Fixes
- Generators should now be able to fill any power-cell size unless specified otherwise.
- Extremely shit generators and harvesters (meaning with extremely low power output and acquisition rates) should now still function and not round-off the values to zero.
- Hoppers will not correctly reflect their range when "show hopper range" is toggled in the hopper menu.
- Personal Harvester now has the correct schematic and will craft. Sorry about the mixup!
- Jumping now looks and reacts a lot better. It's a little too easy to jump over tall things, so it'll require some tweaking still, but in the meantime it should feel a lot better.
- Many light-sources now cast hard shadows exclusively in "Retarded" settings, as well as shadow range has been decreased by 20% to increase performance until out upcoming optimizations can be finalized that improve framerates even more.
- Ferrocrete "Load" menu now shows all current available types. This is irrelevant to most players since we haven't given out Ferrocrete tools to many people yet, but will be completely usable henceforth following our upcoming Ferrocrete/Voxel Lifestream on Wednesday October 14th.
- Chat now no-longer auto-fades out extremely quickly. It'll stay on screen for long enough to see all the shit people are talking about copper ;)
- Humanoids don't look like they've been smoking ganja all day now - "Red-eye" has been eliminated.
- Several minor fixes here and there.
New
- All Eyewears should now be equippable to both male and female humanoids. Nobody else will see you wear them until they are server-attached, but at the very least, we can start giving them out to players who contributed to our IndieGoGo as promised :)
- Malkavian Cormorants have been seen in the Northwest traveling in flocks of 100 or more... If they don't kill performance too much, we'll be adding their nests as a harvestable resource and increasing their numbers.
- Harvesters should now auto-disable themselves (auto-offline) when they have filled their output hoppers with their designated resources. This will become pretty important once we institute maintenance, so your equipment doesn't just continually eat it up when it can't possibly harvest anymore.
- Several pre-made buildings, such as the cantina, now cull their interiors even if they aren't a part of an occlusion sector. This should drastically improve FPS when near them as much as 100% depending on your PC specs!
- Equipped tools now show on your character's body to all other players.
- Super-secret stuff that should be made public within a couple days.
Thanks for all your help putting us in the top-10 of all greenlight games guys! And don't forget to contribute!

