Icarus Week 227 Update | Repair Bench QoL

Welcome to Week 227.This week brings several Quality of Life improvements to the Repair Bench, to make it easier to use, and to understand why it might not be meeting requirements for repairing certain items. Some of the UI has been tidied up and functionality governing the bench has also been refined to make it more usable and understandable.Notable Improvements: Fixed meteor showers happening less often than expected because of a random chance Adjusted text scaling to be more readable Optimized some VRAM usage by removing some old 4K textures and incorrect compression on several textures. Fixed Lithium and Ruby Ores not being tagged as resources which was preventing them being used on signs. Fixed issue where inspecting a network cable directly could incorrectly display the "not connected to network" message.This Week: Repair Bench QoLAfter doing some internal testing, we've made some long-overdue quality of life improvements to the Repair Bench's bulk repair functionality. This was formerly under the "Repair All" button which has now been renamed to "Repair Equipment". This distinction coincides with a clear separation between Armor, Workshop and Everything Else, or, "Equipment"This new and improved bulk repair behaviour will now include any items or equipment held within the Repair Bench's inventory, as opposed to previously, when it only repaired items within the player's inventory or equipment slots.Any repairs that fail due to missing resources will now have those resources tallied up and displayed within the UI. This should make it much easier to see which materials you're missing at a glance, without needing to hover over each item individually. Missing resources also include things like a lack of Electricity for repairing items which have that requirement.We've also clarified some of the text displayed in the UI to be more clear about state and requirements and minor things like instead of hiding buttons when requirements aren't met, we disable the button and inform you why its disabled when hovering over it.Finally, up until now, only items with a durability less than 90% were repaired. This wasn't communicated well, so we've exposed this threshold as a slider which you can use to customize the amount of damage an item must take before it is included in the bulk repair action.Next Week: Workshop Crystallized RubyNext week we are adding Ruby to the Workshop, alongside the new Lithium Ore, allowing you to bring your more advanced items to other maps outside of Elysium.Your support makes these updates possible.https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/Changelog 3.0.6.150953-rel-DangerousHorizonsNew Content[expand type=details expanded=false] Repair Bench QOL: Tweaked UI for improved readability (don't hide buttons, disable them with hover info). Updated widget description texts to be more clear. Added supporting VFX/Lighting for active power state. Updated itemable description text to include T5. Fixed several widget alignment issues. Simplified/cleaned UMG setup slightly by removing spacers and using padding instead, removing variable status from elements that didn't need it, removing assignment of localized strings on construct and assign directly in widget as these don't need to update dynamically, etc. Increased RMA texture resolution on Repair Bench mesh to 2k. Updated dropped world mesh to machining bench kit per T3 standards. Ignore Beehive and Repair bench in Energy DT validation Repair bench 'repair all xx' buttons now repair items placed inside the repair bench's inventory Repair bench now has a slider which can be used to customize at which durability threshold items will be ignored while using the 'Repair xx' buttons Added missing localized string to new Repair Bench section Repair bench now displays missing resources if an item can't be repaired[/expand]Fixed[expand type=details expanded=false] ELY - Fixed meteor showers happening less often than expected because of a random chance Adjusted scaling of character boost prompt, lobby privacy settings confirmation Adjusted text on ELY level boost prompt to improve readability, upped required level from 20 -> 30 to match amount of levels we give player replaced doorway mesh in BP_SecurityDoor with optimized version Fixed up redirectors across entire project Optimized VRAM usage by removing references to old unused 4k AO texture in 1000 materials. Fixed incorrect compression settings on several textures Optimized VRAM usage by removing references to old unused 4k AO texture in 200 materials Remove DNT from Flamethrower Turret biofuel connection UI Added asset validation to catch when GOAP character BPs have mismatched WalkableFloorAngle and WalkableFloorZ Adding DH Screenshot Diorama to project developer folder Added new Ruby Ore mesh for dropped in-world use Fixed Lithium and Ruby ores not being tagged as Resources. This allows their icon

Apr 10, 2026 - 12:41
 1
Icarus Week 227 Update | Repair Bench QoL
Welcome to Week 227.

This week brings several Quality of Life improvements to the Repair Bench, to make it easier to use, and to understand why it might not be meeting requirements for repairing certain items. Some of the UI has been tidied up and functionality governing the bench has also been refined to make it more usable and understandable.

Notable Improvements:
  • Fixed meteor showers happening less often than expected because of a random chance
  • Adjusted text scaling to be more readable
  • Optimized some VRAM usage by removing some old 4K textures and incorrect compression on several textures.
  • Fixed Lithium and Ruby Ores not being tagged as resources which was preventing them being used on signs.
  • Fixed issue where inspecting a network cable directly could incorrectly display the "not connected to network" message.


This Week: Repair Bench QoL

After doing some internal testing, we've made some long-overdue quality of life improvements to the Repair Bench's bulk repair functionality. This was formerly under the "Repair All" button which has now been renamed to "Repair Equipment". This distinction coincides with a clear separation between Armor, Workshop and Everything Else, or, "Equipment"

This new and improved bulk repair behaviour will now include any items or equipment held within the Repair Bench's inventory, as opposed to previously, when it only repaired items within the player's inventory or equipment slots.

Any repairs that fail due to missing resources will now have those resources tallied up and displayed within the UI. This should make it much easier to see which materials you're missing at a glance, without needing to hover over each item individually. Missing resources also include things like a lack of Electricity for repairing items which have that requirement.

We've also clarified some of the text displayed in the UI to be more clear about state and requirements and minor things like instead of hiding buttons when requirements aren't met, we disable the button and inform you why its disabled when hovering over it.

Finally, up until now, only items with a durability less than 90% were repaired. This wasn't communicated well, so we've exposed this threshold as a slider which you can use to customize the amount of damage an item must take before it is included in the bulk repair action.



Next Week: Workshop Crystallized Ruby

Next week we are adding Ruby to the Workshop, alongside the new Lithium Ore, allowing you to bring your more advanced items to other maps outside of Elysium.




Your support makes these updates possible.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 3.0.6.150953-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
  • Repair Bench QOL: Tweaked UI for improved readability (don't hide buttons, disable them with hover info).
  • Updated widget description texts to be more clear.
  • Added supporting VFX/Lighting for active power state.
  • Updated itemable description text to include T5.
  • Fixed several widget alignment issues.
  • Simplified/cleaned UMG setup slightly by removing spacers and using padding instead, removing variable status from elements that didn't need it, removing assignment of localized strings on construct and assign directly in widget as these don't need to update dynamically, etc.
  • Increased RMA texture resolution on Repair Bench mesh to 2k.
  • Updated dropped world mesh to machining bench kit per T3 standards.
  • Ignore Beehive and Repair bench in Energy DT validation
  • Repair bench 'repair all xx' buttons now repair items placed inside the repair bench's inventory
  • Repair bench now has a slider which can be used to customize at which durability threshold items will be ignored while using the 'Repair xx' buttons
  • Added missing localized string to new Repair Bench section
  • Repair bench now displays missing resources if an item can't be repaired
[/expand]

Fixed
[expand type=details expanded=false]
  • ELY - Fixed meteor showers happening less often than expected because of a random chance
  • Adjusted scaling of character boost prompt, lobby privacy settings confirmation
  • Adjusted text on ELY level boost prompt to improve readability, upped required level from 20 -> 30 to match amount of levels we give player
  • replaced doorway mesh in BP_SecurityDoor with optimized version
  • Fixed up redirectors across entire project
  • Optimized VRAM usage by removing references to old unused 4k AO texture in 1000 materials. Fixed incorrect compression settings on several textures
  • Optimized VRAM usage by removing references to old unused 4k AO texture in 200 materials
  • Remove DNT from Flamethrower Turret biofuel connection UI
  • Added asset validation to catch when GOAP character BPs have mismatched WalkableFloorAngle and WalkableFloorZ
  • Adding DH Screenshot Diorama to project developer folder
  • Added new Ruby Ore mesh for dropped in-world use
  • Fixed Lithium and Ruby ores not being tagged as Resources. This allows their icons to now be used on Signs
  • Added tooling to automatically rename Quest markers based on their tag so that they can be correctly identified at a glance. Fixed outliner folder structure and names on several QMs on Styx
  • Setting max instances and virtualize for a lot of audio events for optimization
  • Adding max instances limits for all creatures and setting to virtualize to stop mass audio when too many creatures are spawned at once
  • Fixed issue where inspecting a network cable directly (not a device) could incorrectly display the 'Not Connected to Network' message
[/expand]

Future Content
[expand type=details expanded=false]
  • Added Great Hunt - Settlement, Red/Yellow Quad, Elysium
  • Added Great Hunt - Mushroom Radiation Area, Orange Quad, Elysium
  • Small balance tweaks and pitch tweaks to swq chainsaw
  • Adjusted Blade C pivot for Legendary Chainsaw
  • Updated Blade meshes and added new default set for Legendary Chainsaw
  • Fixed Floating Rock in ELY, Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Added the non-choppable Jungle Banyan Tree with three variants, including all meshes, materials, textures and collisions
  • Added spawn blocker and building blocker to new settlement area in ELY volcanic zone reserved for future content. Any buildings or deployables placed within this area can be recovered into an overflow bag by walking nearby and accepting the prompt
  • Legendary Chainsaw - Added missing stats file
  • Legendary Chainsaw - Added stats/functionality for gaining refined wood per wood harvested
  • Small increase in quad delays presence and less low roll off for more realism in surroundings
  • Added LODs and collision to radboss cliff webbing meshes. Added LODs for lightning strike
  • waterfall polish pass cleanup
  • slight reduction in volume of swq chainsaw idle and on and bringing the sound notify in slightly earlier to accommodate for fast clicks of it
  • new waterfall shader cleanup and optimization pass
  • Updated Legendary Chainsaw default meshes to use new _D ones. Socketed Drive and Blades to animated bones
  • Fixed inconsistent naming on Legendary Chainsaw files. Remove direct mesh references from developer level
[/expand]

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