Icarus Week 226 Update | Workshop Modules
Welcome to Week 226.In this week's update we are delivering 12 new Envirosuit Modules to the Workshop which aid players in a variety of ways, from resource consumption reductions, to damage increases, to protective modules, and more. Modules are designed to make gameplay a little bit easier, and with some of the higher level Envirosuits offering up to 4 Module Slots, an interesting way to combine different buffs for different outcomes and playstyles.We've implemented a fix for a UID collision bug, which was likely the cause disappearing objects (deployables, buildings, etc) on reload. As always we welcome your feedback and we appreciate you uploading your saves and logs to help us track down this issue.Notable Improvements: Hardened logic around UID claiming, reserving, and releasing during level load, Actor spawning, and prebuilt structure load. This should hopefully fix a number of issues, primarily around Actors, Deployables, and Building Pieces disappearing on reload Unlocked 12 new Workshop Modules Fixed tames killing creatures with no player assistance now properly checks off that the creature was killed Fixed flamethrower not showing up on Weapon Rack Recipe filters - Added decoration.homestead tag to list of filters Fixed an issue where thrown projectiles and arrows sometimes wouldn't highlight for clients who had the relevant 'Highlight Projectiles' stats Nurturing Presence aura modifier should now only apply to juvenilesThis Week: Workshop ModulesThis week we expanded our Workshop items catalogue to include 12 new Suit Modules, aimed at making life just that little bit easier for the weary Prospector on Icarus.We have Oxygen, Food and Water Consumption Modules, all offering a larger capacity and a reduced consumption rate. There are 2 new Modules for Heat and Cold Resistances which also offer resistance against the negative afflictions of Hypo/Hyperthermia. There is also a module dedicated to reducing Exposure Resistance for those willing to brave the storm. For the damage enthusiasts, there are individual modules for increasing Melee Damage and Melee Damage Resistances on yourself and another for increasing Damage from your Tamed Creatures (not AOE based, will automatic apply to all owned creatures).For those who forgot their sleeping bag, we have a specialty module that only applies during the Night and gives various buffs to Consumption and Speed. There is a dedicated Stamina Regen module for the more physically active Prospector and for the players who don't like to waste, we have a dedicated module to reduce Item Wear and another for Highlighting Projectiles which will help find those thrown/launched objects that are ready for re-use. As a side note, in creating and testing this module we also found a bug with the Highlighting of projectiles that may have been causing a similar talent to not function correctly.This Week: Improvements to Save/Load StabilityThis week we've hardened our logic around how objects are identified when saved and loaded. Saved objects in Icarus are typically given a UID (Unique Identifier). In the past, we've had rare issues where these UIDs conflict with each other, sometimes resulting in one of the two objects being destroyed. This usually manifests as a missing floor piece, deployable, or in some cases, crashes. To solve these issues, we've done a couple of things. On one hand we've now got much stricter rules when objects try to claim a new UID. They now compare themselves against every claimed UID in the session so far, as well as any "reserved" UIDs that pending objects may claim in the near future. Secondly, we've added a cleanup step on load that should deconflict any actors that already share the same UID, fixing any save files that previously may have been affected. This kind of change won't be immediately noticeable when playing, but it should ensure save files stay cleaner and more organized going forward! We'd love to hear your feedback on this fix and want to thank players for sending us your feedback and prospect files to help track down these types of issues.Next Week: Repair Bench QOLNext week we're focusing on quality of life features for the Repair Bench. These changes should help make it easier to understand what the bench is doing (or not doing, and why). We've clarified some of the text in the UI, added hover information to buttons, introduced supporting VFX to show when the bench is powered, and a bunch of other small things that help communicate what state the bench is currently in.Your support makes these updates possible.https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansionhttps://store.steampowered.com/bundle/35727/Icarus_Complete_the_SetChangelog 3.0.4.150844-rel-DangerousHorizonsNew Content[expand type=details expanded=false] Unlocked 12 new Workshop Modules slated for DHs release: Oxygen/Food/Water consumption, Tame Damage, Melee Damage/Resist, Heat/Cold Resist, Exposure Resist, Item Wear, Night buffs, Highlight p
In this week's update we are delivering 12 new Envirosuit Modules to the Workshop which aid players in a variety of ways, from resource consumption reductions, to damage increases, to protective modules, and more. Modules are designed to make gameplay a little bit easier, and with some of the higher level Envirosuits offering up to 4 Module Slots, an interesting way to combine different buffs for different outcomes and playstyles.
We've implemented a fix for a UID collision bug, which was likely the cause disappearing objects (deployables, buildings, etc) on reload. As always we welcome your feedback and we appreciate you uploading your saves and logs to help us track down this issue.
- Hardened logic around UID claiming, reserving, and releasing during level load, Actor spawning, and prebuilt structure load. This should hopefully fix a number of issues, primarily around Actors, Deployables, and Building Pieces disappearing on reload
- Unlocked 12 new Workshop Modules
- Fixed tames killing creatures with no player assistance now properly checks off that the creature was killed
- Fixed flamethrower not showing up on Weapon Rack
- Recipe filters - Added decoration.homestead tag to list of filters
- Fixed an issue where thrown projectiles and arrows sometimes wouldn't highlight for clients who had the relevant 'Highlight Projectiles' stats
- Nurturing Presence aura modifier should now only apply to juveniles

We have Oxygen, Food and Water Consumption Modules, all offering a larger capacity and a reduced consumption rate. There are 2 new Modules for Heat and Cold Resistances which also offer resistance against the negative afflictions of Hypo/Hyperthermia. There is also a module dedicated to reducing Exposure Resistance for those willing to brave the storm. For the damage enthusiasts, there are individual modules for increasing Melee Damage and Melee Damage Resistances on yourself and another for increasing Damage from your Tamed Creatures (not AOE based, will automatic apply to all owned creatures).
For those who forgot their sleeping bag, we have a specialty module that only applies during the Night and gives various buffs to Consumption and Speed. There is a dedicated Stamina Regen module for the more physically active Prospector and for the players who don't like to waste, we have a dedicated module to reduce Item Wear and another for Highlighting Projectiles which will help find those thrown/launched objects that are ready for re-use.
As a side note, in creating and testing this module we also found a bug with the Highlighting of projectiles that may have been causing a similar talent to not function correctly.

To solve these issues, we've done a couple of things. On one hand we've now got much stricter rules when objects try to claim a new UID. They now compare themselves against every claimed UID in the session so far, as well as any "reserved" UIDs that pending objects may claim in the near future. Secondly, we've added a cleanup step on load that should deconflict any actors that already share the same UID, fixing any save files that previously may have been affected.
This kind of change won't be immediately noticeable when playing, but it should ensure save files stay cleaner and more organized going forward! We'd love to hear your feedback on this fix and want to thank players for sending us your feedback and prospect files to help track down these types of issues.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set
- Unlocked 12 new Workshop Modules slated for DHs release: Oxygen/Food/Water consumption, Tame Damage, Melee Damage/Resist, Heat/Cold Resist, Exposure Resist, Item Wear, Night buffs, Highlight projectiles and Stamina Regen. Adjusted spacing in tree layout and removed random reroute node
- Increased Stamina Regen Module value to be 25% instead of 10% to make it a more viable option. Renamed Highlight Module to Projectile Highlight Module
- String translations - Fish finder: 'Zone Quality', Tackle box inventory: 'Tackle Box', Fishing Minigame: 'Quality %', Great hunt mission UI: 'Back' button, processor widget: 'Requires Shelter' (on auto crafting)
- Updated skinning on the dreadwing skeletal mesh
- Tames - If pets kill specific creatures (e.g. sandworm boss) with no player assistance it now properly checks off that the creature was killed
- Add Field Guide sets for Lithium & Industrial Tools
- Adding SWQ Impact event and idle audio BP imp
- Fixed a few typos in item and stat text
- Made quality and performance improvements to gfur of the Mange Wolf, including the Alpha
- Updated a selection of bestiary images with better quality ones or ones that better represent the creatures in game
- String Translations - Genetics Display: 'Male'/'Female'/'Unknown', Recipe Tooltip: Fish output info
- Mount inventory - Removed 'mount cargo' tab when there is no potential for a saddle
- Updated sheep bestiary image to include the ram and lamb
- Disabled debug logging for RecipeList UMG showing on screen
- Small width adjustment to cs
- Updated Meshable entries for Rugs to not drop the rug as the in-world mesh. Instead use the Crafting Kit mesh
- Elysium Yeti - Added changed calm/stressed/hungry/satisfied text to localized
- Updated Snow mesh for Curved Corner Dirt Ramp.
- Updated positioning on Dirt Ramp.
- Update Weather Culling Mesh to be more suitable.
- Fixed issue with AccumulationComponent assuming a SM component is always used which isn't the case, also account for SK mesh setups
- Small balance pass of crafted audio to remain consistent between bench and player
- Fixed flamethrower not showing up on Weapon rack. Fixed Chainsaw inheriting from Axe and added unique Chainsaw setup. Fixed highlightable setup. Output matched TagQuery for debugging. Tidied BP
- Hardened logic around UID claiming, reserving, and releasing during level load, Actor spawning, and prebuilt structure load. This should hopefully fix a number of issues, primarily around Actors, Deployables, and Building Pieces disappearing on reload. Additionally this should reduce number instances where deployables become disconnected from networks even though the spline is still visually connected
- Recipe filters - Added decoration.homestead tag to list of filters
- Fixed an issue where thrown projectiles and arrows sometimes wouldn't highlight for clients who had the relevant 'Highlight Projectiles' stats
- Fixed log spam on dedicated server when equipping a solar backpack with no items to charge
- Nurturing Presence aura modifier is no longer hidden on juvenile creatures (there is still no method of inspecting modifiers though, currently)
- Nurturing Presence aura modifier should now only apply to juveniles (was previously all NPCs)
- Pass on the bestiary images, making sure they were all set to the correct background size. Added the radiation background images to the Unknown atmosphere DT entry
- Bridging audio gap in chainsaw swq by adding idle layer into on event to hide gap
- Adding Orka variation materials
- Fixup redirectors
- Another small adjustment to SWQ chainsaw
- Additional layers for legendary chainsaw and fixing dialogue speaker being incorrect
- Added waterfall and short river to ArtTest map for waterfall polish testing
- Added icon for Catboss Lure. Setup Meshable and fixed other Lure entries referencing CraftingBench deployable context. Fixed missing attachment icons for Plows
- Added word wrapping to bench list for 'Items crafted at' text section on Blueprint unlocks
- Equipment Fieldguide - Added attachments to equipment in field guide. Added scrollbox to equipment to prevent going offscreen when too many attachments
- Added back RVT on new waterfalls polish pass
- Added DT/Weather Action/Weather Controller support for new radiation weather events
- Added correct physics asset to the tundra monkey Juvie skeletal meshes
- Added the art assets for the new version of the tundra monkey bones without the skin on the hands and feet
- Added juvenile tundra monkey art assets to the project
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