Update 0.3.1

## Full Patch Notes (Steam Link)

*🚀 denotes changes or fixes based on Community Feedback & Participation*

### Changes & Updates

* **🚀 Barge completely revamped** - Barge is now deeper and can accommodate far more objects - Barge now clears between shifts - Incorrect items are highlighted in Red - Correct items that are still connected to incorrect items are highlighted in Green until separated
* **🚀Winning Narrative Log Contest Added**- Congratulations to Discord user Snark! - It’s somewhere….
* **Railgate Launch Sequence** - The Railgate in the skybox will periodically go through it’s launch sequence, sending ships deep into the Solar System
* **Demo Charge Durability Effects Added** - The Demo Charge tool has been hooked up to the Durability system - As the tool’s durability drops, the Detonator will become more and more faulty - Detonator has an increasing chance to fail, up to a max of 3 times in a row
* **Bay Startup Sequence** - Barge, Furnace and Processor activate when the Shift begins
* **Theme-based Ship Lighting added** - Interior lighting is different between Industrial, Civilian and Science ships
* **Thumbs-up Animation Revamped**

### Bug Fixes

* The game crashes, when the user salvages the middle section of the javelin in its entirety in the furnace
* There are two sets of flow volumes in the Salvage Bay, possibly leading to excess furnace furnace pull
* The user gets stuck in the Remapping menu, after rebinding left/right button mouse and needs to quit via ALT F4
* Ghost Heavy Cargo Javelins spawn with shipping crates
* The High Gain Antennae will often bounce out of the barge, when being salvaged
* The High-Gain Antenna pierces the border of the barge, when salvaged near the edge of the barge
* Mass, Distance, Cutgrade on HUD is missing on all tools except Grapple
* Some Upgrades do not immediately apply when selecting "Continue Salvage" and only take effect when selecting a new ship
* Incorrect texture used on prongs holding in Mackerel reactor
* Explosion elemental effect radius is not calculated correctly. For example, taking Damage from Demo Charges does not apply fire status effect to the player
* Door consoles to the cockpit in mackerels spawn unjointed
* Demo Charge Model Preview Does Not Render On Glass
* Demo Charge antenna model renders behind Rail Gate Village assets
* Demo Charges will be immediately caught by the player's hand if thrown while hand is active
* Incorrect salvage location for javelin refueller chassis nanocarbon and aluminum
* The Fabric on the aluminum structure remains attached to the ship, after the user yanks out the structure
* On Cargo Javelins the tail airlock console stops working, when the large middle section fuel tank explodes
* On Javelins, the front section of the cockpit flies away, when detached from the ship
* On Javelins, the panels separating different sections of the ship are tagged Titanium for Furnace salvaging
* Decompression pocket found in the cockpits of the Javelins
* Cannot cycle the region leaderboard using Left Stick
* On Javelins, Aluminum beams of the ship's middle cage structure are marked for Processor salvaging
* On Cargo Javelins, a segment of the fuel pipe is doubled-up
* The controller cannot be used to scroll down/up and read the Ghost Ship message in the HAB's "New Message" screen, when not playing in English
* Cutting/melting a cut point after deploying a demo charge will trigger the demo charge deploy SFX
* On a Salvage Runner, a salvaged titanium panel is spawned inside the wall of the salvage bay
* On easy Ghost Javelins, there is an AI free floating in the thruster room
* Fume Chute and Waste Disposal listed as mechanical are not showed in Scan Mode Systems
* Pod Clamps appear in the scanner's Structural mode marked as Electrical objects
* Certain beams on Salvage Runners are offset and cause some Z-fighting
* During the tutorial, Ship's A exterior hull texture is displayed as pitch black
* Sticker Icons appear low-res when shown on the Sticker unlock popup
* Engineering consoles appear green in Systems as electrical but are described as mechanical in Objects
* Hand does not turn during a breaker handle interaction
* No image linked to "Salvage, Lynx - safety\_ad\_02.view" in Data Recovery
* Missing collision on salvage bay light panels
* Clicking outside conflict popup in Key Mapping menu causes the user to become stuck in the conflict state
* Purchasing one of each item in the Kiosk causes a large framerate hitch and ClipCursor error
* When Weekly RACE Timer ticks down to 0 hours on the landing page, the number of Days does not tick down
* Some ships are not using the correct user-facing names in the Free Play selection menu
* The battery pack marked barge is not salvaged by the barge
* Frozen Demo Charges do not shatter when detonating
* Weekly RACE leaderboard scores will show a previously recorded death count but does not reflect the new score
* The option "HUD OFF" is half working when the player relaunches the game
* Demo Charge Detonator lights remain on after detonating until the user switches tools/modes
* Multiple Weaver warnings play when a single object with multiple AI nodes is thrown into the processor
* Javelin antenna and mount fly off unexpectedly after being cut free in unpressurized space
* Javelins do not contain any 3D Dirty Air assets
* On javelins, the class 2 Reactor-Thruster system can be easily salvaged without flushing the thruster
* The demo charges slide away, when the user attemps to place it on the nanocarbon cage beams
* Javelin reactor explodes after losing 1 pip after thruster exploded and ECU is deactivated
* Javelin refueller has one specific aluminum reactor casing panel is unyankable
* Floating AI Node outside a medium difficulty ghost Mackerel, when starting the shift
* There is no daily rental fee for the demo charge
* Airlock consoles lights stay on despite being disconnected from the power sources
* All items on the Kiosk can be purchased whether the player is full or not, resulting in unnecessary debt for the player
* On geckos the crawlspace coolant pipe is misaligned, with the incorrect connecting end to the ECU wall