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Steam News7 November 20258mo ago

Logic World Wednesdays #124: Preview of the next preview

Hello gamers! It's been two weeks since update 0.92 came out. We've seen a positive reception to it, with player numbers we haven't seen since launch and many new people joining the Logic World discord.

In this update5

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Full Logic World update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello gamers! It's been two weeks since update 0.92 came out. We've seen a positive reception to it, with player numbers we haven't seen since launch and many new people joining the Logic World discord. Most of all, we've enjoyed all the subassemblies you've uploaded to the Creation Hub. Thank you for playing!

What changed

9 fixes4 additions4 changes1 removal
  • Gameplay
  • Fixes
  • Server
  • Performance
  • Store
addedHello gamers! It's been two weeks since update 0.92 came out . We've seen a positive reception to it, with player numbers we haven't seen since launch and many new people joining the Logic World discord . Most of all, we've enjoyed all the subassemblies you've uploaded to the Creation Hub . Thank you for playing!
fixedImprovements and fixes for 0.92.1Despite 0.92 not being very old at this point, we have already noticed and fixed a few issues for 0.92.1, as you can see in the remainder of this section. On this note, when you read this, the new preview version should already be live, so if you want to help us test (or would like the latest fixes and are not afraid of potential new bugs), please, once again, select the [c]public-previews[/c] branch in steam.
addedNetworking - GHXXAlmost 30 years ago, IPv6 was conceptualized and now, thanks to a new modem, it appears that I can finally use it. Logic World also supports IPv4 and IPv6, but in 0.92 (and before) preferred IPv6 if both were available. There was no real reason for this choice, however it does pose a bit of an issue if a server is wrongly advertising that they support both v4 and v6 (by having an A and AAAA DNS record respectively). This is because Logic World at some point needs to decide between using the v4 or v6 address when connecting, and may choose the wrong one. Technically both should work, but in this special case the v6 address for some reason did not work, likely due to a networking issue unrelated to Logic World. Unluckily, as the DNS entries are provided by a third party, it is not possible to remove the AAAA (IPv6) entry and thus fix the problem. Regardless though, preferring v4 by default is probably a better approach any way as v4 is supported everywhere whereas v6 is not, and as a side-effect, it also fixes that one misconfiguration. Therefore Logic World now prefers v4, unless only v6 is available.
fixedNetworking - GHXXSpeaking of preferring v4, turns out that the secret setting [c]MHG.Networking.Secret.InternetProtocolOverride: IPv4[/c] was also broken if v6 was available, but that is also fixed in the preview version.
fixedWorld loading - GHXXOn Saturday, one person also reported that they could not load their modded save file anymore, as it turns out the Logic World save loading code somehow only supported components with less than 256 outputs due to a tiny oversight, but that is fixed now, so now you can make even crazier modded components!
changedDedicated server cleanup - EcconiaNot sure if you've been affected by it. There was some confusion because the dedicated server binaries were stored in versioned folders ([c]net6.0[/c] through [c]net9.0[/c]). We did this a while ago to take advantage of the latest .NET performance improvements and still allow players to use Harmony, which required an older version. We've reverted that change. The folder with the server binaries is now called [c]Server[/c] again, same as in the normal game.

Logic World changes

addedHello gamers! It's been two weeks since update 0.92 came out . We've seen a positive reception to it, with player numbers we haven't seen since launch and many new people joining the Logic World discord . Most of all, we've enjoyed all the subassemblies you've uploaded to the Creation Hub . Thank you for playing!
fixedDespite 0.92 not being very old at this point, we have already noticed and fixed a few issues for 0.92.1, as you can see in the remainder of this section. On this note, when you read this, the new preview version should already be live, so if you want to help us test (or would like the latest fixes and are not afraid of potential new bugs), please, once again, select the [c]public-previews[/c] branch in steam.
addedAlmost 30 years ago, IPv6 was conceptualized and now, thanks to a new modem, it appears that I can finally use it. Logic World also supports IPv4 and IPv6, but in 0.92 (and before) preferred IPv6 if both were available. There was no real reason for this choice, however it does pose a bit of an issue if a server is wrongly advertising that they support both v4 and v6 (by having an A and AAAA DNS record respectively). This is because Logic World at some point needs to decide between using the v4 or v6 address when connecting, and may choose the wrong one. Technically both should work, but in this special case the v6 address for some reason did not work, likely due to a networking issue unrelated to Logic World. Unluckily, as the DNS entries are provided by a third party, it is not possible to remove the AAAA (IPv6) entry and thus fix the problem. Regardless though, preferring v4 by default is probably a better approach any way as v4 is supported everywhere whereas v6 is not, and as a side-effect, it also fixes that one misconfiguration. Therefore Logic World now prefers v4, unless only v6 is available.
fixedSpeaking of preferring v4, turns out that the secret setting [c]MHG.Networking.Secret.InternetProtocolOverride: IPv4[/c] was also broken if v6 was available, but that is also fixed in the preview version.
fixedOn Saturday, one person also reported that they could not load their modded save file anymore, as it turns out the Logic World save loading code somehow only supported components with less than 256 outputs due to a tiny oversight, but that is fixed now, so now you can make even crazier modded components!

Improvements and fixes for 0.92.1

Despite 0.92 not being very old at this point, we have already noticed and fixed a few issues for 0.92.1, as you can see in the remainder of this section. On this note, when you read this, the new preview version should already be live, so if you want to help us test (or would like the latest fixes and are not afraid of potential new bugs), please, once again, select the [c]public-previews[/c] branch in steam.

Networking - GHXX

Almost 30 years ago, IPv6 was conceptualized and now, thanks to a new modem, it appears that I can finally use it. Logic World also supports IPv4 and IPv6, but in 0.92 (and before) preferred IPv6 if both were available. There was no real reason for this choice, however it does pose a bit of an issue if a server is wrongly advertising that they support both v4 and v6 (by having an A and AAAA DNS record respectively). This is because Logic World at some point needs to decide between using the v4 or v6 address when connecting, and may choose the wrong one. Technically both should work, but in this special case the v6 address for some reason did not work, likely due to a networking issue unrelated to Logic World. Unluckily, as the DNS entries are provided by a third party, it is not possible to remove the AAAA (IPv6) entry and thus fix the problem. Regardless though, preferring v4 by default is probably a better approach any way as v4 is supported everywhere whereas v6 is not, and as a side-effect, it also fixes that one misconfiguration. Therefore Logic World now prefers v4, unless only v6 is available.

Speaking of preferring v4, turns out that the secret setting [c]MHG.Networking.Secret.InternetProtocolOverride: IPv4[/c] was also broken if v6 was available, but that is also fixed in the preview version.

World loading - GHXX

On Saturday, one person also reported that they could not load their modded save file anymore, as it turns out the Logic World save loading code somehow only supported components with less than 256 outputs due to a tiny oversight, but that is fixed now, so now you can make even crazier modded components!

Dedicated server cleanup - Ecconia

Not sure if you've been affected by it. There was some confusion because the dedicated server binaries were stored in versioned folders ([c]net6.0[/c] through [c]net9.0[/c]). We did this a while ago to take advantage of the latest .NET performance improvements and still allow players to use Harmony, which required an older version. We've reverted that change. The folder with the server binaries is now called [c]Server[/c] again, same as in the normal game.

Circuit state chaos - Ecconia

The never-ending hunt for circuit states that visually have the wrong state... This week @colon_three managed to reproduce a bug that led to wires and pegs showing the wrong state — thanks a lot. This has now been fixed. But I bet there are still more bugs causing incorrect circuit states.

Old settings startup issues - Ecconia

We have a lovely, capable settings framework. But it wasn't designed to handle value migration between versions. However, the game breaks if you update from the last main version to the current one. This was because the setting for [c]ShadowCascades[/c] used different values. When we updated Unity, those values changed, causing a crash. To fix this, we renamed the settings key for shadow cascades. That way, the old value is no longer parsed. We so gonna improve this with Godot rewrite.

0.92.1 Preview 21 changelog

Here's everything new in 0.92.1 Preview 21, which you can play right now by opting into the 'Public Previews' Steam branch.

  • Fixed broken world loading for modded components that have more than 255 outputs.

  • Fixed client-side configuration of 'MHG.Networking.Secret.InternetProtocolOverride: IPv4' not working in a certain edge case.

  • The client now prefers connecting via IPv4 if both IPv4 and IPv6 appear to be available for the client and the server that you want to connect to.

  • Fixed a bug where a peg which got moved had visually wrong state, when a wire powering it got deleted by the move.

  • Corrected server startup argument description for working / root directory.

  • The Download Menu now supports [c]logicworld://[/c] v1 links.

  • Fixed an issue with incorrect protocol handling when the game is launched with a [c]logicworld://[/c] link.

  • Renamed the setting [c]MHG.Graphics.ShadowCascades[/c] to [c]MHG.Graphics.ShadowCascadeCount[/c]. This prevents the game crashing trying to parse the old value.

Steam page experimenting - Jimmy, Eliana

Our Steam page hasn't really been updated since the early access launch in 2021. It's looking pretty outdated and crufty, which is bad for us. We want people arriving to the Steam page to have a good impression that makes them likely to wishlist or purchase.

Thus, we're going to overhaul the Steam page, and we've already started experimenting with a new capsule image (brighter, more "fun") and a new short description (less cringe, more descriptive).

OldNew
Steam post imageSteam post image

Something I'm interested in hearing from you: what qualities of a Steam page make you want to wishlist/purchase a game? What could we change about Logic World's steam page to make it better, in your opinion?

Goodbye

We'll keep working on more fixes, as we've got a pretty long list of details to tidy up. We're also working on some bigger things for beyond 0.92.1, but we will tell all about them next Wednesday -- see you then :)

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Steam News / 7 November 2025

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