Icarus Week 248 Update | Scoria Deep Ore Veins

Welcome to Week 248.This week, we’re introducing Scoria Deep Ore Veins to all maps, meaning they will no longer be exclusive to Prometheus and can now be found across Icarus.We also cover a fix for a long-standing issue where fire could appear to never extinguish for clients, even after it had been successfully put out.And finally, we take a quick look at what’s coming next week: Workshop Power Banks.Notable Improvements: Cleaning up Client Side Ghost Fire Particle that could occur on clients as a result of server desync Fixed an issue with the Forest Wolf not correctly displaying its textures and fur when skinned Reverted Gold and Sulfur icons back to original as they were easier to tell apart Increased Sun/Moon position updates to be 50ms instead of 200ms to help with smooth shadow movement at sunrise/sunset. Fixed using taxidermy knife on Piglet rewarding the Piglet Trophy instead of the Piglet HeadThis Week: Scoria Deep Ore VeinsThis week, Scoria Deep Ore Veins will begin appearing on all prospects and outposts. On newly created worlds, these veins will spawn naturally across the map. Existing prospects will require use of the Deep Cycler introduced in Week 325 to generate them. This brings the new resource to existing maps and provides an easy way to access its associated technologies.This Week: Client Ghost FiresOne long-standing issue we’ve had in Icarus is the potential for the Fire system to desynchronise between the server and clients. When this occurred, a fire could be successfully extinguished on the server, while the visual effects remained active on a client, making it appear as though objects were still burning. We dubbed these internally as “Ghost Fires”.This has been a particularly difficult issue to track down because the Fire system is one of the oldest and most complex systems in Icarus. Rather than simply treating fire as a visual effect, the system simulates heat transfer and thermodynamics to determine how fire behaves and spreads. It’s arguably more complicated than a survival game really needs, but it’s also a big part of what makes the system feel convincing when playing.To support this while keeping the networking overhead manageable, we don’t replicate every individual flammable object and fire instance between the server and clients. Instead, the fire simulation runs independently on both the server and client, with the server sending state updates to keep the client simulation in sync. This allows us to maintain a detailed fire simulation without requiring hundreds or potentially thousands of individual fire states to be replicated over the network.Unfortunately, this approach also introduced some opportunities for desynchronisation. In the case of Ghost Fires, we found that the replication system could sometimes skip an intermediate object state change for efficiency. When this happened, the client could fail to transition through the expected state, leaving the visual fire effects active even though the fire had already been extinguished on the server.For this update, we’ve implemented a cosmetic-only fix that will clean up lingering fire particles on clients when the fire has already been extinguished on the server. This won’t address the underlying cause of the desynchronisation, but it should prevent the most visible symptoms of Ghost Fires for now.We are planning to implement a full fix for the underlying desynchronisation in the coming weeks.Next Week: Workshop Battery BankNext week we are expanding the orbital workshop by adding a purchasable powerbank so you can recharge your tools on the go, similarly with the hydrazine and oil canisters in the workshop, it comes pre-charged. Your support makes these updates possible.https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/Changelog 3.0.26.156677-rel-DangerousHorizonsNew Content[expand type=details expanded=false] Enabling Scoria on the Deep Ore Deposit Rolls and Rerolls on all maps[/expand]Fixed[expand type=details expanded=false] Fixed a few typos/incorrect wording in quest, stats text Unblacklist ResearchEquipment which is a crafting unlock from Ape campaign. Force show some quest items which are craftable. Hide enemy turrets Correctly tag items that are Bunker props, add Bunker tag to FieldGuide Hide category. Tag more quest items as needed Updated many ItemsStatic entries to reflect correct Tags and Field Guide visibility. Added Item.Quest tags to items that are exclusive to missions. Add Item.Decoration.Lab tag to FieldGuide Hide query Resolved fire particle effect never getting cleaned up ELY - Added cliff rocks in Desert area to cap single sided macros allowing light to leak through Fertility serum audio fix and adjustments to seed extractor distancing and volumes Added helmet on versions of the remainder of the hairstyles currently in engine, as well as made some tweaks to the neck area of the male head and blendshapes

Sep 4, 2026 - 00:00
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Icarus Week 248 Update | Scoria Deep Ore Veins
Welcome to Week 248.

This week, we’re introducing Scoria Deep Ore Veins to all maps, meaning they will no longer be exclusive to Prometheus and can now be found across Icarus.

We also cover a fix for a long-standing issue where fire could appear to never extinguish for clients, even after it had been successfully put out.

And finally, we take a quick look at what’s coming next week: Workshop Power Banks.

Notable Improvements:
  • Cleaning up Client Side Ghost Fire Particle that could occur on clients as a result of server desync
  • Fixed an issue with the Forest Wolf not correctly displaying its textures and fur when skinned
  • Reverted Gold and Sulfur icons back to original as they were easier to tell apart
  • Increased Sun/Moon position updates to be 50ms instead of 200ms to help with smooth shadow movement at sunrise/sunset.
  • Fixed using taxidermy knife on Piglet rewarding the Piglet Trophy instead of the Piglet Head


This Week: Scoria Deep Ore Veins

This week, Scoria Deep Ore Veins will begin appearing on all prospects and outposts. On newly created worlds, these veins will spawn naturally across the map. Existing prospects will require use of the Deep Cycler introduced in Week 325 to generate them. This brings the new resource to existing maps and provides an easy way to access its associated technologies.



This Week: Client Ghost Fires

One long-standing issue we’ve had in Icarus is the potential for the Fire system to desynchronise between the server and clients. When this occurred, a fire could be successfully extinguished on the server, while the visual effects remained active on a client, making it appear as though objects were still burning. We dubbed these internally as “Ghost Fires”.

This has been a particularly difficult issue to track down because the Fire system is one of the oldest and most complex systems in Icarus. Rather than simply treating fire as a visual effect, the system simulates heat transfer and thermodynamics to determine how fire behaves and spreads. It’s arguably more complicated than a survival game really needs, but it’s also a big part of what makes the system feel convincing when playing.



To support this while keeping the networking overhead manageable, we don’t replicate every individual flammable object and fire instance between the server and clients. Instead, the fire simulation runs independently on both the server and client, with the server sending state updates to keep the client simulation in sync. This allows us to maintain a detailed fire simulation without requiring hundreds or potentially thousands of individual fire states to be replicated over the network.

Unfortunately, this approach also introduced some opportunities for desynchronisation. In the case of Ghost Fires, we found that the replication system could sometimes skip an intermediate object state change for efficiency. When this happened, the client could fail to transition through the expected state, leaving the visual fire effects active even though the fire had already been extinguished on the server.

For this update, we’ve implemented a cosmetic-only fix that will clean up lingering fire particles on clients when the fire has already been extinguished on the server. This won’t address the underlying cause of the desynchronisation, but it should prevent the most visible symptoms of Ghost Fires for now.

We are planning to implement a full fix for the underlying desynchronisation in the coming weeks.



Next Week: Workshop Battery Bank

Next week we are expanding the orbital workshop by adding a purchasable powerbank so you can recharge your tools on the go, similarly with the hydrazine and oil canisters in the workshop, it comes pre-charged.



Your support makes these updates possible.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 3.0.26.156677-rel-DangerousHorizons

New Content
[expand type=details expanded=false]
  • Enabling Scoria on the Deep Ore Deposit Rolls and Rerolls on all maps
[/expand]

Fixed
[expand type=details expanded=false]
  • Fixed a few typos/incorrect wording in quest, stats text
  • Unblacklist ResearchEquipment which is a crafting unlock from Ape campaign. Force show some quest items which are craftable. Hide enemy turrets
  • Correctly tag items that are Bunker props, add Bunker tag to FieldGuide Hide category. Tag more quest items as needed
  • Updated many ItemsStatic entries to reflect correct Tags and Field Guide visibility. Added Item.Quest tags to items that are exclusive to missions. Add Item.Decoration.Lab tag to FieldGuide Hide query
  • Resolved fire particle effect never getting cleaned up
  • ELY - Added cliff rocks in Desert area to cap single sided macros allowing light to leak through
  • Fertility serum audio fix and adjustments to seed extractor distancing and volumes
  • Added helmet on versions of the remainder of the hairstyles currently in engine, as well as made some tweaks to the neck area of the male head and blendshapes around the neck area to prevent it from clipping out of certain suits.
  • Fixed Tier5 text being blank for mission cards
  • Quarrite Great Hunt - Liberation now has tip to suggest stronger medicines than paste are required
  • Fixed issue where conifer/forest wolf fur wasn't being hidden correctly after being skinned
  • Fixed Div/0 error when a character is at max level and displays level progress bar
  • Livewire - Spawnblocker no longer spawns at NPC Healing location on hard mode
  • Compliance GH_APE_C - fix to make sure scalpels appear in the surgical equipment as expected, fixing an edge case where moving the equipment could make it permanently malfunction -- needs quest.d to be resolved
  • Fix for issue where radiation bar could get stuck on a small sliver of radiation and never hide (cosmetic only)
  • Fixed a mismatch between dialogue audio and its subtitle
  • Reverted Gold and Sulfur icons back to original as they were easier to tell apart
  • Increased Sun/Moon position updates to be 50ms instead of 200ms to help with smooth shadow movement at sunrise/sunset. Fixed bug with transition from Moon/Sun also trying to incorrectly set the Sun as the Atmosphere light at night
  • Added DT validation to ItemRewards to check Heads are being rewarded correctly (verbosity gated). Added warnings for empty loot entries. Hooked up duplicated row checks (verbosity gated). Increased loot value given to Ghost Croc (was duplicate of Crocodile). Fixed Piglet loot matching Ram, instead base off Pig with less value (10% chance to get bacon)
  • Fixed using taxidermy knife on Piglet rewarding the Piglet Trophy instead of the Piglet Head
  • Fixed a few minor text issues, added full descriptions for GH missions, and operator info in flavour text
[/expand]

Future Content
[expand type=details expanded=false]
  • Added T4 Seed Extractor item icon.
  • Seed extractor camera adjustments for better view
  • Seed extractor direction eq tweaks to help balance it in world
  • Adding seed extractor t4 audio, event and BP setup
  • Electric Seed Extractor lights match processing state, new inventory size and crafting speed (-50% >>> +50% so Seed creation time is now 7s, compared to T2 20s.  Inventory size increased
  • Electric Seed Extractor hooked up new destructible mesh and fixed visibility of 'low seed' proxy mesh
  • Added destructible mesh for seed extractor T4
  • RAD_C - Fixed grass used in mission set dressing floating and clipping through water trough. Offset Mission Bull animation start time so they don't animate in unison. Fixed bull being interactable and having no audio row, removed unneeded IgnoreValidation tag. Quest dialog subtitle fixes. Fixed quest text grammar. Fixed rotated locker collision causing interaction issues, removed incorrect DM from BP
  • RADB/B2 - Fix highlight on Mission Speeder with passenger. Added hint text for stabalizing Rian via HEAL device. Clarified the reactive properties for experiment needs to be 3 'unique' reactive properties. Dialog subtitle fixes for Miles. Updated Chamber to use VatBubbles NS and updated effect box culling setup. Fixed glass material settings to work better with highlightable
  • Fixed highlight setup for Dead Colonist BPs
  • RAD_A - Tweaked dead bull component transforms, fixed blood decal. Fixed saddle flickering by expanding saddle PA to appropriate bounds
  • RAD_O2 - Fixed 'Dead Slinker' BP being interactable with 'None' as highlightable. Fixed blood decal projection values. Fixed BPQ_Collect_Seed not overriding Description breaking Number formatting. Fixed LOD settings on Exotic Plant
  • RAD_B - Dialog fixes
  • Malformation Fishing Rod recipe now includes steel screws and inert uranium
  • Added new shoot animation and montage for the legendary launcher. Updated firearm data DT with the new montage.
  • wip update radiation weather storm DT and Niagara
  • Removing RB audio from Centipede ready for audio pass
  • Crawler - Added new animbp/fixed movement. Added curves.
  • Crawler - Added inital setup for crawler. Added DNT to the experience events in all the experience events
  • Centipede - Fixed colour being incorrect, Fixed movement speed being too slow and not using the correct movement state. Fixed eqs not working properly with the centipede. Added curves
  • Centipede - Fixed size to be from radboss ot small size. Added new temp behaviours. Tried to get anims to be faster to match the smaller creature and try make it fast relative for its size.
  • Beaver - Added new animations
  • Fixed Hitable setup for Tamed Kiwi
  • Updated the Elegant Horse SK with improved skinning, fixed textures around the hooves. Added a mount BP and added initial dev locked setup for the mount in the AI setup and mounts DTs
  • Axolotl - Initial implementation as komodo
  • Updated Elegant horse art assets and updated BP with the correct scale and a gfur groom.
  • Plant Boss Elite - Switched from goap and added a new BT for custom behaviour
  • Coastal Crab - Fixed jumping landing location/arc being incorrect
  • Updated Elegant Horse textures and material and added first pass skeletal mesh.
  • Plant Minion Elite - Fixed audio being incorrect. Fixed collision. Fixed stalling due to no anims.
  • Plant Minion Elite - AnimBPs and new animations setup
  • Added SK for the ground dragon creature.
  • Added initial material setup for the ground dragon creature
  • Added new beaver anims and updated the existing ones with the newer versions
  • Plant Minion Elite - Initial Setup
  • Plant Minion Tentacle - Added initial row setup as caveworm
  • Plant Boss Module - added new biome bonus stats to the module so it functions
  • Plant Minion Spore - Initial Row Setup as caveworm
  • Plant Minion Needles - Initial row setup as caveworm clone
  • Added Axolotl carcass SK
  • Added bones and carcass assets for the crawler and updated skinning on the crawler SK
  • Giant Beetle - Initial setup of DataTable entries and Blueprints.
  • Added looping footstep event to be used for crabs to better replicate fast moving legs and give more presense to footsteps with various speeds for the crab. Removing attack audio from jump
  • Increasing intensity of crab whoosh attacks. Updating all audio files
  • Saving crab attack anim montage
  • Adding crab whoosh attack, duplicate of animation to add unique audio
  • More crab footstep audio optimisations and tweaks
  • Adjustments to crab - scorpion footstep notifys to not take up too manychannels unnecessarily. reducing to most important footsteps
  • Adding crab whoosh attack, duplicate of animation to add unique audio
  • More crab footstep audio optimisations and tweaks
  • Adjustments to crab - scorpion footstep notifys to not take up too manychannels unnecessarily. reducing to most important footsteps
  • Adding first pass beaver idle vocals audio, event and setup. Adjustment to flinch and death audio
  • Adding updated crab anim montage to crab parent. Also music balance adjustments for coastal
  • Adding beaver chew audio notifys
  • Adding duplicates of the idle animations used from scorpions for crabs so unique audio can be added to better match the creature. adjustments to audio speed etc to match animation. Balances
  • Beaver attack flinch and death audio. Footstep notifies and ground pound. Also replacing and updating all crab attack voices with v2 version
  • Crab aggro events, duplicating war cry animation and montage to split from existing creature. adding new vocalisations data table entries. footstep adjustments etc
  • Adding crab idle audio, events and setup. Also adding shell pickup resource node audio and BP entry. Adding harvest coconut audio to project
  • Crab death small and standard audio, events and setup
  • Adjusting coastal distant waves to be on a slow LFO to adjust volume for more dynamic feel and more dynamic ambience
  • Adjustments to shell harvest audio
  • Adding new music track and data table setup
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Red/Green Quad
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • more cliff corrections
  • missed some cliffs in last commit for blue quad
  • impassable, macro, and cliff placements. decal and landscape painting as well
  • Adjustments and fine tunes to jungle ambience
  • Lots of jungle biome ambience and ambient creature rework. Separating distinct bird calls from wtihin amb to be isolated scatter birds and creatures for better realism etc
  • Various adjustments to jungle ambience audio
  • Adding newer combat music to jungle and coastal biomes
  • Increased fog density at midday for Jungle Light
  • Adjustments to crab pitching parent vs small. Adjustments to coast biome, new loop, beach music and jungle music. Added subtle ducking to ambience based on music playing and volume to keep mix from becoming too loud
  • Coastal - Added atmosphere stats
  • Jungle - Added atmosphere stats
[/expand]
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