<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Starwaste Wiki — Changelog</title><link>https://starwaste.wiki/en/changelog/</link><description>Release notes and wiki updates for the game Starwaste.</description><language>en</language><lastBuildDate>Tue, 13 Oct 2026 00:00:00 GMT</lastBuildDate><item><title>0.17.0-dev — Living worlds, interplanetary industry and freight</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.17.0-dev</guid><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><description>Fifteen industrial machines and nineteen production recipes connect specialized worlds: deuterium, helium-3, fusion, deep mining and exotic materials. The journal adds nine milestones and three archive expeditions. Freight terminals and cargo shuttles move goods between worlds. Three permanent ship modules improve cargo, fuel use and local thermal protection; the Machine works assembles sixteen smaller machine types in batches. Raw liquid stays in personal tanks, storage tanks and pipes. Bottler MK1 packages it using empty canisters; the pump module increases the personal tank from 16 to 32 units. Six native trading peoples and six wildlife species inhabit alien biomes. Biological samples can be obtained without hunting and support six optional recipes; NPC and wildlife navigation handles terrain more reliably. Finite markets refresh every two home-world days. Contracts, two-stage castaway rescues and purchased coordinates expand trade; eight contracts across three factions unlock the MK2 backpack after the first flight with MK1 equipped. The MK2 satellite launch unlocks the spaceship. Steam lobby invitations and P2P transport are implemented, alongside 32 achievement conditions. The GitHub prerelease contains source code; publishing Steam definitions and builds remains separate. Machine models received corrected supports, panels and tier markings. Lava contact is detected at the boots, with lethal unprotected exposure and less repetitive injury audio.</description></item><item><title>0.16.0-dev — Opt-in pumps, unified panels and richer meteoric iron</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.16.0-dev</guid><pubDate>Wed, 07 Oct 2026 00:00:00 GMT</pubDate><description>Tanks and both transmutation vats connect to a pump only once you switch on the new pump icon in their panel header; the geo drill and the mining rig stay permanently connected and the geothermal reactor links up by itself. The choice is saved with the world and synced in multiplayer. Smelter output is known Salt right away with no extra analysis, newly available recipes are announced to the whole crew, and the codex can sort by newest discoveries. Every meteor with loot now leaves 2–4 pieces of meteoric iron instead of the old 50 % chance, and MK1/MK2 analysis costs 15/8 samples instead of 45/23. Smelters, printers, the reactor — now named Reactor MK1 — and analyzers share one unified panel header with depot-logistics and coolant toggles and clickable recipe cards, and cables between producers form a single trunk with short branches to each device. Interface scale splits into three settings — machine panels, backpack and overviews, in-game gauges — each 50–100 %, with a separate FPS toggle in General. The atmospheric dome can draw concentrate from the depot (drones top it up to eight canisters), shield and dome range previews gained a grounded 3D outline, and magnet icons distinguish input from output.</description></item><item><title>0.14.0-dev — Review fix wave and battery upgrades</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.14.0-dev</guid><pubDate>Tue, 06 Oct 2026 00:00:00 GMT</pubDate><description>Day/night ambient light works again on airless worlds, and distant cables, drones, the toxic swarm, bodies and depot couriers fade out like machines instead of glowing through the fog. A placed battery can be upgraded to MK2 on the spot for just the material difference — the eighth in-place upgrade family next to the depot. Demolition and upgrades out of range now say “Out of reach — come closer.” instead of doing nothing, and the build and move panels warn about being out of grid reach when no producer, battery or depot lies within 8 m. The G panel sorts every appliance into categories including a new depot category, uses the server formula for its blackout/draining verdict, and shows axes in seconds and watts, batteries in Wh and machine draw in kW. Smelter recipes distinguish inputs with identical outputs. The multiplayer host can start a brand-new game — a fresh empty world and save — without picking an existing save.</description></item><item><title>0.15.0-dev — Reactor panel, transmutation vats and Med-Gel</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.15.0-dev</guid><pubDate>Tue, 06 Oct 2026 00:00:00 GMT</pubDate><description>The reactor gets a full-screen panel like the printer: a menu of all 19 reactions with backpack supplies, click-to-plan dosing of All/+10/+1, input and output readouts, a return-inputs button and coolant top-up. Without an order it no longer draws power. The MK1 transmutation vat takes separate day (concentrate) and night (exotic vitriol) orders for every schedule row, and the MK2 catalytic vat accepts a new crystal at any time — a new button returns the vitriol and the unused crystal to your backpack. Salt now unlocks by analyzing the concentrate from the vat; the chain runs vat → concentrate → scan → smelter → scan → atmospheric dome. The depot panel gains a logistics toggle, and depot-supplied machines queue their orders freely; the infinity card no longer hides its counts. Press U to use a Med-Gel whenever you are hurt — it heals up to +40 HP toward full — while the auto-injector only fires once damage passes half your health. Sprint is retired (movement is walking only), the middle mouse button cycles tool categories while the tool is drawn, the turret engages raiders, crystal beds can be replanted, and a new interface scale setting plus full UI state saving complete the set.</description></item><item><title>0.13.0-dev — Mining rig and unified machine panels</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.13.0-dev</guid><pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate><description>A repairable mining rig wreck lies 50–70 m from your base; the shared side objective in the journal and three newly craftable parts reveal it. The rig excavates a 4×4 m shaft straight down and stores ore at the surface for storage drones and MK2 filters. On dry ground it digs without piping; a pump and tank are required only once the bore reaches vitriol. Speed grows by 25% per 1 kW up to full power at 4 kW, automatic mode uses only the production surplus without draining batteries, and manual mode offers 1–4 kW steps with an optional night pause. All machine E-panels share one header with a divider line and a green/grey power icon — mining rig, dome, shield, turret, geothermal drill, basin and MK2 lamp. Basin MK1 switches day and night phases with a toggle instead of ON/OFF buttons, the reactor panel gained a recipe row with a product preview, and the MK2 lamp panel now has a power icon, colour palette and central mode. Explanations moved into control tooltips. The building ghost during a move gains an orange state: the spot fits the world but is out of reach. The 22 m range counts toward the new spot and the machine’s original position, so a green ghost no longer quietly promises a failed click. The mining rig moves only through classic editing — select it with a click and press V.</description></item><item><title>0.12.0-dev — Collecting after mining and a livelier world</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.12.0-dev</guid><pubDate>Sun, 04 Oct 2026 00:00:00 GMT</pubDate><description>Disconnected geological clusters of up to 512 cubes collapse into one collectible piece per material after mining or an asteroid impact, preserving quantities. Resources spawn at the mining spot, fall visibly and the magnet picks them up seamlessly. Cluster and crater calculations run in the background, so digging stays smooth. Asteroids have random shapes, sizes and irregular craters depending on the impact direction. Hit machines spill their contents and scrap drops only uncollected loot; emergency Basic machines stay intact while shields, the lander and monuments keep their protection. Ten cargo ships replenish missing discoveries near players. Flyovers have opening doors, blue engine thrusters, particles and positional audio; nearby stockpiles and cooldowns limit their density and frequency. Newly generated vitriol deposits are smaller and at most 1 m deep, so breaching one floods excavations less. Already saved deposits are not regenerated; cube cleanup after digging also works in older saves. The original storage is now labelled MK1 and storage MK2 has adjusted parameters: 30 m range, 100 W base draw and 9 m/s drone speed. Both models have their own codex descriptions and a side-by-side comparison. NPCs plan paths locally to steer around pits, walls and buildings. The game menu gains “Free the player” for getting unstuck. The MK2 lamp can change its light colour from a nine-colour palette and apply it to the whole linked network; the default ice white matches MK1 lamps.</description></item><item><title>0.11.0-dev — Storage MK2, continuous production and exploration</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.11.0-dev</guid><pubDate>Sat, 03 Oct 2026 00:00:00 GMT</pubDate><description>Storage MK2 holds 20,000 items, supports custom names and accepts everything, only allowed items or everything except blocked items. Upgrade the original storage in place. L opens the crew's shared MK2 stock registry across worlds; collect items at the storage itself. A flag marks a storage in the registry, on maps and above the building without opening a map. Intake filters do not restrict withdrawals or machine supply. Production starts with an ordered batch. With storage supply enabled, MAX becomes ∞: the order waits for materials and resumes when restocked. Without storage, MAX orders a finite quantity. Drones return unused inputs and outputs; orders and returns survive saves and are not lost when storage is full. Scrap, wrecks, outposts and camps are scattered across entire worlds, including home. Missing discoveries are added to older saves without replenishing already looted scrap or crates. After loading, the tool stays holstered; the first Q restores the last saved mode, including after reconnecting. B lets you select a known building and preview its cost without materials; placement still requires them. In build mode, the wheel cycles through known buildings; in the open catalogue it scrolls the list. Trash rules can be enabled, disabled or deleted directly in the list. Set limits with a slider, exact number or preset; disabling a rule remembers its limit. Pinned recipes have a separate overview at the top of the HUD. Analysers keep unsupported samples visible and mark them as unavailable for analysis. Backpack, equipment and storage registry panels share a frame and content scrolling. The codex adds descriptions for modules, the advanced processor, optical lens and laser emitter in all 15 languages. Equipment effects match the wiki.</description></item><item><title>0.10.0-dev — Production orders, saves and Lamp MK2</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">v0.10.0-dev</guid><pubDate>Fri, 02 Oct 2026 00:00:00 GMT</pubDate><description>Smelters, printers and the transmutation basin produce only explicitly ordered batches: All / +10 / +1. Selecting a recipe or loading materials no longer starts production. Orders wait for supplies, survive saves and end on cancellation or recipe change; idle machines draw no power. Save as new save creates a copy without leaving the world, with names such as Game_2 and an optional editable note of up to 240 characters. Continue loads the last played valid save. Notes survive autosaves and do not change the last-played order. The expedition journal shows current keyboard/gamepad bindings. Pinning an unlocked building recipe immediately highlights it and tracks missing materials below the minimap; components are excluded. New tasks guide you to deep veins and, after the first impact, meteorite loot. Lamp MK2 lights up to 17 m at night and draws 80 W when active. E toggles its saved switch. Home-world meteorites fall every 20–40 minutes instead of 5–10; other worlds are unchanged. Cobalt drops 4–6 units when rolled. The Downlink antenna appears after the first satellite and now requires a laser emitter salvaged from wrecks. Ctrl + wheel up takes one item from storage, down returns one. Filters remember their choices; oxygen shows units and MK1+ smelter/printer recipes show backpack output counts. Cursor switching, moved-building collisions and saved camera angles are fixed; render distance saves immediately. New text supports all 15 languages.</description></item><item><title>0.9.0-dev — Crew and exploration</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">dev-2026-09-30</guid><pubDate>Wed, 30 Sep 2026 00:00:00 GMT</pubDate><description>The players panel (P) adds suit colors and control over crew markers; lander and ship beacons help you find your way back. Hosting can request automatic port forwarding through UPnP on compatible routers. Closing and switching panels is more consistent. Atmospheric Barren worlds use more neutral gray-brown lighting. Map labels correctly display Japanese, Korean and Chinese characters.</description></item><item><title>0.9.0-dev — From wreckage to a base</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">dev-2026-09-25</guid><pubDate>Fri, 25 Sep 2026 00:00:00 GMT</pubDate><description>New games start among wreckage. Recover the three Basic machines from the starting salvage sites instead of taking them from the lander cargo. The Basic printer can once again make wire, plates, circuits and cells, restoring the early production chain. The equipment panel (C) brings backpack and module management together. The oxygen module adds 50 units of oxygen capacity.</description></item><item><title>0.9.0-dev — Trading and resources</title><link>https://starwaste.wiki/en/changelog/</link><guid isPermaLink="false">dev-2026-09-21</guid><pubDate>Mon, 21 Sep 2026 00:00:00 GMT</pubDate><description>Trade goods made from rare ores expand the ways to earn credits. Toxic clay can be decontaminated and processed into useful material. Trading and the MK1 backpack upgrade form part of this first recorded state.</description></item></channel></rss>