Icarus Week 252 Adds Field Guide Subcategories and a 300-Resin Sandhorn Horn
The update also fixes crop-watering XP abuse and weather transitions, while improvements to radiation areas are planned for next week.

Icarus Week 252 reorganizes the Prospector Field Guide with new subcategories and adds a Sandhorn Horn that can be ground into 300 Organic Resin. The update also fixes several gameplay and progression issues, and RocketWerkz previewed further work on radiation areas for next week in its Week 252 Steam announcement. RocketWerkz had previewed the Field Guide work in the Week 251 Kiwi update, which introduced the tameable Kiwi while noting that the category overhaul was still in testing.
The Field Guide now breaks out subcategories across most major sections, making it easier to compare related items in one place. Players can, for example, view knives side by side and check their details before choosing tools for resource gathering. The guide is available with J or F1, or by right-clicking an item and choosing “Open in Field Guide.”

This is an initial organization pass across the guide’s hundreds of pages, and RocketWerkz says it plans to keep improving how players find items. The change follows last week’s update, which previewed Field Guide subcategories as work in progress.
Week 252 also adds the Sandhorn Horn, a resource obtained by hunting Sandhorns in Elysium’s desert regions. The horn is a common but not guaranteed drop, with the changelog listing a 75% item-reward rate. Grind one in a Mortar & Pestle to get 300 Organic Resin. The recipe was increased from 200 to 300 resin during development, giving players another way to gather the essential crafting resource.

Other fixes address repeatable crop watering that players could use to gain XP without needing to water a crop again. Watering now only completes when a crop needs it, and the base XP values for watering and fertilizing crops increased from 100 to 150. The Lost SMPL3 quest now cleans up its structure after completion, and fixes to weather-event data address effects that could stop abruptly instead of fading away.
The next patch is scheduled to improve how radiation-affected areas appear and interact. RocketWerkz says it will make the affected area clearer and fix clipping and performance issues when dynamically created radiation zones overlap, including by preventing effects from spawning on top of one another.
The update’s full changelog also lists fixes to virtual stat calculations across fishing, drones, creature lineage, resistances, item wear, and other systems.
Icarus 3.0.30.158174-rel-DangerousHorizons Patch Notes
New Content
- FieldGuide categories – Added subcategories for Tools/Melee and Ranged categories. Fixed Tags on Firewhacker putting it into equipment category. Fixed Gauntlet tags being classified as Ranged instead of Melee, and inverse for CaptureGrenade. Added new FG specific queries for Grenades to include CaptureDevice and Bows to separate from Crossbows. Added placeholder icons
- Added subcategories for Ammo. Added assaultrifle and sniper ammo tags for FG separation. Changed DetailView UMGs to appropriate entries. Remove Ammo.Nail tags from Nails so they go back into the Resource category. Fixed various ammo tags. Added placeholder icons
- Added subcategories for Envirosuits and Modules. Added subcategories and tag queries for Attachments. Fixed flavor text and icon for Garganutan attachment
- Added subcategories for Workshop Items. Subdivide workshop package tags. Added Sawblades ammo subcat. Set Coal pack to use standardized Meshable
- FieldGuide – Ensure blacklisted items only show under Hidden category.
- Added subcategories for Equipment and Food. Fixed Flamethrower being classed as equipment instead of Ranged
- Added subcategories for Equipment and Deployables (partial). Removed unused Electric_Motor data which was superceded by Mission_Alternator. Added new icons for Settlement items
- Field guide: Creatures category, Buildings by piece type, subcategories for flat categories, tag/query fixes
- Pass on Field Guide Subcategories
- Updating and adding subcategories in the field guide
- Field guide: Ores become a subcategory of Resources
- Moved Dropship recall beacons to Ranged|Grenades category and removed Equipment|Throwables category and Tags. Setup Cobalt tags and FeatureLevels. Moved Fur Stacks out of Deployable|Stacks and into Resources|Crafted
- Adding Item Setup for Sandhorn horn and recipe to convert into organic resin
- Adjusting Sandhorn Horn Recipe 200->300 resin
- Added sandhorn horn art assets to the project and updated the mesh in the meshable DT
- Adding Sandhorn Horn Icon and adding to item rewards table at a 75% drop rate
- Hooked up audio blueprint for kitchen sinks interactable for filling containers and washing hands
- Adding the sound of a tap turning on and off and washing hands for the kitchen sink
Fixed
- Switched wheat meshes to use simple as complex collision to fix interaction option flicker.
- Fixing issue so that harvesting spoiled strawberries crops functions again
- Fixed always-relevant actors in instanced levels never replicating to clients that finished loading the level before the server (affects some VFX, atmosphere, projectile cosmetics etc.)
- Reverted food troughs back to previous setup for filled/empty state.
- Rustic Food Trough: Fixed normals texture, improved roughness, improved collision, improved DF setup
- Fixing Bug where you could continually water crops fro XP, this would just consume water, play the sount and grant XP, you can now only complete the water action when the crops require it. No functionaility was changed in terms of crops watering, you just not longer lose water or grant xp when the crop is already in the watered state
- Fixed a number of typos, missing info, and text descriptions for items and quest steps
- Fixed up Stats DT data for new mining/felling stats
- Fix for repeatable watering of plants to amass XP. Buffed base XP values of water and fertilizing crops from 100 to 150
- Adjusting storm audio to come in at a slightly higher volume at lower levels to better match visuals
- Reducing impact audio of gauntlet by about 4db
- Further reduction to gauntlet motor impact type sound
- Slight reduction to gauntlet heavy smash
- Fixed ValidAmmo display name for Javelin Launcher ammo types
- Fixed subtitles text for Church dialog in nullsec mission
- Fixed flavor text on Alpha Hyena carcass
- Corrected cases of the word Favorite containing a U
- Updated LODs for DEP_Nuclear_Reactor
- Outpost 006 – Further reduced depth of lake above cave that was causing swimming/underwater post process to occur while inside cave
- Added missing flavour text for CRYSTAL mission on Prom
- ELY – fixed various misplaced cliffs in green+yellow quads
- Fixing radiation cough spamming when short radiation debuffs are added constantly to the player by delaying playback of event by 5 seconds before the cough loop starts
- Reverted Aluminium display text to UK spelling (Itemable, Quests, Talents, Accolades, ModifierStates). Row names, loc keys and asset paths untouched. Fixed alumnium typo in Iron Stairs description.
- Adjustments to all music tracks, finessing silence events to be consistent and removing double ups of audio within music track events to stop overuse of music tracks. volume balance etc
- Reducing the amount of creature idles that can play at once. Reduction in volume
- Fixing an issue in Livewire that wasn’t cleaning up the structure as intended when quest ended
- Lost SMPL3 quest now has structure cleanup after its completed regardles of save setting
- Virtual Stat – CaughtFishWeight_PlusPercent returned BaseFishLength_Plus, now returns BaseCaughtFishWeight_PlusPercent
- Virtual Stat – ChanceToCatchRareFish_PlusPercent returned itself, now returns BaseChanceToCatchRareFish_PlusPercent
- Virtual Stat – ChanceToCatchUniqueFish_PlusPercent returned itself, now returns BaseChanceToCatchUniqueFish_PlusPercent
- Virtual Stat – DroneExtraDamage_PlusPercent returned itself, now returns BaseDroneExtraDamage_PlusPercent
- Virtual Stat – TamedCreatureLineageMutationChance_Percent depended on and returned itself, now uses BaseTamedCreatureLineageMutationChance_Percent
- Virtual Stat – SwampParasitesResistance_Percent read BaseSwampMovementSpeed_PlusPercent, now reads BaseSwampParasitesResistance_Percent
- Virtual Stat – DeepWoundResistance_Percent returned BaseWoundResistance_Percent, now returns BaseDeepWoundResistance_Percent
- Virtual Stat – DamageAgainstSpawners_PlusPercent read BaseSandScuttleExtraDamageResistance (copy-paste), now reads BaseDamageAgainstSpawners_PlusPercent
- Virtual Stat – ItemWear_PlusPercent Fire_Whacker row pointed at BaseBowItemWear, now BaseFirewhackerItemWear_PlusPercent
- Virtual Stat – WaterConsumption_PlusPercent addedn mounted, now addsMountedWaterConsumption_PlusPercent
- Virtual Stat – ColdResistance_Percent Arena_SwampApe row pointed at BaseSwampStaminaRegen, now BaseSwampColdResistance_PlusPercent
- Virtual Stat – HealthRegen_PlusPercent Arena_Gole, now Cave to match every other atmosphere table
- Virtual Stat – HealthRegen_PlusPercent Arena_IceMammoth row pointed at BaseArcticStaminaRegen, now BaseArcticHealthRegen
- Virtual Stat – HealthRegen_PlusPercent removed duplicate Volcanic and Grasslands entries from the dependency list
- Virtual Stat – ExplosiveDamage_Plus scaled by BaseExplosiveDamage_PlusPercent, now uses virtual ExplosiveDamage_PlusPercent which is its declared dependency and includes the grenade bonus
- Virtual Stat – HypothermiaResistance_Percent listed FrostbiteResistance_Percent as its only dependency so it never refreshed, now depends on BaseHypothermiaResistance_Percent
- Virtual Stat – TreeCollisionDamageResistance_Percent listed CollisionDamage_Percent as a dependency but reads CollisionDamageResistance_Percent, dependency corrected
- Virtual Stat – PhysicalDamageResistance_Percent sdid not list it as a dependency, added
- Fixed cases where weather events seemingly end abruptly due to a Curve that was ranged from 0.4 to 1.0 instead of 0.0 to 1.0, causing the action to hold 40% of the previous value on weather end. Fixed numerous cases where theweather action data was setup to modify values but the bool gate for those was not enabled. Fixed some cases where values did not line up from action to action. Added DT validation to pick up on this
- Fixing clear snow or sand audio event not triggering due to true or false surface check being incorrectly set to true instead of false
Future Content
- Face Customization – Added option for switching to new face and blending between face shapes. ‘toggle’ button is dev locked for time being.
- Face Customization – Added voice and fixed warning with accessing mesh tags
- Face Customization – Removed ‘none’ option from complexion.
- Added Age selection
- Face Customization – Added setup for tattoos. Fixed a bug where toggling to the new face customization would not populate correctly due to old character/level being loaded.
- Face Customization – Added animation and fixed SK features no sticking to face during anim.
- Updated Names to be more player facing e.g. masculine/feminine.
- Face Customization – Fixed positioning of new character and fixed constant updating of already cached meshes.
- Face customization – Added skin sliders for tone/tint/saturation
- fixed blendshape values on character customization
- Character customization blendshape and bugs fix
- Face Customization – Fixed bugs with badettes debug code always appearing during character select.
- Removed face SK always visible and causing double ups
- Added in rebreather/Hood/Helmet (currently unhooked due to bugs).
- Face Customization – Added dev lock to debug UI to ensure its never in build
- Face Customization – Fixed toggle character setting not correctly adding/removing the meshes. Rebreather morph blend added
- Face Customization – Fixed copy pose not working for helmet/hood
- Face Customization – Rebreather/Hood/Helm all properly follow the head. Added ability to swap out armour based on if helm is being worn. Few things added for feminine face not blending properly (Still ongoing)
- Face Customization – Fixed bug where female face wasn’t able to be morphed
- Face Customization – removed ability to wear both hood and helmet at the same time.
- Adding Lead Mining States to increase Yield where appropriate
- Setting up Lead Voxels and adding new Voxel Resource Category
- Adding Lead Pyrittic Crust with decay and cleansing recipe
- Adding Lead Voxels to the Volcanic Regions of the Arkadia Map
- Fixing Lead Voxel Material Map
- Adding Lead Deep Ore Veins – will spawn on ARK only
- DeepMiningOre Lead textures and materials
- added RVT materials for lead mining ore deposit
- added Material variation for Rock_Ore_Lead resource
- Adjusting Composite Wood Recipe so it takes 10s to craft on the Electric Carpentry Bench and adding Flavour Text, added dev-locked blueprint for composite wood
- Adding initial setup of Arc Furnace with blueprint recipe and blueprints and recipes for nanowire, ferrotitainium and aluminium bronze
- Updated item text for alloys
- Adding Chitin Blood Thinning Paste / Tonic Recipes
- Added SM_ITM_Chitin
- Hooking up Chitin Mesh
- Adding Chitin to Item Rewards
- Added Chitin Item Icon.
- Adding Heavy Leather -> Leather Conversion Recipe
- Heavy Leather can now be harvested with knifes platinum or better on corpses that can’t be carried, dev-locked
- Added ITM_Heavy_Leather
- Added Spinach Growth Stages, including all SMs, Textures, Materials and data table entries
- Added growth states for the Ginger plant, as well as updated the meshes for the Wild Ginger variants
- Updated the meshes, materials and textures for the Pineapple plant in anticipation for adding the Pineapple growth states.
- Ginger – added new alternate recipes for antibiotics (paste and tonic), heat bandages, and volcanic animal seed feed
- Ginger – readding recipes after a bad merge
- Poultice Bandage item added. Heals wounds and bleeding like a regular bandage and provides a buff to prevent future basic wounds
- Added growth stages for the Pineapple plant, including all SMs, Materials, Textures and DT entries. Also updated DT entries for the Ginger and Spinach to the correct growth meshes for each stage, as some were incorrect
- Adjusted foliage settings on ginger, temp color shift on materials
- Added Ginger, spinach food item icons to itemable and modifier tables.
- Adding large dino roar, idle, death, adjustments to beach scatter etc
- Adding distance eq to dino footsteps to help sell distancing better
- Adding another silence event into music tracks for new biomes to reduce the frequency of playback to avoid becoming annoying. Adding Ground Dragon unique slam event and notify
- Coastal crab reparenting of blueprints and jump removal
- Edited item text for Vineshade items
- Adding new rewards in D_ItemRewards for missing new creature carcass/loot rows
- New creature head items + trophies: 12 new _Head vestige items and 13 _Trophy deployables with Trophy Bench recipes
- Added plant boss fertilizer item icon.
- ARK – mesh placement, landscape sculpting, decal painting in Volcanic, red quad
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Purple/Green Quad
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- ARK – voxel and cliff placement in geothermal, purple quad
- more cliff and foliage work in the tundra, also icewall blockout
- moved displaced meshes that were in the persistent level that belonged in the developer level blue quad on arkadia
- ARK – foliage placement and landscape sculpting in geothermal, purple quad
- ARK – changed WL_Dirt layer(aka Jungle lite) PM to grass instead of dirt
- ARK – foliage and cliff placement, decal painting in Geothermal and Volcanic, red + purple quads
- ARK – mesh placement, landscape sculpting in Geothermal, purple quad, and moved some macros from red to purple
- ARK – mesh placement, landscape sculpting, decal painting in Volcanic and geothermal, red + purple quads
- Adjustments to jungle light biome. Warming up the ambience a touch and reducing harshness of bird tweets
- Adding more scatter distant birds into jungle light to represent proximity to jungle. Adjustments to insects and scatter cres
- Adding audio events and data table setup for bird of paradise trees. not added to BP’s yet
- Added new events and BP imp for bird of paradise tree fall and impacts. Added new tree fall loops. Removing unnecessary layers and tweaking
- Adding radiation storm FMOD parameters, adding Player env audio setup ready for parameters to layer in storm audio FX
- Adding radiation storm audio to geo biome audio event
- Setting up radiation param in BP and audio. Updated radiation speckle loop
- Adding first proper pass of audio radiation storm. Reducing usual storm wind sounds when radiation increases. Increased reverb on lightning, adding additional spooky layers etc
- Naming events in radiation storm in prep for duplicating to other biome events
- Added shelter culling on radiation weather storm
- Adding radiation storm FMOD parameters, adding Player env audio setup ready for parameters to layer in storm audio FX
- Adding radiation storm audio to geo biome audio event
- Setting up radiation param in BP and audio. Updated radiation speckle loop
- Adding first proper pass of audio radiation storm. Reducing usual storm wind sounds when radiation increases. Increased reverb on lightning, adding additional spooky layers etc
- Naming events in radiation storm in prep for duplicating to other biome events
- Added shelter culling on radiation weather storm
- Adjusting Stats on the Colonist and Malformation Envirosuits so they have more module slots and removed the food slots
- The Heavily Damaged Modifier is now correctly reclassified as a debuff
- The Forced Evolution Virus now persists between save / load
- The Forced Evolution Virus sterility is now categorised as a debuff
- Fixed the name of the Colony Radio Tower that the player needs to build as part of the Elysium Great Hunts – now correctly called makeshift
- Fixing issue where the XL Aquarium was not craftable as its recipe was dev-locked
- Fixing issue where players could pick up the mission only XL Aquarium, they no longer can
- Added light to Rad Grenade payload as an initial flash. Fixed nullptr error as client attempted to destroy server-created component on EndPlay
- Added static meshes and updated SK for DEP_Armor_Stand_T4
- Updated item description text for the launcher to be less verbose
- Added malformation survival alteration icon.
- Radboss – Removing debug sphere from acid breath attack
- RadBoss spit small and large Niagara FX update
- Added cloth armor sk meshes for the NPC
- Updating NPC Settlers to use Cloth armor by default
- Allowing Logging Camp to be placed without proximity to a flod tree
- Adding many anim notifys and new audio events for all NPC animations in basic survival anim pack. Axe hits, whooshes, movement events, running movements, pickaxes etc
- Adding footstep notifications and movement notifications to a large number of additional NPC animations
- More animation audio notifys for npcs
- Adding more audio notifys and unique event for npc placing wood
- Huge amount of npc anim notifys added and unique audio events for them.
- Another large batch of npc animation audio additions and new events
- Adding additional audio npc notfies and events
- Adding many more npc settler audio events, audio and notifys
- Adding more npc anim notifys
- Adding new settler anim audio events. Blacksmith hammer and adding all tree chop notifys for montages etc
- A whole lot more npc movement audio events and notifys
- More NPC anim audio notifys
- Removed random icons assigned to new Settlement items
- more NPC audio notifys
- More NPC generic move audio cues
- More npc movement for soldier reloading and checking ammo etc
Which Field Guide subcategory would make it easier for you to find what you need? For updates on its expanding organization and the coming radiation-area fixes, connect with us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Icarus
Developed by RocketWerkz




