Howdy, Exofarmers! The day you've all been waiting for is here: it's the next big update! Read on to learn what's new and what's coming in the future!
The Automation update is all about improving your day-to-day work and quality of life.
This update is heavily focused on the mid- to late-game (mainly from Milestone 5 and beyond), but includes some changes to the early game as well.
Tired of running back and forth between different Crafting Constructs? Having trouble keeping track of what’s made where? Not enough hours in the day to craft what you need? No more! You can now automatically craft items in many Crafting Constructs using the new Automator.
To automate crafting, follow these steps:
Build an Automator
Connect an Automator to a compatible crafting construct with a Connector Pipe
An Automator can be connected to multiple crafting constructs by using Pipe Splitters
Choose a recipe inside the crafting construct and set it to Auto-craft (default key H/Right Stick Click)
Put the resources required for the recipe in the Automator's storage
The Automator will automatically keep crafting the set item as long as it has enough resources.
Inputs that receive resources and Outputs that eject resources have been added to many Constructs. Use the Connector Pipes with these to send resources to and from Constructs, including some storage.
The first Automator is unlocked at Milestone 9, with more automation Constructs unlocked all the way up to the new Milestone 12.
Here's the compatible Constructs:
Construct
Input
Output
Milestone Unlock
Assembler
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Automated Water Pump (New!)
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12
Automator (New!)
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9
Automator II (New!)
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12
Combustion Generator (New!)
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5
Combustion Generator II (New!)
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8
Combustion Generator III (New!)
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10
Compost Box
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Flower Press
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Fodder Oven
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Furnace
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Furnace II
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Grinder
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Grinder II
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Loom
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Feed Through II
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Water Trough II
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Mineral Crusher
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Oil Mixer
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Oil Presser
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Oil Presser II
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Sawmill
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Seed Extractor
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Seed Extractor II
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Seed Extractor III (New!)
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10
Seed Splicer
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Silo
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Silo II
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Small Shed
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Storage Box II
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Storage Shed
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Water Reservoir (New!)
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8
Watering Drone Station
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Watering Drone Station II
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Connector Pipes are used to connect Constructs to each other.
Splitters allow you to split the output of a Connector Pipe into multiple directions.
Mergers allow you to combine the input of multiple Connector Pipes into the same output.
Automated Water Pumps can be used to pump water from rivers, lakes, and the ocean directly into Watering Drone Stations and Water Troughs using Connector Pipes - no Irrigation Hose required! This means that you can fully automate your watering! There's also the new Water Reservoir construct for storing large amounts of water.
Energize your production with the new energy system. Build Generators to keep your production superpowered for a crafting speed boost!
Energy is intended to streamline power consumption for large farms and help you to scale up your production.
Advanced Constructs- such as the Seed Maker II - will now consume Energy, which can be produced using Generators.
While you meet or exceed your minimum required amount of Energy, Constructs and Drones will be Energized, meaning they work 2,5x faster. If your Energy needs exceed your available Energy, your Constructs will stop being Energized until you increase your Energy above the minimum required amount. They’ll keep working at normal speed though! We wanted a system that rewards players for building infrastructure without punishing those who want to focus on other things.
Combustion Generators need Fuel to produce Energy. Work your way up to Solar Panels for free Energy!
Energy is produced and used globally, meaning Generators and Crafting constructs don’t have to be in Farm Range to count. This means you can put your Generators wherever you like - solar park, anyone?
Drone Stations no longer need Fuel to operate and can instead be Energized. Less running around re-fueling, more farming and crafting!
The first Generator is unlocked at Milestone 5, with more unlocked over the following Milestones.
We know y'all love to build, so we're making some highly requested improvements to the building system.
Snapping has been improved, especially for larger Pieces - meaning fewer instances of snapping halfway down Foundations or not aligning properly. Several Build Pieces are now more contextually smart as well: Doors will snap to doorways, Windows in window holes, and Roofs to the tops of walls.
We have loosened the restrictions on where Constructs can and can’t be placed, so they will now be blocked or have invalid slopes less often. This will make it easier overall to place things in the world.
You can also click and drag to continually remove Constructs. The days of having to mash to demolish a house is over!
A lot of y'all have asked for click-and-drag-placement of things like Walls. While we did not have time to get it in for this this update, we have heard you and want to get it in for 1.0! Same goes for having more decorations and modular building pieces.
We’ve seen a lot of players struggling with Fuel, feeling like it’s an annoying mechanic that gets in the way of playing the game. Our design philosophy is to reward rather than punish, and Fuel has not been in line with that.
We decided to change things around: Fuel is no longer required to use the Mech, and the Mech will start without it by default.
Having Fuel will instead improve your Mech, granting the following effects:
Mod Chips are enabled
Tool speed is increased
Thruster boosting is enabled
We feel this strikes a balance between making Fuel an important part of your resource management/progression and not limiting y'all too much in ways that doesn't create interesting gameplay.
We wanted to make the mech more fun to move around in during moment to moment gameplay, especially across long distances. To do this, we’re introducing some new movement tech for more skilled play.
Sliding will no longer slow you down as much, and if you were running before a slide you will now keep running afterwards. You can now also cancel out of slides early to maintain your momentum by pressing the sprint button at the right time.
When sprinting at max speed with your thruster bar full, you can do a Thruster Lunge. Press the jump button to use up your bar and quickly blast upwards and forwards. To balance this, we have changed the thruster recharge rates.
Furthermore, thrusters are now better at breaking falls!
These additions should make moving around in the mech feel more awesome.
The Exofarmer now has a Jetpack, vastly improving your ability to get around your farm! The Jetpack will allow you to fly freely within Home Areas, as well as give you some extra air time while outside.
The Jetpack is available from the start of the game as a new part of the Exofarmer’s core kit. Here's the controls:
Press and hold Space/A Button while on the ground or press Space/A Button while in mid-air to activate
Press or hold Space/A Button to ascend
Press or hold CTRL/B Button to descend
Double press CTRL/B Button or Space/A Button, or land on the ground, to deactivate
Tools and Build Mode can be used while the Jetpack is active.
Our main goal with this is to make building and painting easier, but we’re looking forward to seeing what other creative uses y’all find for it.
We have optimized various parts of the game logic, UI, and animation, resulting in a massive improvement to overall CPU performance. While we expect this to be noticeable for pretty much all of you, late-game save files with lots of stuff in the game world will see the most drastic improvement. In our testing, we have seen FPS improvements of around 50-65% on average. Depending on your hardware, settings, and save file, you may see smaller or larger gains than this - in some cases we have observed improvements as large as 90%.
Here are some comparisons on a mid-game save file in single-player, running on an Intel Core i9-13900KF and Nvidia RTX 4070 SUPER, using very low graphical settings to minimize GPU bottlenecking:
Before
After
163 FPS
249 FPS
159 FPS
253 FPS
152 FPS
250 FPS
In addition to this general optimization, we have done extensive work on multiplayer performance, particularly when hosting a session. The more players are in your session, and the more elements need to be replicated, the bigger the performance increase will be. While we can’t guarantee a locked 60 FPS across the board, the experience should be on a completely different level of smoothness.
This update adds Milestone 12: Solar Energy, which includes: Crafting Recipes
Lumtwig Oil (Oil Mixer) [Moved from Milestone 11]
Constructs
Solar Generator
Automator II
Automated Water Pump
Mod Chip Recipes
Spike Saw Sweeping Strike Damage Lv. 3 - Increases the damage of the Spike Saw Sweeping Strike by 15.
All Transform Mode Movement Speed Lv. 2 - Increases the movement speed of all Transform Modes by 7.5%.
Trailblazer Boost Charges Lv. 2 - Adds 2 additional boost charges to the Trailblazer Transform Mode.
Trailblazer Boost Recharge Lv. 2 - Increases the boost recharge rate in the Trailblazer Transform Mode by 30%.
Water Efficiency Lv. 3 - Reduces the water consumption of the Irrigation Hose by 15%.
Parts Recipes
Irrigation Hose Mk. 6
Seed Shooter Mk. 6
Spike Saw Mk. 6
Sprout Cannon Mk. 6
Vacuum Harvester Mk. 6
Other
Farm Center build limit increased to 4
We've heard you loud and clear about the difficulties of customizing your mech. We're planning a bigger overhaul of the system for the 1.0 update, but we found the time to sneak in some smaller improvements for the Automation Update.