Icarus Week 221 Update | Mendel/Homestead Fixes
Welcome to Week 221.This week we’ve focused on fixes and adjustments following last week’s update, driven by bug reports, community feedback, internal playtesting, and dedicated developer time.We’ve addressed concerns surrounding the Electric Food Trough, added seven new tamed wolf phenotypes, and implemented a wide range of additional fixes and balance tweaks.We also have something to announce for next week:Check out the full details below.Notable Improvements: Display Aura Range on Aura-based talents hover tooltip Fixed missing Stay/Lie Down, footstep particles, and survival values on Bull mount Fixed Cuckoo Clock not playing sound on multiplayer clients Rhubarb is now tagged as vegetable, can now be used in recipes requiring vegetable type items Homestead Flower Pots no longer take camera focus during interaction Fixed an issue where the pitchfork was not displayed correctly on the weapon rack Improved sheep, ram and lamb head animations as they where not working correctly Fixing Ram Trophy using the incorrect mesh & iconSecond Chance Bundle - Final DaysAfter the amazing reception we got back in the Winter Sale, we continued to offer Icarus and its major expansions at a heavy discount as part of the Second Chance bundle, but this comes to an end next week in preparation for our Dangerous Horizons launch.https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/This Week: Electric Food TroughLast week’s Mendel update introduced some significant changes to the Electronic Food Trough. These adjustments were an important first step toward creating a more engaging gameplay loop around feeding your tamed creatures. However, building an engaging system also means listening to your feedback. So we have actioned a few changes, the first being dropping the power consumption of the trough back down to its old value and the second the introduction of two new animal food items:Stale Animal Gruel This new gruel can be crafted in the Electronic Food Trough. While it’s not the most appetizing option, it’s more than nutritious enough to keep your tames well-fed - and gives you another practical use for spoiled plants and meat.Silage This new resource can now be crafted at the Electric Food Trough or Ranching Station. It provides a simple, long-lasting feed option made from fiber or grain, and unlike other feed types, it does not spoil - making it a reliable choice for maintaining your tames, without providing useful bonuses, over extended periods of time.#Discussions_QuoteBlock_Author As always, we encourage you to share your feedback via Discord or Feature Upvote. Your input is invaluable in helping us understand what the community values most and how we can better support different playstyles. This Week: New Wolf PhenotypesA new set of Tamed Forest Wolf skin variations has been added, expanding on the Buffalo and Moa variations introduced in last week’s Mendel update.As wolf breeding isn’t supported just yet, you’ll need to venture into the wild and capture them using a Snare Trap to discover and collect each of the new variations.This Week: Genetics Tree FixesThis week’s update includes several fixes for talents within the new Genetics talent tree.The auras and passive effects tied to Sire Vigor, Mother’s Care, and Hormones were not functioning as intended. These issues have now been resolved, and the talents should correctly apply their bonuses during breeding and animal management.In addition to the Genetics tree fixes, the Bull’s Protector talent has also been corrected and is now operating as designed.This Week: Mount Inventory UpdatesYou can now sort your mount’s inventory.A sorting dropdown has been added, matching the functionality of your standard backpack inventory. Items can be sorted by name, stack size, type, or weight. We’ve also added a “Loot All” option for mount inventories.Additionally, we’ve fixed an issue that allowed players to use “Loot All” after the UI had been closed.This Week: Beehive Starter PackFollowing feedback from our recent Reddit AMA, it was brought to our attention that Bees and Honey were unavailable in Outposts.To address this, we’ve added a brand-new Workshop pack that can be purchased and brought down to any prospect: the Beehive Starter Pack. This pack includes a queen, drones, and honeycomb - everything you need to get a beehive up and running.This Week: Skinning Bench UpdateThe Skinning Bench has been updated to function as an auto-crafter. You can now drop animal corpses directly into it, and processing will begin immediately with no need to open the UI to manually start crafting. This allows for smoother world interaction and a more streamlined workflow.In addition, the UI has been improved to display all possible outputs for each creature at a glance. Previously, this information was partially hidden, but it’s now clearly presented to help you better understand and plan your resource processing.Next Week: Dangerous HorizonsDangerous Horizons is nearly here! We
This week we’ve focused on fixes and adjustments following last week’s update, driven by bug reports, community feedback, internal playtesting, and dedicated developer time.
We’ve addressed concerns surrounding the Electric Food Trough, added seven new tamed wolf phenotypes, and implemented a wide range of additional fixes and balance tweaks.
We also have something to announce for next week:

Check out the full details below.
- Display Aura Range on Aura-based talents hover tooltip
- Fixed missing Stay/Lie Down, footstep particles, and survival values on Bull mount
- Fixed Cuckoo Clock not playing sound on multiplayer clients
- Rhubarb is now tagged as vegetable, can now be used in recipes requiring vegetable type items
- Homestead Flower Pots no longer take camera focus during interaction
- Fixed an issue where the pitchfork was not displayed correctly on the weapon rack
- Improved sheep, ram and lamb head animations as they where not working correctly
- Fixing Ram Trophy using the incorrect mesh & icon
https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/
Last week’s Mendel update introduced some significant changes to the Electronic Food Trough. These adjustments were an important first step toward creating a more engaging gameplay loop around feeding your tamed creatures.
However, building an engaging system also means listening to your feedback. So we have actioned a few changes, the first being dropping the power consumption of the trough back down to its old value and the second the introduction of two new animal food items:
As always, we encourage you to share your feedback via Discord or Feature Upvote. Your input is invaluable in helping us understand what the community values most and how we can better support different playstyles.

A new set of Tamed Forest Wolf skin variations has been added, expanding on the Buffalo and Moa variations introduced in last week’s Mendel update.
As wolf breeding isn’t supported just yet, you’ll need to venture into the wild and capture them using a Snare Trap to discover and collect each of the new variations.

This week’s update includes several fixes for talents within the new Genetics talent tree.
The auras and passive effects tied to Sire Vigor, Mother’s Care, and Hormones were not functioning as intended. These issues have now been resolved, and the talents should correctly apply their bonuses during breeding and animal management.
In addition to the Genetics tree fixes, the Bull’s Protector talent has also been corrected and is now operating as designed.

You can now sort your mount’s inventory.
A sorting dropdown has been added, matching the functionality of your standard backpack inventory. Items can be sorted by name, stack size, type, or weight.
We’ve also added a “Loot All” option for mount inventories.
Additionally, we’ve fixed an issue that allowed players to use “Loot All” after the UI had been closed.

Following feedback from our recent Reddit AMA, it was brought to our attention that Bees and Honey were unavailable in Outposts.
To address this, we’ve added a brand-new Workshop pack that can be purchased and brought down to any prospect: the Beehive Starter Pack. This pack includes a queen, drones, and honeycomb - everything you need to get a beehive up and running.

The Skinning Bench has been updated to function as an auto-crafter. You can now drop animal corpses directly into it, and processing will begin immediately with no need to open the UI to manually start crafting. This allows for smoother world interaction and a more streamlined workflow.
In addition, the UI has been improved to display all possible outputs for each creature at a glance. Previously, this information was partially hidden, but it’s now clearly presented to help you better understand and plan your resource processing.

Dangerous Horizons is nearly here! We are working on the final pieces for our next large expansion and all going well we will be releasing this next week. Wishlist below!
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
- Added BP_Trophy_Ram
- Increased min time between food/water trough searches in BTD_CheckNotHungryOrThirsty to 5s from 3s
- Disabled CameraSpringArm component ticking on seats until local player enters
- Updated pig and piglet carry anims and corpse BPs
- Added Ram trophy icon
- Skinning Bench is now an auto crafter and added new UI elements to be able to show recipes with multiple outputs (for auto-crafters only for now)
- Adding Beehive Starter Kit to the workshop
- Display Aura Range on Aura-based talents hover tooltip
- Change 'Click to activate the station' to 'Click to activate the device' in UMG_Generator as 'station' doesn't suit anything
- Hammerhead boss - Fixed issue where multiple instances of the boss would fall under the same 'slug manager' and so killing the final slug wouldnt 'kill' the boss because it still thought there was a slug active when it was actually a whole other instance. Now spawns a new slug manager per spawned boss
- Eliminated missing patches of fur on Bull, as well as improved quality of gfur groom for Bull, Cow and calf
- Mount inventory - Added sorting to mount inventory
- Mount inventory - Loot all keypress now works for mount inventories
- Adjusted Bull collision to help with stuttery movement and issues walking up ramps
- Fixed Bull LookAt
- Fixed warning print when UMG_CheatOverlay was trying to remove itself without a parent
- Removed grey box from tame talent tree background
- Fixed missing Stay/Lie Down, footstep particles, and survival values on Bull mount
- Fixed Cuckcoo Clock not playing sound on clients
- Rhubarb is now tagged as vegetable, can now be used in recipes requiring vegetable type items
- Fixed deployables debugging their placement by default
- Homestead Flower Pots no longer take camera focus during interaction
- Deployable variation count should no longer include variations that have been feature-locked
- Hammerhead Boss - Added dispatcher to slug manager for death. Shortened delay on spawning manager slightly
- Updated collision on SM_DCO_Water_Tank
- Updated sheep and ram skeletal mesh assets with better head position to remove head turning animation issues. Updated sheep and ram Gfur settings
- Fixed bounds on Barn doors so that they stop flickering visually. Fixed shadow geo joint reference so that it rotates with the door
- Creature Unclaim button no longer shows on tames with no owner
- Fixed 'Sire Vigor' talent not applying correctly
- Fixed 'Mothers Care' talent not applying correctly
- Fixed 'Hormones' talent not applying correctly
- Added gestation related cheats
- Fixed Bull's Protector talent affecting animals outside of its aura radius, not affecting animals that didn't become pregnant from within it's radius
- Fixed Spoiled Meat Query as it was feature locked
- Added new Image for Spoiled Meat Query
- Weapon Rack - fixed bug where pitchfork was having the same transform as sickles. now has its own transform
- Adde two new animal feed recipes: Stale Gruel and Silage. Both are craftable on Electronic Food Trough, Silage can also be made on Ranching Station
- Fixed issues with Electronic Food Trough audio and mesh FX not applying correctly
- Reduced power cost of Electronic Food Trough
- Tidied up quest selection screen on open world mission board
- Added snow meshes for Floor_TrapDoor and RoofPeak building pieces
- Added fixed bounds sizes to a few prevalent NS systems
- Stormwall material and mesh rework
- Adding Farmer dialogue in for interacting with mission farmer and then merchant farmer. Making sure both bodies are the same to match. More audio to come to make sense for mission
- Cheat overlay will now construct on beginplay if cheats toml BeginPlay script has content to ensure it functions correctly
- Hide 'basic' save button from Prebuilt Structure cheat as it shouldn't be used. Some format/layout tidying and button hover info
- NPC helmet glasses set to opaque
- Add snow mesh setups to various new building types.
- EnvironmentalBuildup components destroy themselves on begin play if no mesh is defined (cleans up unused hierarchy inheritence).
- Fixed Stone Stairs incorrectly overriding pos/rot/scale instead of using parent values
- Ely - Added Lab sign and placed in Mission 3/4 lab on red quad, updated mission 3 and 4 lab prebuilts to remove existing elevator sign and fix positioning of some placed props
- Added plant eating montage setup for flying/flightless tank characters
- Added first DT rows/BP/AnimBP for WIP speeder bike
- Polish Swamp Edge Spline, Fixed Cave Volume and Bugs Fixes on Orange Quad, Elysium
- Cap max value for GrantExperience cheat otherwise too high values fail to be accepted
- Add editor-only function to toggle visibility of snow meshes on buildings
- Added Rare_VarE wolf variant, as well as adjusted several others
- Remove Hitable Bones setup from GasFlyers and add validation for creatures without a corpse. Remove FleshSacFloater trophy/head setup. Fix up speederbike error
- Norex Pod - disabled fake top spotlight, moved side spotlight + its visible light mesh to better line up with deployable
- Added proper placement mesh for the Spider Trophies, as well as removed physics on their gfur
- Adding dog idle to both versions of the NPC hunter and mission hunter
- Updated meshes for the base and geothermal spider trophies to be more in line with the other creature trophies
- Added T5 Generic Kit Item
- Ely - polish and cleanup of waterfall cave in swamp, purple quad
- Reimported DPS_Cargo_Container as static mesh, swapped out SK version in BP_SQ_Crate
- dUMMY fmod change incase banks stall
- Changed new DH fisherman audio rows from None -> DangerousHorizons
- Adding a whole lot of fisherman dialogue audio. Injured, healed, thanks, hello, trade etc. Not all hooked up yet but a bunch is
- polished Water Edge Splines on Yellow Quad, Elysium
- Remove DevLocked Wood, Interior Wood and Thatch Frame data
- Ely mission 3 - moved sign to above elevator buttons
- Client Fort Wall - fixed issue where placing fort walls on client would fail if you were looking at the snapped wall because 'snap actor' was invalid
- Remove unused CornerStair OG implementations
- Ely Story 4 - Adjusted rotation of decal BP to align with quest marker, added spawning of grafitti to BPQ_ELY_Story_4_Lab and clean up to Story_4
- Added Geothermal Spider carcass and head icons
- Updating farmer need help and thanks lines
- Added TPS to soldier nameplate to indicate faction
- FieldGuide: Remove devlocked frames from FG sets. Add Glass, Tempered Glass, Dirt, Sandworm building sets
- Added final note to be loaded into ELY6, corrected a number of typos, corrected mission objective phrasing for clarity, added item text for Sandwrym Queen items, loaded correct text for mission descriptions for side quests and speeder chain
- Adding a whole bunch of generic dialogue from Vic for Dh use. Audio and events. Not currently in Data tables
- Ely - mesh fix near Ambush mission in Arctic, green quad
- Ely - fixed particle offset pos for some geothermal terraces, red quad
- Ely - flushed grass in green+yellow quads
- Add Half Stair icons for Limestone buildables
- Fix Limestone buildable icon filenames
- Add Ice and Limestone buildables to FieldGuideSets
- Fixed Cave Volume, Adjusted Lavafall Cave to be more visible and Bugs Fixes on Purple Quad, Elysium
- Adjusting creature groan dialogue to be none rather than theo
- Fixed permafrost var2 FT referencing wrong mesh
- Added 7 Gribbler skin material variants, 5 Rare and 2 Legendary
- Ely - flushing grass in Tundra, green quad
- Added NS_EDEN_Campfire_FX as variation of campfire with several emitters disabled, replaced NS in BP_Eden_Campfire
- Updated SM_DEP_Fortification_Stone_Platform with adjusted LOD material assignments
- Add dummy ValidAmmoTypes entry for IceMammoth_Fractured_Ice due to failing DT validation
- Update Soldier Rifle Round to use correct Ballistic entry (50% damage reduction). Add dummy ValidAmmoType entry to supress warning
- Delete duplicate icon in root folder
- Adding agent dialogue for dh missions
- Fix Limestone Pillar material setup, add icon and add as usable piece
- Fixed some non-localized strings
- Lots of NPC dialogue additions for hunter and fisher
- Ely - added nav version of CaveIn_02 mesh and placed where needed - adjusted various nav blockers in NW volcanic, red quad
- Ely - fixed frozen lake plane position in Arctic, green quad
- Fixed LOD settings on SM_AC_Crevasse_04 to match other crevasse meshes
- Ely - polish and nav fixes in Tundra, green + yellow quads
- Add delayed toggle for Eden campfire VFX to see if it resolves first-time-load issue
- Slinker skins material and textures
- Eden - added QMs for lore notes, audio logs and post-story notes - added extra table outside Mo's area and adjusted color of various point lights
- Add LODs for Elysium heightmaps
- Made adjustments to the swamp Gribbler skin
- Add Wolf tame skin variations to Mounts DT
- Added new collection of generic dialogue by Victor for use in future mission content
- Fixed Cave Bugs, Rock Blocking Entrance on Yellow Quad, Elysium
- Adding all new dialogue events and processed audio for new missions
- Tamed animal skin variations should now carry over to corpse actor (where alternate materials are available)
- opaque glasses for BP_Mission Farmer and Hunter
- Ely - mesh placement fixes in green+yellow quads
- Fixed incorrect file reference on IMP_01_DLC2_FILL
- Applied proper gFur spline settings to the Slinker Mount
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