Patch NotesPC

Icarus Week 250 adds faster seed farming before a Kiwi companion arrives next week

The Electric Seed Extractor joins the T4 Tech Tree, while RocketWerkz prepares a tameable Kiwi for the following update.

Icarus Week 250 gives large farms a faster way to build up seed supplies with the Electric Seed Extractor, a new deployable placed on the T4 Tech Tree. RocketWerkz also confirmed that a tameable Kiwi companion will arrive in the following update. RocketWerkz had already teased the faster device for the following update in the Week 249 Electric Seed Extractor preview, before Week 250 made it available.

The update is centered on farming, but it also cleans up several practical problems around crops, inventories, taming, mission requirements, and deployable placement. RocketWerkz details the changes in its Week 250 Steam announcement.

The Electric Seed Extractor speeds up farm work

Players can now unlock and craft the Electric Seed Extractor through the T4 Tech Tree. It processes crops much faster than the basic Seed Extractor, giving larger farming operations a quicker way to replenish seeds and keep production moving.

Electric Seed Extractor beside crops inside an Icarus base

Week 250 also fixes Strawberry Plant collision in crop plots, allowing the plants to be harvested and sickled again. The Vapor Condenser receives more inventory space and a Take All option, which should prevent potential rewards from being blocked in the volcanic area on hard difficulty.

Mission-required blueprints now receive a checkmark after their required mission is completed. The update also corrects the rewards from the Pig Trophy and Geothermal Spider Vestige, improves the juvenile animal taming interface, and adjusts Roof Light collision so the lights are easier to place.

Kiwi companions are coming next week

The next update will add the Kiwi as a new animal companion. Players will be able to capture and tame Kiwis, then bring them along on Prospects as another companion option.

Kiwi standing among vegetation in Icarus

Icarus Week 250 Patch Notes

Alongside the Electric Seed Extractor, the patch improves several farming, inventory, taming, UI, mount, lighting, and equipment systems. The full changelog also includes ongoing work for future content such as settlements, radiation systems, new crops, Arkadia environments, and additional creatures.

Changelog 3.0.28.157342-rel-DangerousHorizons

New Content

  • Electric Seed Extractor – removing devlock from files and putting its unlock in a more appropriate place on the t4 tech tree
  • Electric Seed Extractor parent logic hooked back up so it functions

Fixed

  • Vapor Condenser inventory size increased to stop it from blocking rewards in volcanic area in hard mode. Also added Take All option to the inventory to improve usability
  • Juvenile Taming UX: Added localized text info to Taming Tooltip which coincides with requirement state icons, for improved UX. Removed Shelter requirement from Chew/Draven to make consistent with all other Juvenile tames. Cleaned up unnecessary UI spacer elements. Renamed UMG components and removed unused variables for clarity. Fixed icon MIPGen settings
  • Test to adjust the mission required talent icon in the tech tree to change to a checkmark if the required mission has been completed
  • Fixing issue with the strawberry plant, it can now be harvested and sickled from crop plots again
  • Fixed Pig Trophy pointing to incorrect ItemsStatic row
  • Fixed geothermal spider not getting correct vestige reward
  • Blueback mount camera position moved back to give more appropriate angle when riding
  • Removed unused Niagara system and widget location component from Lava Hunter Mine. Fixed highlightable setup. Removed overlap and shadows from small lights mesh. Fixed fade distance on lights. Fixed blacklist bones on friendly Lava Flyers and remove FG blacklist tag as this is a craftable item
  • Fertility Serum audio bugfix: will now play audio even if it’s the last serum in inventory
  • Removed devlocked Skulk Tames row, which duplicates Orka row. Added missing Wet/Sleepy modifiers
  • Removed leading whitespace on Exposure Resist Module itemable data
  • Updated LODs on Raptor Specialized saddle and added unique physics asset to better suit mesh
  • Adjusted collision setup for deploying Shroud lights and Exposed lights on ceilings, to allow them to be more easily placed
  • Removed old Consumable data that was referenced on some water containers and displaying incorrect information that isn’t actually utilized
  • Typo fix for RadarStation used in a handful of scanning quests
  • Updated item and quest text with small corrections
  • Feature locked Workshop Salt ItemsStatic until its ready for release, to remove it from the Field Guide
  • Fixed interaction widget location on VenomFly Nest. Optimized nests by toggling emerge light on/off as needed and set cull distance
  • Increased main inventory slots window size by 20px to prevent unncessary scrollbar showing up with 7 rows. Shrunk item drop area by 20px
  • Fixed Battered Lab deployables not animating on Clients. Fixed LOD Screensize settings
  • Fixing highlightable descriptions for the Storca and Radboss corpses
  • Increased Scree albedo to 4k to get closer to desired texel density on cavein meshes
  • Improved texture quality of small cupboards. Fixed materials using BLD master instead of ITM
  • Improved LOD Screensizes on BerryBush crops
  • Pet Food Bowls Fixes: Moved DynMat creation to Construct instead of BeginPlay to potentially solve race condition issue with applying colors. Run IcarusBeginPlay parent logic which also includes duplicated inventory updates with optimizations. Removed empty function overrides. Centered options for Bowl colors UI
  • Tooltip change for Inaris Flashlight and all other handheld devices to include that they can be charged with a powerbank
  • Inaris Powerbank description update to remove alt fire reference and make it a bit more descriptive
  • Adjustments to frag grenade explosion and adding reload to legendary launcher new anims

Future Content

  • Adding Name, Recipe and Talent for the T4 Launcher
    Adding Decription and flavour text for the DNA Serum
    Reducing the DNA Serum time from 6000 -> 600 seconds
  • Added icon for T4 launcher, corrected Preview item in BP
  • RAD_O2 – Fixing issue where two quest markers where using the same tag which was causing issues of creature placement
  • RAD_O3 – Fixing issue where the prospectors heads could not be delivered as intended
  • Radboss health bar visibility and music will no longer turn off if you are too far away from it within the arena
  • Radboss now looks in a larger range for an acceptable location when trying to emerge near player at beginning of phase 2
  • Radboss reset fix, if finding a point on nav fails then we’ll redirect to original point used, instead of falling back to 0,0,0
  • Removed Miasma logic from Mount Base so mounts no longer take Miasma damage
  • Setting up the correct Roaster Meshes and Animations, Setting up Proxy Meshes and Effects
    Setting up Deployed Roasted Dishes with the correct number of pieces
  • Added art assets for the T4 roaster carcass proxy mesh
  • updated radiation storm fog color and fixed positioning of rad FX
  • update weather radiation on weather actions, updated position on FX related to Radiation
  • assigned Niagara FX on PlayerEffectsComponent for radiation
  • assigned niagara FX for thunderclouds, rad wind and speckles on player effects component
  • Fixing issue where Radiation Wind, Lightning Cloud and Speckles where not lerping correctly in the weather controller
  • Settlements – structures and resources data pass, Adds 15 settlement-only resource items, 20 production-rate stat triples, reworks, 14 existing D_SettlementBuildings rows and adds 34 new ones, 5 skill-flavoured, Operate task types, and expands the Settlement_Hub talent tree to 50 nodes
  • Adding Workshop Battery Lantern item and basic setup
  • Readding workshop lantern after a bad merge
  • Workshop Lantern – Added icon. Fixed LODs and no PA being defined. Default material to Off version. Removed emissive texture reference from Off material. Tweaked glass material to not artifact due to heavy refraction and fixed filename. Increased emissive. Removed invalid attach logic on BeginPlay, fixed previewItem and tidied BP
  • Added Workshop Battery Lantern sk mesh, materials and textures
  • Settlements – structures and resources data pass, Adds 15 settlement-only resource items, 20 production-rate stat triples, reworks, 14 existing D_SettlementBuildings rows and adds 34 new ones, 5 skill-flavoured, Operate task types, and expands the Settlement_Hub talent tree to 50 nodes
  • Adding Workshop Battery Lantern item and basic setup
  • Readding workshop lantern after a bad merge
  • Workshop Lantern – Added icon. Fixed LODs and no PA being defined. Default material to Off version. Removed emissive texture reference from Off material. Tweaked glass material to not artifact due to heavy refraction and fixed filename. Increased emissive. Removed invalid attach logic on BeginPlay, fixed previewItem and tidied BP
  • Added Workshop Battery Lantern sk mesh, materials and textures
  • Initial item and farming data table entries for Spinach, Ginger, and Pineapple
  • Added 3 wild variants of the Pineapple plant, including all SMs, Materials, Textures, FTs, BPs, and FLOD DT entries
  • Added 3 wild variants of the Ginger plant, including all SMs, Materials, Textures, FTs, BPs, and FLOD DT entries
  • Updated Elderberry itemrewards to give Berries
  • Added new MediumTree_Axe ItemRewards with tweaked values suitable for hitable MoneyPlant trees
  • Remove interaction from SeaShells as we don’t have an appropriate itemreward for harvesting. Decreased culling distance to suit size better
  • BirdsOfParadise – Reduced DF quality on tree meshes to optimize memory. Tweaked LODs and collision on Burnt meshes. Tweaked DF on trunk meshes. Optimized Billboard textures down to 512px
  • Adjusted Hairy Palm bush LOD distance settings so that the billboards don’t pop in too early.
  • Adjusted LOD distance settings so that the billboards don’t pop in too early.
  • Optimized DLC3 landscape textures down to 2k
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • ARK – lava river spline adjustments and set dressing around volcano, red quad
  • ARK – lava river spline adjustments and set dressing around volcano, red quad – adjusted collision settings on volcano rock meshes
  • ARK – lava river spline adjustments and set dressing around volcano, fixed level layers, red quad
  • ARK – fixed level layers on purple and yellow quads
  • Fixed nav settings on volcano meshes, added variant SMs and materials for use as cliffs
  • New textures + material for ARK volcano mesh
  • polishing smaller tundra area while fleshing out the southern corridor on Arkadia
  • Adding newly recorded close lapping audio files for ocean. Blending with existing and removing unnecessary layer
  • Added all Koala Sheep assets, including SKs, Materials, Textures and Gfur splines. I also added a test BP for Gfur grooming and testing. Ready for design to implement
  • Added assets to the project for the Megladon Shark
  • Beaver – Increased health and damage curves. Removed unusable Jump montage. Removed CritHitAreas function override. Tweaked alert component tfx
  • Adding ground dragon temp vocal setup
  • First pass audio for ground dragon layers attack and spot
  • Adding ground dragon flinch vocalisations and setup. Various tweaks and balances
  • Adding ground dragon death vocalisation audio, event and setup
  • Lots of fine tunes to ground dragon. Also adjusting dino attack vocal and footsteps
  • Adding first pass ground dragon idle layers
  • Adding ground dragon roar, roar anim, audio and events etc. Also adding ground dragon aggro audio event
  • Adjusting audio timing of ground dragon attack
  • Adding large dino footstep event. Lots of balances based on velocity and distance
  • Adding first pass large dino attack vocals
  • Adjustments to axolotl movement audio event. Removing unnecessary layers
  • Improvements to crab footstep distancing and volume
  • Added additonal elite plant animations to the project
  • Added jungle monkey loco and lean anims.

Will the Electric Seed Extractor become a staple of your next farm, or are you more interested in taming a Kiwi? Share your choice and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Icarus

An alien world for the taking. Explore, survive and make your fortune if you dare. Icarus is a multiplayer co-operative survival game with persistent metagame progression.

  • Genre Simulator, Adventure
  • Platforms PC (Microsoft Windows)
  • Perspective First person, Third person
  • Modes Single player, Multiplayer, Co-operative
  • Release December 4, 2021
  • Publisher RocketWerkz

Mihaela Kicevski

I am Angel's and Margarita's daughter, and I am happy to be starting this work together with my parents! I can't wait to see where this takes us!

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