Build Notes

## Releases

### M2.01v - Vehicle and Lore Update

Hello all Rich here, today we are dropping a MAJOR update to JUNKPUNK, we are putting live 3 new vehicles each with their own styles and inventory space.

We’ve poured tons of man hours into this update and we hope you love it!

Heres the new trailer showing off all the awesome new content were adding today!
https://youtu.be/ewEi4QQPVzs

* The Buggy
* The NRW Transport
* The NWR Rig ( our favorite )
* We have also added an entire road network all over the island! This will help get to all important areas and i'll be expanding on this in the next updates!
* We've spend hours crafting a research town to compliment Monolith 1. Also now known as the "Atmosphere Stabiliser"
* We've added explorable crates and explorable areas in game. So you can find items and goodies inside that will help you progress in the game faster!
* We've also added over 1200 words of lore to the game to start building the storyline with even more depth and structure! You can access these at NWR terminals.
* We currently have the PAL test site and the HVTF site.
* We’ve also added 2 new tracks to the sound track to make it a bit more of a chilled vibe.
* This has been a huge step forward for our vision for the game and we're really happy with the progress.More changes.

* Added more sound effects to various world object interactions.
* Added an option in the settings that allows to toggle autosaves.
* Fixed a few annoying issues relating to the mouse cursor visibility while using the interface.
* Fixed an issue where destroying a drone didn’t refund the resources.
* Fixed a few issues with drone pathfinding.
* Added an option to skip intro when starting a new game.
* Balanced the game some more massively reducing stage one plants from 40 to 6 each. Bringing the total plants down to achieve Monolith 1 on normal down from 200 to 30. The reason why we are reducing this is that is was just way to much of a boring time sink and we have plenty more fun things to play instead!

### M2.01c - Friday test branch [verify version#]

* Added a system to machine inventories that reserves 1 slot per ingredient after selecting the recipe, this will ensure that recipes with 2+ ingredients can be automated without a single ingredient clogging the entire inventory. This system works autonomously and doesn't require manual reservation, it automatically reserves a single slot per ingredient and the rest of the inventory can be fed freely. This only works with belt inputs, manually moving items doesn't take into account the reservation.
* Made some improvements to belt mergers and splitters, movement should be smoother now. This also should fix some issues with item movement on belts like items stacking on top of each other.
* Added better information text for some recipes during selection
* Made some improvements to certain parts of the pause menu and machine UI and various UI elements
* Remade the saving and loading UI into a proper listing of saves.
* Fixed some issues with the laser rotation
* Fixed an issue making machine inventory slots not stackable if dragging an item from the machine interface
* Made some improvements to the intro texts

### M2.01a - MONOLITH 2

Wow where to begin!? This has been the biggest update as a team we have ever pushed to any title. We aim to push larger updates like this in the future to all our titles rather than small bite size updates.

We’ve taken a huge look at the game and where we were at from our launch. We’ve taken a tonne of feedback and we’ve tried to change as much as possible to improve the game.

We've changed almost 200 things in the game so please bare with us whilst we fix any bugs or issues you may find.
I’ve made a video with all the things we have addressed in the game so i’ll drop that here;
https://youtu.be/FNxELFjA\_4o
But if you would like a list here we go….

##### BUILDING SUPPORT SYSTEM

* Firstly, we’ve completely disabled the support system for Junkpunk, whilst it was good, we felt it was limiting a lot of players' creative ability and was too much of a task to balance and get perfect. Now all players have complete creative freedom to build where they desire. We will take feedback and see where this goes but we feel this will be better overall.

##### GRAPHICAL IMPROVEMENTS

* We have also completely reworked our graphics rendering and now the game looks really nice. Although our team is tiny, we strive to try and push the boundaries of modern graphics fidelity here and I feel we are giving that a good shot.
* We have also introduced Chromatic Aberration into the game to really give it a nice Sci-Fi pop. If you don't like this we also added it to the menu for players to turn off.

##### DYNAMIC WEATHER

* We have introduced a dynamic weather system that also couples nicely with our changes with graphics. Now the world chooses from a pool of various volumetric weathers depending on the stage of the game. This means dust storms during monolith one and rain during monolith two for example.
* Yes we have also introduced volumetrics into the game.

##### BALANCE

* We have re-balanced some of the game to try and make it less grindy, slightly more automated and we’ve added more resources around to find what you need without having to walk for miles.

##### VOICE OVER

* We have completely re-worked our voice over with a professional voice over artist. It’s awesome.

##### POWER

* We have completely redesigned how power works in the game. We tried to do something different for JUNKPUNK but the way we did it seemed to just aggravate players. We have taken a much friendlier approach to how electricity works now and we have simply based it off a grid. Now you can add power and nodes to a whole grid and power everything that way.

##### BELTS

* We have greatly improved spline belts. There's another update to come with belts as they are missing our latest “belt system” but soon they will get even better. But for now we have improved how belts look and auto spawn supports where they should.

* We have also added a second tier of belts and large belts into the game.

##### FAST TRAVEL

* After unlocking monolith two youl will also get the ability to unlock fast travel and build teleporters. We want to add vehicles in future as well but for now we thing this will help traverse huge distances.

##### DRONES

* After monolith two you can now build mining drones that will mine large resources and allow you to automate for finishing monolith two. Drones will fly away, gather resources and return.

##### RESOURCE NODES

* We have now also added certain nodes to the game where you can mine resources with ground extractors. Such as Sand and Phosphorus.

##### USER INTERFACE

* We have overhauled the entire UI after listening to feedback - this is still a WIP but we think its much nicer and easier to understand. Again, we will be taking feedback on this.
* We have also improved the map so now you can add markers and beacons to show your way and also add markers for points of interest. The map will also show teleport locations that you can teleport to.
* We have added a recipe book to the game so you can see exactly what items you need to make certain things so you dont forget and this can be seen on the fly.
* We have also added a data log so you can re-read what you find from the lore in the game.
* The game also now counts how many days you have been playing.
* We have added a 3D text to show power on machines and power items so people can easier read what's going on.

#### NEW CONTENT

* Added an entire new tier of machines to the game for monolith two and have also completed monolith two for gameplay. We’ve added over 20 new items/machines to the game with various recipes.
* Monolith two is finished and ready to complete.
* Replaced monolith bridges with awesome new ones.
* Added an abandoned village to the game. I'd like to do more here but just didnt get enough time for this update so will drop more on the next.
* Added a new dynamic landscape to the game that we can change in real time.

#### QOL

* Improvements to player torch brightness.
* Improvements to how far you can see during a sandstorm.
* Reduced sandstorm frequency, you will now never get two in a row and they are less frequent.
* Remove fog from inside monoliths when you enter.
* Flattened a lot of areas to make it easier to build your factories in.
* Improved snapping on buildings to make them easier to snap together.
* Increased the run speed by 20% so its quicker to get around. We know its really big out there and were working on faster ways to travel in the future!

#### BUG FIXES.

Just tonnes of fixes here I can barely begin to remember them all but there has been a lot. Im sure youll all find more though!
Thank you for all your continued support on the game during Early Access.
We will see you soon with any fixes you all find.
Best
Rich and SCT

### V0.0.2a - Building System Update #1

Due to the significance of the improvements and the changes, the current saves that players have are likely to show errors and incorrect building setups now that we are pushing a new system into this. However they can still be played as usual but these errors will show on pre-existing buildings that have already been placed (so we recommend constructing new buildings should you continue).

We have also fixed a fairly large list of issues some of which we have detailed below.

**Added:**

* Added more instructions near the build menu.
* Added instructions in the Inventory panel for shift clicking and stack splitting.
* Added an instruction that shows you the interaction button “E”
* Added more detail to buildings placement conditions.

**Fixed:**

* Made a round of optimizations which improved performance massively on sessions with long playtimes.
* Made a huge round of improvements and snapping implementations for the building system.
* Fixed a crash caused by putting paint cans inside large containers.
* Fixed a bug where shift clicking items from a container to a full inventory made them disappear.
* Fixed a bug where record players didn’t save the record inside them.
* Fixed a bug with options not saving if you exit the game in the main menu.
* Fixed a bug where hitting L would reset all missions.
* Fixed a bug with the volume of the key activator sound effects.
* Fixed a few issues with the compass and minimap directions.
* Made stairs double sized.
* Fixed the Plastic Ingot recipes. It was set to require Plastic Scrap instead of Plastic Shredded.
* Fixed a bug with buckets sometimes not having a proper model.
* Fixed up a lot of issues with buildings and incorrect placement.
* Optimized destruction of many buildings at once (ongoing).
* Fixed map still displaying players after they had disconnected.
* Fixed an issue causing incorrect lighting and reflection in certain parts of the world.