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Update 0.4.0 - Farming, Crafting Progression and Iron Ore

Discussion in 'Change Log' started by Drui, Dec 13, 2016.

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This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Update 0.4.0 - Farming, Crafting Progression and Iron Ore
    Hello engineers! Welcome to 0.4.0! We introduce to you the farming, iron ore and many more cool things for you to play with! It's a large update so enjoy our launch trailer, and we really hope you guys will enjoy the changes we've done!
    Due to the sheer amount of world related things we've added to the world we strongly advise you start a new world. Upgrading an older save (0.3.x or older) may result in some of the farming plants missing from the world, certain door and window blocks missing, and other vague crashes and issues.


    - Added Farming
    - Added Iron Ore, Blacksmithing
    - Rebalanced Crafting Progressions
    - Rebalanced Survival Experience, Research
    - Performance Improvements
    - Season Simulation (angle of the Sun)


    One of the main new things you will now be able to do is farming! Farming will allow you to grow your own crops either through planting them by hand, or by creating your own farming equipment. The engineering challenges are numerous!

    The planet is now seeded with iron ore! You can mine it out of the ground, though the veins are quite poor. Richer veins are hidden well, can you find them? You will be able to smelt the ore into ingots which you can then use for various crafting recipes. Iron ore is a little rare and hard to find, but you will find that nature will help you locate the veins.

    We've also improved the player progression through the game. We revamped the research to work with categories now instead of on a per-block basis, and we think you will like this system a lot more. The resource costs for research is quite high so you may have to trade resources with other players.

    Survival has also seen some changes, mostly in the foods department. Most of the wild resources like berries and herbs no longer feed you much, and while pumpkins still fill you up a bit, eating a whole pumpkin will leave you kind of bloated. You can still cook meals using the camp fire, and the cooked meals will fill your hunger, stamina and health significantly better. In the future we are going to look at more interesting death penalty mechanics, but for now you could consider running with Permanent Death enabled. It will make the game challenging for sure! ;)

    Other Improvements and Optimizations
    Finally, we did several other performance and game improvements. First, we took the parallel grid loading from Space Engineers and added it to Medieval Engineers. It will be primarily noticable when pasting large grids into the world, but loading of grids also doesn't hang the main thread so much anymore. We also did some general optimizations to the planet, they're mostly minor but you should see a tiny performance improvement.

    We also updated the pathfinding of the AI on the planet. While it doesn't turn our barbarians into military geniuses, they are now more capable of chasing you down and making you sad.

    We rewrote how the subparts are managed in the game. Now when you want to make animated blocks you no longer need to use MedievalDoor as a base class, but instead just CubeBlock, and attach the right subparts. The new system is the first system that is needed to allow us to build the Mechanical Blocks, but it will also help you modders out there to create more interesting blocks. We are working on a modding guide for this system, so look forward to this in the near future.

    One last touch we added was the game is now partially simulating seasons through the sun angle. Throughout the ingame years the sun will not just rotate around the planet (see what we did there?) but it will also change its angle to the equator. This will change the duration of day and nights, and those of you who decided to build a castle on the north or south poles will definitely notice the Long Night!

    Finally, we did a lot of bugfixes, though with this many additions we're bound to have created a few new ones in the process, especially with the parallelization changes. Please continue helping us by sending your bugreports and we will continue squashing them as they appear!


    - Slightly increased inventory size for small wooden chest, barrel and large wooden chest. (7 for small chest, 14 for barrel, 21 for large chest)
    - Fixed an issue where Mechanics could not be researched.
    - Fixed some mistakes in the door and window definitions that could cause a crash.
    - Fixed some crashes with the player inventory.
    - Fixed some crashes related to parallel entity creation.
    - Fixed some crashes that would happen when the game was trying to close.
    - Fixed a crash that could happen when a barbarian would spawn without a weapon.
    - Fixed a crash that would happen on servers when editing the access rights on a door or window.


    - Fixed an issue where re-plowing soil that was previously planted and harvested would not allow you to plant on it again.
    - Fixed a crash caused by FIPS policy being enabled on the OS.
    Last edited by a moderator: Dec 15, 2016
    • Like Like x 17
  2. Ed Frost

    Ed Frost Senior Engineer

  3. OmEgA_StOrM

    OmEgA_StOrM Apprentice Engineer

  4. Sanfard

    Sanfard Apprentice Engineer

  5. kitsunelegendXx

    kitsunelegendXx Trainee Engineer


    I've even been practicing my ee-eye ee-eye oh as well! =3
  6. PsicoPato

    PsicoPato Senior Engineer


    Just hoping for more ore variety on the future. ^^
    • Agree Agree x 1
  7. Thomas_Jefferson

    Thomas_Jefferson Apprentice Engineer

  8. AedanXaelan

    AedanXaelan Apprentice Engineer

    I love the direction this game is now going. Awesome work!
    • Friendly Friendly x 1
  9. zeronio

    zeronio Apprentice Engineer

    *push* Very good update :tu:
  10. Masked Death

    Masked Death Apprentice Engineer

    Space Engineers: Hey, we have new netcode, models and textures!

    Medieval Engineers: Yo, gonna try and outdo us? Watch this!
    • Funny Funny x 3
    • Like Like x 1
    • Agree Agree x 1
  11. MorshuArtsInc

    MorshuArtsInc Apprentice Engineer

    This looks really lovely! Finally there's iron and farming! The only downside is that I'll probably have to abandon my old toll gate I've been working on for the last couple of weeks...
  12. Robertak

    Robertak Trainee Engineer

    this sounds really promissing.. good one, guys.. :)
  13. Speshal_Snowman

    Speshal_Snowman Apprentice Engineer

    Amazing update, great work!!!! So happy to see the development of the game!!
  14. lemuwien

    lemuwien Trainee Engineer

    huh guys, How can I get small rocks to craft stone axe ?
  15. CptTwinkie

    CptTwinkie Master Engineer

    Look for them on the ground. If you find a road there will be plenty of them there.
    • Like Like x 1
  16. lemuwien

    lemuwien Trainee Engineer

    Thank you !

    Maybe add small rocks at the base of the mountain :)
  17. Forcedminer

    Forcedminer Senior Engineer

    *finally find some iron ore*
    *massive space ship hoovers in and drills the entire vein in a manner of seconds*
    *vomits tons of stone down the hole and flies off*

    ME is looking pretty sweet.
    • Funny Funny x 2
  18. tharkus

    tharkus Junior Engineer

    Awesome update !
    i hope soon we will get more variety of ores like copper, tin, silver, etc.
    also i hope variiety for the plants that we can farm now.
  19. Cetric

    Cetric Junior Engineer

    Oh boy! That is a mighty one! If now on thursday my Space Engineers "stable" installation will start working again after the monthly update, my early Christmas present will be complete and perfect!
  20. nathan2000

    nathan2000 Trainee Engineer

    I think coal is more likely, at least from the start. Not sure about the purpose of copper and tin, since bronze is worse than iron, unless ME adds another tier of tools right after stone. Coal would enable you to make steel weapons and tools and be used as a fuel. If food is going to spoil with time, salt could be added as a preservative. Salt mines were incredibly important in the middle ages. What else... Gold and silver? Maybe to pay taxes with them. I don't imagine the engineers making jewelry.

    It would be cool if the planet had latitude-dependent biomes, like Space Engineers has. It would affect the material you build a castle from. Just a retexture, so it shouldn't be too work heavy. So a desert castle could be made of sandstone. Some other environment would give you clay bricks, like the ones Teutonic castles were made from.
    • Like Like x 1
  21. BloodThunder

    BloodThunder Trainee Engineer


    Also, does anyone know if we have to reroll our planets to accept the new Iron Ore?
  22. Sir_Moodz

    Sir_Moodz Apprentice Engineer

    Midnight sun and everlasting night, to the poles !
  23. Silen

    Silen Apprentice Engineer

    Time to open my inn. *Cracks fingers*
    • Funny Funny x 2
  24. Paul Bambury

    Paul Bambury Trainee Engineer

    Fantastic update. Wasn't expecting mining this side of Christmas, so well done there. And the new research options. One question, how do we make bows now; none of the options on the crafting or research tables seem to indicate a path?

    Enjoy a well earned break over Christmas guys; looking forward to what the New Year brings us!
  25. ZZTong

    ZZTong Trainee Engineer

    There's lots of good ideas in there, specially with salt extending the usable life of food. I do like a bronze -> iron -> steel progression in my medieval games for things like weapons and armor, but I would understand if they wanted to just leave it as iron.

    Folks do like to decorate the buildings they have engineered, so tin, bronze, copper, silver, gold can fit into furnishings.

    Clay could be handy for various things, both decorative items and brick.

    I'm curious how much crafting they might want to support in the game, or leave to mods. I wouldn't mind seeing leather and more woodworking using different woods. Charcoal was pretty commonly made, and would serve as an alternative to coal for fuel. I think peat was also used for fuel if Keen felt like putting in boggy lands.
    • Agree Agree x 1
  26. Bad Humour

    Bad Humour Apprentice Engineer

    List of things to try today:
    -Cook using the furnace. What can possibly go wrong
    -Try and design a harvester which can harvest trees
    -Build a tower at the pole and dominate from my dark keep.
    -Try and simulate 'The Great Leap Forward'"(Look it up, if you don't know what I'm talking about)

    I think I'm going to be very productive :D
    • Funny Funny x 1
  27. Lord_Anubis 2

    Lord_Anubis 2 Trainee Engineer

    How did you get Seeds in Survival??? I am Searching for about....uhm...hours??? o_O
    • Agree Agree x 1
  28. SunGod

    SunGod Trainee Engineer

    Cool story, bro! Keep up the good work!
  29. oldbookhunter

    oldbookhunter Trainee Engineer

    Awesome update! Definitely adds some needed challenge to the survival side of the game. Finally barbarians seem more useful since they provide tools and food that is basically impossible to get yourself early on in the game.
    As others are adding their wish lists a couple of ideas I thought of that tied in with this update are:
    1) projectile weapons with tiered requirements & stats => start with bow (sticks & string), then to crossbow (timber, string, iron); if steel and other materials added later maybe muskets although that might be a stretch for the historical period intended for the game
    2) land stability as an optional challenge => possibility of cave-ins unless you put support materials around excavated areas while mining; also if stone and earth differentiated as materials the possibility of decay changing based on materials built on
  30. Paul Bambury

    Paul Bambury Trainee Engineer

    I think you need to research farming to discover seed bags
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