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XenoMiner version 2.0.1 released for Xbox!


GreenScreen on “Draw PlayerName”
GreenScreen in CraftingScreen
At least two other Greenscreens I can’t remember where they were originating.

Autosave disconnects should no longer occur

Massive Lag from mobs fixed –
note: animations and movement for mobs have not been smoothed across the network. If the mob is being run from your client, you’ll see it as a normal, smooth-moving mob. IF, however, it is running on a different client, you will see it “teleport” to move, moving at about 5 hops a second. This isn’t a bug, you’re not lagging, it’s just not smoothed yet (normally we would interpolate between those points).
There WAS a lag inducing issue that could cause anyone running a mob or two to grind to a halt, that has been fixed.

More Network optimizations

Reclaim is available again on Xbox, better handling of reclaiming items so that they don’t give back a surplus

Spawn radius and rate re-examined and tightened up. You should start seeing more Venators.

Mob attack radius reduced, it’s not perfect but it’s closer to a 1.5 voxel reach (better fix coming next patch)

XenoMiner Version 2.0 Rolling Out

#XENOMINER VERSION 2.0, adding the first mob and the first two weapons (of many to come) is now in the release process!

PC – Released! (we don’t have to wait for Review)
Xbox – Up for Peer Review this evening (expected but not promised to pass by the 16th)

Price reduced to $9.99 for the PC version!
Buy it over here!

New PC buyers will get Version 2.0. If you’ve already purchased the game, use the download link from your original email to redownload. Just install the new version without uninstalling the old, unless you get an error saying “already installed” (this happened some in testing).

Venator “hunter” style mob added, along with nests. Nesting will be improved as we take a second look at terrain, but for now functions as a spawn point that can be cleared by those wishing to “settle” an area.

The SRS Service Pistol and the Assault Rifle (plasma weapons) are now available to fabricate. Watch your batteries.

Old voxel textures have been repurposed back into the game: Structural Ferrocrete and Banded Wall are new additions to your craftable voxels for all the builders out there.

Transparency updates should improve the look of crystals and glass.

Peaceful mode is available for those who lack the will to fight.

Crash Foam can now be fabricated.

Light Basalt and Dark Basalt were moved to a gray color instead of brown, to bring back a more stone-like palette and better lighting. Ores and Silicon remain in the old “brown style” basalt, this helps them stand out more.

Other Fixes/Updates:

Massive overhaul of Networking and Packet handling. We hope to have taken a big dent out of network lag, especially for the Host. We’ll be monitoring this carefully.

Saving – we’ve attempted to fix much of the weirdness that occurs from saves not truly writing to disk (swapped containers with other people, missing items). This one is tricky and we’ll be watching it too, expect more updates along this line. Autosaves may cause some hitching for the host 🙁 but are less frequent (10 minutes instead of 3). Again we’re still exploring options here to make this as smooth as we can.

Possible fix for corrupted worlds. If you had an old world that wouldn’t convert in the past, please try it again (make backups as usual!)

Thanks all for your patience and support. This is just the first addition of mobs, expect more threats and other interesting creatures soon. Networking, Lag and Save issues are top on our priorities, and we continue to work to minimize them. Next update should be much sooner, this was the last big hurdle to cross!

Join the conversation about this update on our forum or on the XenoMiner Facebook page!

Thank you all again for helping us build this game and community!

Xbox One and the future of XenoMiner

People have been asking us at Gristmill what we think of the Xbox One (especially as it relates to indie game development, like XenoMiner). We don’t have a really strong opinion yet, we’ve kinda just been waiting and watching like everyone else. XenoMiner has had a good run on Xbox Indie, but we don’t ever want to sink or swim based on the success of one platform, which is why we’re wrapping up a PC version (right as XBLIG starts to fade out) and are already planning a PS4 version. If Xbox One has a place for XenoMiner, we’ll be there. If they don’t, we’ll have at least 2 or 3 other good quality platforms (a list that is going to keep growing over the next few years).

XenoMiner version 1.41 with delicious squashed bugs, now released!

Unable to edit Bot build buttons, Green Screen – fixed.
Lost bot – fixed. (These will be restored)
Multiple bots – fixed. These will be scrubbed back to one.
Bots can no longer be put in different Containers or dropped, they have their own slot (beta graphics).
Bot shouldn’t crash the game when recalled and digging.

Buried alive – fixed. Unless we pull this at the last moment, spawn points that have been buried or dug up will move until they find a new position, including the original spawn point.
Spawn point is no longer sacred (unless we pull it at the last moment).

Seemingly Unchanged/Vanilla Chunks on travel (restored by reloading) – fixed.

GreenScreen on Join Menu Refresh – fixed.
GreenScreen on dropped SkyStrider backpack – fixed.

Duped containment units on inventory screen via multiple relays – fixed.
Containment units unowned or owned by wrong person – fixed.
Containment units emptied in MP (same issue) – fixed.
Containments can’t be cleaned up – fixed. Any Container can now be dug up by host – they’ll have no x above them and they are a different color of blue (i think) – this will destroy the contents of the Container, so use sparingly.

Relays fail to transmit Processing Power to CentriForge – fixed.

Can’t Invite in Invite-Only game – removed. We can’t support this feature without a few days of extra work, we pulled it for now.

Not a bug but:
Gristmill devs will be identified with a [gristmill] tag online on the Join Menu.
Gristmill devs will be identified in game with colored name tag (red if I remember right).

Edit Additions:
Players will no longer show up in Host screen or draw in world until full loaded. No more green screen when kicked while loading.
GreenScreen occasionally on menu screens – fixed.