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ORMOD: Directive Closed PlaytestNewsAlpha 1.2.0
Major update

Alpha 1.2.0

ORMOD: Directive Closed Playtest · published 31 Jan 2025, 14:30 UTC

All newsPlayers around this dateRead on Steam

- increased skuttler speed by 15%
- moved ui up
- changed money id money_stack -> money
- changed copper wire id wire -> wiring
- entity refresh speed 10 -> 5
- added collision to distant chunks... no more driving/running off the map thank fuck
- reverted bag being locked to right side of screen
- dragging bag now drops instead of placing
- fixed trader sellpoint being too low
- fixed not being able to give items to trader & put items in locker
- fixed selling items not giving any money
- fixed watercatcher collisions
- improved container snapping in generator
- added generator sounds
- fixed powercord interaction being broken
- fixed conveyor belt interaction being broken
- added software acceleration resolution upscaling... i.e ppl with poo pcs should hopefully get a massive fps boost but will require testing
- reduced temporal anti aliasing anti-flickering amount... will mean a smoother camera while looking around
- fixed DLSS setting not overriding default i.e changing it didnt actually change the DLSS quality it was either on or off
- fixed bug where jumping up against walls made you jump infinately and didnt actually make you jump... this made jumping feel kinda unresponsive
- added depth of field off setting in playmode
- added new option FSR scaling % (DLSS equivilant for ppl with poo poo pcs) should almost double fps when set to 50% with similar quality
- fixed high present on DOF it was fucking taking up 80% of my GPU at one point like ffs
- fixed DOF not actually working with ADS so yes it was gobbling fps and not actually doing much lol
- removed resolution scale setting as its been replaced with FSR
- fixed detail quality setting not working
- increased size of all snappoints on buildables (easier to attatch items)
- added check for overlapping placement snapping colliders (as thier much bigger) to always choose the closest one (instead of z-check)
- fixed toolkit not working with upgrading
- improved powercord placement algorithm
- added helper dot for placement snapping
- can now place items ontop of attatched items
- foundations now clear ground by default (used to have to upgrade first, makes building much easier)
- watchtower & planter now remove grass when placed
- fixed tents not having collision on inside
- fixed T shaped tent missing collider
- fixed workbenches going harry potter mode this was like the funniest fucking shit so im kinda sad i had to fix it
- fixed workbench upgrade not having tarp until entityupdate
- tree damage is now relative to its speed & weight
- decreased truck fuel capacity 80L -> 60L
- increased world autoregion generation 1x1 -> 3x3 i.e 2km^2 spawn region generated straight away instead of 0.25km^2... will significantly reduce early game lag
- added enforced 2-3 towns spawned in starting region
- collected spawnlocations to be centeralized around worldspawn density regions
- fixed pushing vehicle make player attempt to pick up the vehicle like a workbench lol
- Navigation I now chooses spawn region instead of directions (i.e names instead of north east south west)
- easier placement of large objects on hills
- players now always spawn on roads
- new spawn algorithm where random spawn attempts to distribute spawns closer to towns
- spawn region will always have a trader inside the 2km^2 area
- automatic mission placement so starting region should always have locations for random world missions
- implemented backend server sync for task system coming tomorrow
- fixed moving heavy objects
- traders now shown on map by default
- towns now show text when entering
- structures no longer spawn in water lol
- pooled regionspawn into regionspawns.dat, can edit if server owner to have players spawning in the same location
- added serversetting spawnregion size sets radius you can spawn & generates spawnregion towns
- trader now spawns in closest town to world origin
- made default rivers smaller and less common
- fixed bridges dipping into water
- removed spawns in water
- loads chunks at 5x speed when loading in (dont need fps optimized loading when not actually playing)
- increased crafting ui size
- improved sandy beach biome aesthetics
- fixed structures generating much longer than they should
- fixed structure bounds overlapping
- increased snapping range for attatching items on workbenches
- added new mechanic: tasks
- added collision to base center table
- added new client setting: attatchment placement size (ease of snapping stuff to workbenches & whatnot)
- added new item: bundle of sticks to make a super basic campfire
- added crafting recipe 2x bundles of sticks -> small firekit
- added starter tasks to give direction to new players
- fixed console typing changing weapon firemode & turning on nightvision
- region selection now pans camera to region (if explored and map unlocked ofc)
- fixed spawn region spawning you in a different region
- added 8 new intersection types (referring to stuff like crossroads & whatnot)
- updated all existing road intersections
- added achievement support (implementation coming tomorrow)
- started work on melee system
- significantly increased quality of some vfx like smoke (they looked kinda mid tbh)
- added tasks to trader
- added trader tier requirements for tasks
- added level requirements for tasks
- added toolbelt item which is default and gives you like 5x the starting inventory space
- implemented ability to move toolbelt around in inventory like backpack
- removed pocket UI
- rotation of items in inventory now distance checks i.e if you move backpack to other side of inventory and try rotate you dont have to hold on right side
- fixed hatchet & pickaxe being upside down on backpacks
- fixed backpacks sometimes being added to hands slot
- fixed items spawning on player having collision (why you would fall out of the sky sometimes lol)
- implemented achievements tied to early game progression tied to starting tasks
- added 9 new starter tasks
- added task override for killing players at certain distances & with certain weapons
- tasks can now give item rewards
- hotbar includes toolbelt items
- fixed roadside object placement failing placement sometimes due to missing items
- fixed shift dragging items out of inventory making placement arrows not disappear
- fixed placing backpacks really hard if having items as attatched items contributed to bounding box collision detection
- fixed moving backpacks in inventory eeever so slightly offsetting the rotation point
- fixed inventory action menu opening when right-click dragging
- redesigned dragging ui in inventory (hopefully much less clunky)
- added item size to item UI
- dragging items now correctly shows snap position
- inventory now shows size based indicators
- improved character inventory UI
- dropping backpack now returns drag point to origin for next pickup
- added 8 new task types
- added 42 new trader tasks
- build UI now correctly updates build requirements
- added new skill for better rewards from tasks
- added new skill for +1 space on toolbelt
- started work on hotbar rework... hopefully will be ready for 1.2.1
- started work on netcode problems... hopefully fixed for 1.2.2
- moved shoulder slot position
- rebalanced some early game loot tables (more to come before 1.2.0)
- updated vfx for destroying machines
- added very basic trader ui for taking tasks... will be improved very soon
- reintroduced temporary hotbar using the old system so you can actually play the game
- fixed starting world quest not playing correct voice
- moved mp5 & UMP to medium size
- removed keybind for pockets & shoulder
- items on toolbelt can now be hotkeyed instead of being default bound... it does not currently show which slot is bound to what but this will be fixed when the hotbar rework comes for 1.2.1
- moved spawn off mp-18, izsh-43, longstock double barrel & mosin to medium size
- moved rockets, at rockets to medium size
- moved aks-74 to medium size

More from ORMOD: Directive Closed Playtest

Other announcements

All news
Community5 Oct 2026Playtest Weekend 5 Closes, What's Next?Hey everyone! Playtest 5 Comes to a Close We've had an absolutely amazing time playing with all of you. I can't thank you enough for reporting issues & supporting the game so far, I got to explore so many bases & meet so many of you in-game. We will be posting a full stats recap in Discord tomorrow! In general though, we have broken almost all of our records for numbers, playtime & sentiment! S…In-game event4 Oct 2026Changes Since The Playtest Went LiveHey everyone! Hope you're having a great playtest. I'd like to thank you all so much for playing the playtest so far. As always, keep reporting those issues & giving feedback in Discord , we genuinely read all of it & helps a ton 1.13.0-1.13.9 Patch Notes · Fixed not being able to unpack bedrolls · fixed doors blocking entry · fixed claimable POIs having doors · increase POI claim rate to 50% ·…Community2 Oct 2026ORMOD: Directive Playtest Weekend Is Now LIVE!Playtest Weekend 5 Is Now Live! Welcome to all of you to Playtest 5! We’ve got some massive updates coming your way this time around from a total world overhaul to building vehicles from scratch to fortifying structures and more. It’s going to be a lot of fun! Who’s Getting Access: · If you’ve already played ANY previous playtest, the game will automatically be available to launch in your libra…