{"id":6081,"date":"2025-09-03T11:34:33","date_gmt":"2025-09-03T18:34:33","guid":{"rendered":"https:\/\/starsreach.com\/dynamic-update\/"},"modified":"2025-09-10T13:03:10","modified_gmt":"2025-09-10T20:03:10","slug":"dynamic-update","status":"publish","type":"post","link":"https:\/\/starsreach.com\/pt\/dynamic-update\/","title":{"rendered":"The Dynamic Update"},"content":{"rendered":"<div class=\"fusion-fullwidth fullwidth-box fusion-builder-row-1 fusion-flex-container nonhundred-percent-fullwidth non-hundred-percent-height-scrolling\" style=\"--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;\" ><div class=\"fusion-builder-row fusion-row fusion-flex-align-items-flex-start fusion-flex-content-wrap\" style=\"max-width:1248px;margin-left: calc(-4% \/ 2 );margin-right: calc(-4% \/ 2 );\"><div class=\"fusion-layout-column fusion_builder_column fusion-builder-column-0 fusion_builder_column_1_1 1_1 fusion-flex-column\" style=\"--awb-bg-blend:overlay;--awb-bg-size:cover;--awb-width-large:100%;--awb-margin-top-large:0px;--awb-spacing-right-large:1.92%;--awb-margin-bottom-large:0px;--awb-spacing-left-large:1.92%;--awb-width-medium:100%;--awb-spacing-right-medium:1.92%;--awb-spacing-left-medium:1.92%;--awb-width-small:100%;--awb-spacing-right-small:1.92%;--awb-spacing-left-small:1.92%;\"><div class=\"fusion-column-wrapper fusion-flex-justify-content-flex-start fusion-content-layout-column\"><div class=\"fusion-text fusion-text-1\"><h3><span style=\"font-weight: 400; font-family: Saira; font-size: 16px; letter-spacing: 0.24px; text-transform: none; background-color: rgba(0, 0, 0, 0);\">We are pursuing the \u201czombie\u201d bug where a player gets into a non-responsive state after dying. (You might not think you\u2019re dead because your health bar isn\u2019t telling you the truth while in this state, but if the rest of the following conditions are true, then you are a \u201czombie\u201d.)<\/span><\/h3>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You can\u2019t \/camp (it tells you that \u201cyou can\u2019t camp if you\u2019re dead\u201d in chat)<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You can\u2019t switch items on your toolbar<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You can\u2019t interact with consoles or camps<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Creatures ignore you completely (won\u2019t aggro on you)<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">If these things are NOT true, then you are NOT a zombie. (No matter how cool that sounds like it might be, you ain\u2019t it.)<\/span><\/p>\n<p><b>We have added a reporting mechanism if you end up in this situation. <\/b><span style=\"font-weight: 400;\">If you end up in the zombie state, then:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Please type <\/span><b>\/reportbrokencharacter <\/b><span style=\"font-weight: 400;\">in your chat pane and add text after it to describe why you think you\u2019re in the zombie state. (You <\/span><i><span style=\"font-weight: 400;\">must <\/span><\/i><span style=\"font-weight: 400;\">enter text or the report won\u2019t be sent.)<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Then hit Enter. This will send a report to us so we can examine your character to determine similarities with other such reports.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">We\u2019ve also added a ton of logging around the suspected areas where it might be happening. We\u2019ve tested extensively internally after doing so, but of course, as Murphy requires, we can\u2019t get it to dupe. So we\u2019re updating the servers with that extra logging to see if it\u2019s still happening \u201cin the wild\u201d.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We\u2019ve made a bunch of other fixes, so it\u2019s <\/span><i><span style=\"font-weight: 400;\">possible<\/span><\/i><span style=\"font-weight: 400;\"> that we fixed it without knowing we fixed it. That\u2019s unlikely (because life isn\u2019t usually that kind), but we won\u2019t know for sure until after this update goes live.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Other \u201cunder the hood\u201d fixes included are:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Code fixes to ensure that the servers stay in sync with each other during the Wild Wormhole events.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">A performance fix when crafting stacks of items or merging stacks of resources.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">A fix around Food items that prevented their duration being affected by PQRV stats.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">A performance fix that mostly affects forest fires and lava.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">A typo in a recipe that involved the Fluorine ingredient is now fixed.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">A building tile performance improvement.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Some code cleanup around drones (aka Drone Lights) and DOTs (damage over time effects).<\/span><\/li>\n<\/ul>\n<h3>SKILLS KIOSK<\/h3>\n<p><span style=\"font-weight: 400;\">Skills are now learned at a Skills Kiosk. You can still access your Skills display out in the field, but you\u2019ll have to head back to the Starbase in order to upgrade your skills.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Upgrading your skills costs XP, as usual, but now also requires a Klaatu expenditure, as well. (Earn Klaatu by completing missions from the Mission Kiosk.) The amount of Klaatu required to upgrade your skills is shown on your Skills page (\u201cK\u201d to open it) along with the XP cost.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The Skills Kiosks are located in the main hub of the Starbase, near the entrance to the theater area.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><br \/><\/span><\/p>\n<h3>DYNAMIC WORMHOLES<\/h3>\n<p><span style=\"font-weight: 400;\">Wild Wormholes are now a dynamic event!<\/span><\/p>\n<p><span style=\"font-weight: 400;\">On previous tests, wormholes were static and stayed for the entire length of the test. But now they are transient, as intended, and the wormholes themselves are inherently unstable.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">What this means is that wormholes will stay up for a random amount of time. During that time, you can travel through the wormhole, far beyond the reaches of Servitor-controlled space, and end up on a \u201cwild\u201d planet. There, you can explore and exploit that planet as desired.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">BUT\u2026the wormhole is definitely going to collapse. If you\u2019re still on the wild planet when it does, then you\u2019ll have no choice but to release and be reformed according to your last-saved ReLife pattern back in Servitor space\u2026without anything you acquired on the wild planet.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So, it\u2019s a race against time. Your friends at the TPL have provided a Wormhole Status Indicator on your HUD. It has different states to show you how close the wormhole is to collapse:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Green = stable. <\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Yellow, blinking slowly = starting to destabilize.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Yellow, blinking moderately = becoming more unstable.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Yellow, blinking rapidly = wrap it up\u2026time to head home.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Red, blinking furiously = you\u2019re pushing it\u2026the wormhole is about to collapse!<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Steady red = your goose is cooked\u2026prepare to head home the hard way without any new stuff you picked up on the wild planet.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">In the future, every time a dynamic wormhole opens up, it will connect to a new world, but for now, during this phase of testing, it\u2019s likely to be the same planet every time, each calendar day. This will change in the future.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><br \/><\/span><\/p>\n<h3>Wild Wormhole Missions<\/h3>\n<p><span style=\"font-weight: 400;\">Wild planet missions will be unavailable now unless a wormhole is actually open. Conversely, when a wormhole collapses, wormhole missions will become unavailable.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But once a wormhole opens, there will be missions available for the planet on the far end. Be sure to grab some of those before you head through the wormhole!<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If a wormhole collapses and you have incomplete missions for that world, they will time out after a bit (or you can Abandon them if you\u2019d prefer). If you have completed the missions, then they don\u2019t time out and you can cash them in at your convenience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Non-kill missions are now rewarded more highly if the mission is further away from the planet\u2019s portal.<\/span><\/p>\n<p><b>Known Issue: When you portal or open a full-screen menu, the wormhole will falsely tell you it is stable green again. This will update at a maximum of two minutes after that and show you the correct status of the wormhole. This will be fixed soon.<\/b><\/p>\n<p><b><br \/><\/b><\/p>\n<h3>ADDITIONAL UPDATES<\/h3>\n<h4>\u201cSlurry\u201d Tailings<\/h4>\n<p><span style=\"font-weight: 400;\">Tailings have been improved so they flow quite rapidly when first placed and then quickly solidify into soils. Those soils will then start to grow grass if there is any grass nearby.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Advantages to this include:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Less \u201chills\u201d created all over the place by dumping tailings<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Granting you the ability to fill holes more easily by filling the holes with tailings and smoothing out the divots.<\/span><\/li>\n<\/ul>\n<h4>Improved Meteors<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Metal deposits were removed from all existing meteor showers to avoid &#8220;balls of metal&#8221; all over the world.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Anti-gravium and Megarock events were removed entirely.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Heavy Metal Noise! events (meteors) were added instead. They act like Megarock and make a big pool of lava where they impact and the metal they deposit sinks down into the world. When they cool, they leave a flat-ish surface behind and you\u2019ll have to dig\/prospect for the metal. There is one event for each metal category (Common, Rare, Exotic, etc.), but the event announcements are identical, so you have to prospect to find out what the meteor deposited.<\/span><\/li>\n<\/ul>\n<h4>Improved Flora<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Many tree and bush asset upgrades to improve both visuals AND performance.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Trees and bushes were shuffled to their proper biomes and there is now greater visual differentiation between biomes.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">There are now logs in many biomes again. Use your harvesters to get wood!<\/span><\/li>\n<\/ul>\n<h4>Kiosk Changes (Homestead, Mission and Tools)<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">If you release a Homestead, it now refunds it into your inventory (instead of just losing it).<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">When you access the mission kiosk, there are separate \u201cpages\u201d for each world so you can easily pick missions for that specific world.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">When viewing your current Missions, the rewards for those missions are now shown on the list.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Missions that you can&#8217;t take are moved to the bottom of the list in the Missions Kiosk.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Until we get a chance to make some improvements, Maguffins will be much closer to the surface so you won\u2019t have to dig very far to get them. (To avoid the frustrating \u201cinfinite sand\u201d issues.)<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">There is now a Stripped Xyloslicer in the tools kiosk.<\/span><\/li>\n<\/ul>\n<h4>User Interface<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Crafting recipes that create many items should no longer lag the player&#8217;s client.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Improved first-time experience hallway with improved tutorial dialogs.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You can now remove items from your toolbar. Navigate to your inventory, and click the \u201cX\u201d on the toolbar item to remove it from your toolbar and return it to inventory instead.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You now get tooltips when you hover over items on your toolbar.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Added a first-time Food tutorial so you can tell what food does and why you should use it.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Keyboard sprites added to dialogs and first-time dialogs are greatly reduced in verbiage.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">There is now an option to skip the first-time experience Hallway when you make a new character, as long as you&#8217;ve gone through it once before.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Gravemarkers are red now to match the waypoint color.<\/span><\/li>\n<\/ul>\n<h4>Other<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Homesteads now have building tile limits. You can place up to 330 building tiles on a single Homestead, and 30 of those tiles can be lights. These limits are likely to increase as we optimize the building tiles and the lights (we are working on this now).<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Overcharge has improved VFX.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Loading screen text improved for clarity<\/span><\/li>\n<\/ul>\n<h3>BUG FIXES<\/h3>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You should now get event notifications when you enter a zone, even if the event is already started.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed the &#8220;permanently frozen&#8221; issue some players were encountering.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">HUD display is now delayed until world is fully loaded (should prevent you from seeing the world without terrain)<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You can now properly do all drag-and-drop actions from a sorted inventory view.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">You should no longer see meaningless resource numbers when doing a Resource Scan with the Terraformer<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Debris Tool (for the first-time experience Hallway) has been increased in strength and radius to make it easy to clear the debris area so you can crouch walk through it without problem.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">The camera is tucked closer to your character&#8217;s body in tight situations to make the camera less jittery in tight quarters.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">The \u201clow health warning\u201d edge-of-screen effect on the HUD has been restored.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Keyboard layout should be at the top of the list when F1 Help is accessed.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Underwater plants should no longer appear above the water<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Seaweed and Kelp are no longer classified as trees. They are harvested by the Harvester, not the Xyloslicer.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Paver tiles can be extracted again.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">First time player experience logic improved so if you die in the lava, you don&#8217;t get the electrified death dialog.<\/span><\/li>\n<\/ul>\n<\/div><\/div><\/div><\/div><\/div>","protected":false},"excerpt":{"rendered":"","protected":false},"author":217806712,"featured_media":6050,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"advanced_seo_description":"","jetpack_seo_html_title":"","jetpack_seo_noindex":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"fifu_image_url":"","fifu_image_alt":"","_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"_wpas_customize_per_network":false,"jetpack_post_was_ever_published":false},"categories":[1462,1458],"tags":[],"class_list":["post-6081","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-all-news","category-build-notes"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/starsreach.com\/wp-content\/uploads\/2025\/09\/Dynamic-Update-1920x1080-1.webp","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pdLeGO-1A5","_links":{"self":[{"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/posts\/6081","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/users\/217806712"}],"replies":[{"embeddable":true,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/comments?post=6081"}],"version-history":[{"count":0,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/posts\/6081\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/media\/6050"}],"wp:attachment":[{"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/media?parent=6081"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/categories?post=6081"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/starsreach.com\/pt\/wp-json\/wp\/v2\/tags?post=6081"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}