this is a great new addition and will add a proper sense of progression to the game, which it has previously lacked. I hope everyone enjoys it! Additions Added research system. Added research station. Added '/unlock' command. Type this command followed by the name of the research group you wish to unlock. Example: '/unlock advanced weapons'. Added 'research Added blue science. Added orange science. Added purple science. Added research crystals. Added research crystal sources - these can be harvested either by hand or with a pickaxe. Added new 'research' and 'tools' categories to the crafting menu. Changes Reduced sand drill drilling time (180 -> 120 in-game minutes). Reduce the chance of a tree dropping a stick when hit (35% -> 25%). Removed the 'survival' crafting category and reorganized some objects. Bug fixes Fixed being to open the chat whilst typing in the programming menu. Thanks for reading, have a great day!Mechanica v1.1.5: Miscellaneous StuffApr 14, 2021 - Community AnnouncementsHey everyone, This update is going to be a little smaller than usual as I've only had about 4 days to work on it - I spent about 2 weeks trying to solve one of the meanest bugs I've ever encountered. It's quite rare and only occurs for certain players but could can significant disruptions so I deemed it necessary to get it fixed ASAP. Unfortunately, it was an extraordinarily difficult problem to diagnose and solve, and I have thus far been unable to fix it :( To prevent further delays, I chose to put the issue on the backburner and continue with the rest of the update. I'll keep working on this issue in parallel with the regular updates until it is fixed. This update includes an assortment of new objects, mostly decorative items. There are also a couple of new base-buildings objects. I hope you enjoy these new additions! Additions Added garage door. Added barbed wire fence, Added bollard. Added tank trap. Added wooden ramp. Added steel ramp. Added small solar panel. Added basket. Added wooden shelf. Added steel shelf. Added wall power node. Improvements/adjustments You can no longer join games that are hosted by a person running a different version of the game. This could occasionally cause odd networking issues. Improved AI obstacle avoidance. Lowered speeder hover height (to allow it to more easily fit through garage door) Smoothed out object placement for items built onto slopes - small irregularities in terrain should no longer cause the entire object to be oddly tilted. Bug fixes Fixed a naming issue with one of the button's variables. Fixed items getting stuck on conveyor belt turns. Items will no longer be inadvertently equipped when typing numbers in the chat. Fixed a bug that caused auto-miners to incorrectly display 'no ore detected'. Fixed spinning blade/laser trap rotors getting misaligned under certain circumstances. Fixed network replication errors associated with power lines. I've got some really neat things planned for the next few updates. I won't spoil too much of it for you here, but you can get some hints by looking at the Trello board. Thanks for reading, have a great day!Mechanica 1.1.4: Defenses Update (Part 2)Mar 17, 2021 - Community AnnouncementsHey everyone, First of all, sorry for the lack of updates/communication in the past month or so - things have been pretty crazy on this end, and I've struggled quite a lot to find the time to work on Mechanica. Fortunately, things are settling down now and I'll be able to get back into a frequent update cycle. Thanks so much for your patience and apologies again. This is the second part of the defense update - as the name suggests, three more defensive objects have been added. In addition to this, following a lot of personal playtesting, I've made a lot of small adjustments that I believe will improve Mechanica's gameplay experience. See below for specifics. Additions Added primitive suspension trap. Added advanced suspension trap Added spinning laser trap Bug fixes Fixed a bug that caused inventory items to temporarily disappear. Fixed the furnace being unable to detect ores. Fixed various connection issues. Fixed a bug that caused interactable objects to stay outlined when they shouldn't be. Fixed hover detection issues associated with the programming tool. Fixed a bug in the 'Joe' robot loading process. Fixed inventory storage units failing to load correctly, Fixed a loading issue with the furnace. Fixed beds not correctly acting as a spawn point. Fixed ores not regenerating when using a bed to skip the night. Fixed some audio glitches. Fixed 'Joe' robots not returning to their factory after killing the player. Fixed being able to use the 'enter' key to craft items whilst typing in the chat window. Changes/Improvements Reduced material cost of various objects. Reduced vitals drain rate (25% slower now). Made minor adjustments to the robot spawning algorithm. Reduced volume of programming menu noises. Optimized code to reduce unnecessary network traffic. Objects links can now be completed by just hovering over the object itself. Reduced power requirement of spinning blade trap (50 -> 20). Increased range of the baseball bats(2 -> 2.25m) Increased average tree regrow time. Increased campfire lifetime (300->480s). Added a small radius light to the flashlight which illuminates the immediately surrounding area. Increased flashlight angle (75->110 degrees). Increased the amount of health provided by the health shot (35->50). Picked-up objects now prioritize moving to the hotbar rather than the inventory. Please note this only applies to 'built' objects (those picked up by holding the right mouse button). Inceased furnace smelt time (3.5->4.5s). Relocated the furnaces 'on/off' buttons. Increased default ore regeneration per day rate (5->10%) Adjusted the spawning schedule of F.R.A.N.K so that he first appears a bit later. Changed the description of glass and sand. Increased the collision tolerance of the vacuum. Reduced volume of 'Joe' robots. Changed the message displayed by the furnace. If a powerline can't be created, a reason for this is now displayed. Thanks for reading, have a great day! Mechanica 1.1.3: Defenses Update (Part 1)Feb 2, 2021 - Community AnnouncementsThis update is the first of two adding more defensive objects. In addition to this, several new crafting components have been added. These include the plant threads, cloth, and rope. Plant threads are obtained from new desert plants that are scattered throughout the map. Additions Added primitive compactor trap. Added advanced compactor trap. Added spinning blade trap. Added laser sentry. Added primitive rake trap. Added basic bear trap. Added plant threads. Added cloth. Added rope. Added desert plants to the map (source of plant threads). Added rope and cloth crafting options to the auto-crafter. Changes Reduced the crafting cost of several defensive objects. Converted the existing bear trap into a 'computerized bear trap'. This has been done to differentiate it from the newly added basic bear trap. The model has been modified slightly. Couches are now craftable. Lounge chairs now craftable. Made paintings slightly thicker so that they can be placed on base walls without overlapping issues. Reduced the size of the power info display. Bug fixes Fixed a loading bug that prevented welds from loading correctly for non-host players in multiplayer games. Fixed a bug that caused functions to disappear. It was more common in save files with many programmable objects. Fixed a bug in F.R.A.N.K's behavior that caused him to return to his factory immediately after being spawned. This resulted in many players not encountering F.RA.N.K. when they should have. Fixed a networking issue with the sentry. Fixed rake trap models bugging out under certain circumstances in multiplayer games. Fixed a bug that caused the rake trap to deal damage several times to the same entity. Fixed Tesla coil electricity particles not displaying in multiplayer games. Fixed a minor visual issue with the battery bank in multiplayer games. Thanks for reading!Mechanica 1.1.2: Combat UpdateJan 25, 2021 - Community AnnouncementsThis update introduces various new weapons as well as an entirely new enemy type: F.R.A.N.K F.R.A.N.K F.R.A.N.K is the newest addition to Odyssey's robot lineup. He is a heavy hitter, making use of a large machete in close range and a powerful laser cannon at distance. He has a large amount of health and is impervious to impact damage. What he lacks in speed, he makes up for in durability and deadliness - he is truly a formidable enemy. Additions Added F.R.A.N.K Added nailgun. Added EMP grenade. Added throwing knife. Added spiked baseball bat. Added electric baseball bat. Added PVP option. Disabled by default. Added power attacks to the baseball bats. Right-click to perform a power attack, dealing extra damage. Requires stamina to perform. Added auto-sort feature to the inventory. Added reload keybind. Defaults to 'R'. Added dynamic heightfog. Improves visual atmosphere quite a bit, I think. Changes Implemented a new navigation solution. No longer relying on Unity's rubbish outdated built-in navigation system. Added various error mitigation systems to the loading process, this should reduce the chances of a save failing to load. Changed the appearance of particle effects for various machines. Changed the appearance of particle effects for enemy robots. Hibernating now increments day count. Upgraded to Unity 2019.4 (LTS). Slightly darkened the background of the programming menu. Increased EMP bomb radius of effect from 10 to 12 meters. Modified the save structure of Buddy-Bot pickup points. Bug fixes Fixed being able to exit the Speeder whilst typing in the chat window. Fixed unnecessary network ownership transfers occurring. Fixed sand drill models bugging out. Fixed a mistake that caused legacy base fillers to not be picked up. Fixed inventory storage units not saving. Fixed a bug that occasionally caused the view models to 'drift', causing misalignment over time. Fixed duplication issues associated with the Buddy-bot pickup point. Thanks for reading!Mechanica 1.1.1: Base Building ImprovementsDec 29, 2020 - Community AnnouncementsHey everyone, this update introduces a new base building system. There is now a lot more flexibility in regards to what you can build. Multi-story buildings, large indoor structures, towers, etc, are now possible. Additionally, there are now two available building materials; wood and steel. I have also reworked how trees function. Instead of incrementally dropping wood in a similar fashion to ores, trees can now be cut down completely and drop all of their wood upon doing so. Additionally, trees also drop sticks when being hit. There is a 30% chance of dropping a stick for every hit. Additions Added sticks. Added torch. Added wall-mounted torch. Added two additional build points to windows and window covers. Added wooden door. Added wooden foundation. Added wooden wall. Added wooden doorway. Added wooden window frame. Added wooden double doorway. Added wooden garage frame. Added wooden pillar. Added wooden pole. Added wooden roof. Added wooden skylight roof. Added wooden stair roof (middle). Added wooden stair roof (edge). Added wooden fence. Added wooden stairs. Added wooden foundation stairs. Added steel foundation. Added steel wall. Added steel doorway. Added steel window frame. Added steel double doorway. Added steel garage frame. Added steel pillar. Added steel pole. Added steel roof. Added steel skylight roof. Added steel stair roof (middle). Added steel stair roof (edge). Added steel fence. Added steel stairs. Added steel foundation stairs. Improvements Improved the way trees function. Improved fire particle appearance. Minor retexture for logs. Improved building functionality for base objects. Adding scrolling to the crafting menu. Changes Base objects now stay stationary even if their supporting structure is removed. This can result in floating objects but is preferable to accidentally demolishing your entire base by removing a single foundation. Modified the 'tree regeneration rate' setting to accommodate the updated nature of trees. Modified tool crafting recipes to use sticks (axe, pickaxe, shovel). Modified the tutorial slightly. When using snap points in construction, the closest snap-point is now prioritized. Bug fixes Fixed doors not appearing/functioning in multiplayer. Fixed player animation triggers not working, causing players to hover occasionally. Fixed speeder blue color not applying to winglets. Converting your legacy bases Although they are no longer craftable, the old building structures remain in the game files as to prevent messing with existing saves. If you wish to convert your legacy base to a new one, simply pick up the old base objects and the updated version of that object will be added to your inventory. Have fun building and thanks for reading!Mechanica 1.1.0: MultiplayerDec 16, 2020 - Community AnnouncementsMechanica multiplayer has now fully released! Thanks for much for the patience as multiplayer has been developed - networking a game like this has proven to be quite an interesting challenge. Now that multiplayer has released, my focus will be introducing a lot more content over the next couple of months. I will be introducing more machines, base-building options, defenses, crafting components and more. After I have introduced a sufficient amount of content I will start work on an entirely new map. I will likely release this map while it is quite small and expand it over time with incremental updates. This map will be much more densely packed and higher quality than the current one - I am really excited to get to work on it. Changelist (including changes from all multiplayer beta versions) Additions Added multiplayer. Added shovel. Added sand. Added character color customization - you can now change the appearance of your avatar with a selection of 10 colors. Added chat system. Added new command 'clearitems' Added new impact effects when mining/chopping ores/trees. Added keybind to open chat. Added three building keybinds that were previously unchangeable. Added new day-night visuals. Commands (updated) Here is the updated list of commands: settime Sets the current in-game time. Uses 24-hour format. Example: /settime 1200 killbots Kills all bots. Example: /killbots replenishresources Replenishes all natural resources. Example: /replenishresources teleport Teleports you to the given location. Uses X Y Z format. Example: /teleport 0 100 200 kick Kicks the specified player from the game. Example: /kick Tyler startmusic Starts playing music if it is not already playing. Example: /startmusic stopsmusic Stops any music if it is playing. Example: /stopsmusic clearitems Clears ALL dropped items in the world - use with caution. Example: /clearitems Thanks for reading!Mechanica Multiplayer Open Beta v1.5Dec 4, 2020 - Community AnnouncementsHey everyone, this will be the final beta update I will be running for Mechanica Multiplayer. In a few days time after I've resolved the remaining issues, I'll push the multiplayer update to all versions of the game. Additions Added chat system. Added commands. Added shovel. Added new 'sand' item. Added new impact effects when mining/chopping ores/trees. Added keybind to open chat. Added three building keybinds that were previously unchangable. Improvements Improved the appearance of the day-night cycle system Improved the appearance of stars and clouds. Added minor detail to axe/pickaxe textures. The sand drill (was glass refinery) is now animated. Dropped tools now have unique models rather than the generic box. Animated all equippables in third person. Changes The glass refinery has now been converted to the sand drill. Rather than instantly producing glass, it produces sand. 2x sand can be refined into glass in a furnace or campfire. Rearranged the options menu. Bug fixes Fixed crafting accidentally occurring when the crafting menu is closed. Fixed an issue where the sun and moon could become invisible. Commands With the introduction of the chat system, I've also added commands. These commands can be used in singleplayer and multiplayer (but only by the host). Commands are prefaced by the character '/' (forward slash). Here is the current list of commands: settime Sets the current in-game time. Uses 24-hour format. Example: /settime 1200 killbots Kills all bots. Example: /killbots replenishresources Replenishes all natural resources. Example: /replenishresources teleport Teleports you to the given location. Uses X Y Z format. Example: /teleport 0 100 200 kick Kicks the specified player from the game. Example: /kick Tyler startmusic Starts playing music if it is not already playing. Example: /startmusic stopsmusic Stops any music if it is playing. Example: /stopsmusic Thanks for reading!Mechanica Multiplayer Open Beta v1.4Nov 16, 2020 - Community AnnouncementsAdditions Added character color customization - you can now change the appearance of your avatar with a selection of 10 colors. Player names are now displayed above vehicles. Bug fixes Fixed resolution not applying correctly under certain circumstances. Fixed issues with sleeping in multiplayer. Fixed screen flickering during load screen. Fixed blue lounge chair position/rotation not syncing correctly. Fixed equipped item label staying visible after the item has been dropped. Fixed various occurs that sometimes occured when exiting to the main menu from multiplayer. Hey everyone, My exams are finally done, and I'm excited to get back on track with Mechanica's development. This is a relatively minor update as I've only had a few days to work on it. However, the next update (v1.5) will introduce the remaining features I'd like to add before fully releasing multiplayer. I'll keep v1.5 in beta for a few days and fix any issues that pop up, and then release multiplayer fully. Once multiplayer is fully released, my biggest focus will be introducing more content - more defenses, more machines, more base building options, and other neat stuff. After I've introduced quite a bit more content, I'll start reworking some major systems to hopefully improve the flow and progression of the game. I'm super excited for this - Mechanica is now for the first time my only responsibility, and will remain so for a few months. Thanks for all the patience and support! - TylerMechanica Multiplayer Open BetaSep 30, 2020 - Community AnnouncementsHey everyone! It's been a while since the last update, but the wait is finally over - I am super excited to announce the beginning of the Mechanica multiplayer open beta! Disclaimer This is a beta test of Mechanica's multiplayer features. I've tried super hard to get everything working as smoothly as possible but there will still almost certainly be some issues. Some of these could potentially be gamebreaking (though I believe this is unlikely), which is why I am running an open beta before release. There are also some nonessential features that are not yet present in the game but will be added during the beta. How to get started Before getting into a game, it is important to know that this update is opt-in, meaning that it will not be automatically downloaded to your computer - you will have to manually choose to participate. Opting in is simple, and can be done through the following steps: Right click on Mechanica in your Steam library Click on 'properties' Click on the leftmost tab labelled 'betas' Click on the dropdown and select 'multiplayer' Steam will then download the multiplayer beta version of the game. Once this is done you are good to go! Creating a lobby Mechanica multiplayer is Co-op, so you will be playing with your friends. To create a lobby and invite your friends, simply press the white invite button at the top right hand corner of the main menu. The Steam overlay will open up and present you with a list of friends to invite. Once you've got all your friends in the lobby, load an existing game or start a new one and your friends will join the game with you. Once in game, you will also be able to invite more friends by pressing escape to access the pause menu and clicking 'invite'. Keep in mind there is a maximum of 8 players per game. I found that going beyond this limit would simply inhibit performance too much. Another important change I have made some significant changes to the way objects are physically connected. The new system is far more stable and optimized. Prior to this change, objects that were welded to one another would often interact with each other in unexpected ways, causing jittering and other weird behaviour. The new system combines connected objects into a singular physical unit, rather than simulating all constituent objects individually. This means you can now build larger structures without having to worry about wonky physics. I have designed this new system to be compatible with the old connection infrastructure, so any games created on an older version of the game should work fine with the new system. There could potentially be some strange behaviour under extraordinary circumstances, but I have tested the new system with several of my own older saves and I have not encountered any issues. Upcoming features The vast majority of multiplayer features are complete, but there are a couple that will be added during the beta test. These are: The chat system; send messages to other players in the game. This may ...