Early Access 3: Patch 2 (EA3.2)
Brickadia's EA3.2 Patch has arrived! Microsliders, Environment Gates, Function Call Gates, UI & Gamepad improvements and more!
Brickadia's latest patch is here! In this patch, we've included Micro Sliders, a massive upgrade to wire logic with loop and function call gates, Environment Gates, gamepad and UI improvements, tons of bug fixes and much more.
How about we go through what some of these major features are in this patch?
Micro Sliders
Tired of working around large, bulky sliders for small, miniscule contraptions? Micro Sliders are finally here in all their varieties!

Connect/Disconnect Joints via Wires
Joints now have the added function of connecting and disconnecting based on wire input! In other words: flip a switch, and the connecting joint can snap on or off!

Environment Property Gates

Environment gates are finally here! Use the Set Environment Property Gate to tweak every different aspect of the weather to your liking! Raise the water level for your game mode, summon a thunder storm at the press of a button, or create a sandstorm all through wires!

New Message Gates
Need to give a player a notification? What if you need to ask them a question? Or need to know their yes-no opinion on something? You can now use newly added Message gates to do this with ease!

By using a Zone and any gate that provides a specific player as reference, like the Player Entered Zone Event gate, you can have UI pop-ups appear for the player to see! Want to see what they look like?




Enhance your world by providing prompts and notifications for players to read, whether it be for inputting specific values for advanced contraptions or creating your very own RPGs!
For Loop Gates
For Loops are now here for players to toy with! What are For Loops, you might be asking?

For Loops will allow you to perform specific microchip tasks in just 1 tick! For example:
You can use the For Each (Array) gate to loop over all the players in an array: here, I'm applying one "Add Velocity" gate to everyone in the server!

Function Calls
Wires now lets you create isolated functions, which let you make entirely new gates that run in 1 tick by combining the existing ones including your own functions.

Their use? Instead of using the same microchip on several of the same contraption over and over, you can have those contraptions call the function chip. That way, if you want to modify each contraption that relies on a certain set of chips, you can modify the base function chip instead of having to tweak each microchip individually.
Full Changelog:
Vehicles
- Made environment wind from sky settings potentially move aerodynamic surfaces.
- Made surfaces able to rotate a stalling plane by applying force not at the center of mass, even in Stablized mode.
- Improved gamepad controls for driving vehicles.
- Fixed that backwards airflow wouldn't lift an aerodynamic surface.
- Fixed that you could set up an aerodynamic surface so that you can get more drag flying forward than when stalling.
- Fixed that Fixed Wing surfaces couldn't be steered by wires.
- Fixed crash when wheel spins too quickly.
- Fixed inconsistent engine audio between hosts and clients.
Physics
- Added Micro Slider, Micro Slider (Motor), Micro Slider (Servo) and Micro Slider (Rigid).
- Added Connect Joint and Disconnect Joint wire inputs to all joints.
- Entities on rigid sliders rooted to the global grid now correctly apply forces to objects resting on them through friction.
- Several physics CPU optimizations behind the scenes.
- Fixed custom mass not correctly applying sometimes.
- Fixed balls and small entities not being grabbed from their center.
- Fixed Servo At Target output not working if the servo had wrapped around.
- Fixed detaching from a rigid joint not keeping the assembly's frozen state.
Logic Gates
- The logic gate runtime has been completely rewritten, removing the over engineered wire graph node system and type propagation. It's now vastly simpler for us to maintain the code and add new features, it's much faster, and it integrates well with Luau (not yet released as of this patch). Many little inconsistencies are gone. All existing contraptions should continue to work as they have before.
- Introduced special microchips that can execute their contents multiple times per tick. Limits can be configured in the game mode settings to ensure the server does not freeze.
- Added For Loop and For Loop Entry, which executes for each index.
- Added For Each Array and For Each Array Entry, which executes for each element.
- Added For Each Map and For Each Map Entry, which executes for each key value pair.
- Added Break, which stops any of the loop chips from executing additional iterations if triggered.
- Added Function Definition, Function Input, Function Output, and Function Call, letting you create chips that can be called with arguments from multiple places, including from inside the loop chips.
- Added Add Component, Get Component, Remove Component, Set Component Property gates to directly modify components from wires.
- Added Get Brick Property and Set Brick Property gates to directly modify bricks from wires.
- Added Get Environment Property and Set Environment Property gates to control the sky and weather from wires.
- Added Show Message Box, Show Yes/No Box, Show OK/Cancel Box and Show Text Input Box to prompt players with dialogs.
- Added Entity Custom Properties, allowing you to store arbitrary values on each entity and access them using string keys.
- Added Get Value Type for rare edge cases where a wire contraption needs to know what type has been passed.
- Added Set Entity Visible gate.
- You can now hold brick and component references in wire variables, arrays and maps, which persist in worlds and prefabs.
- You can now select "Any Value" as the type of Array and Map variable values.
- You can now hold up to 32k bytes of utf-8 data in a wire string.
- Set Variable can now optionally update the type of the stored value.
- Added Container Change Detector that fires a pulse when the connected Array or Map variable is modified.
- Renamed the Timer gate to Stopwatch.
- Gates with invalid connections or configuration now show clearly visible error wires and ports.
- The type drop down on variant inputs has been redesigned.
- Reference ports are now diamonds to make them more obviously distinct.
- Several gates with many inputs like Queue and Custom Event are now resizable.
- Fixed microchip input port order changing between reloads.
- Fixed several performance issues with adding/removing wires and gates.
- Fixed several gates still using obsolete models.
- Fixed being unable to put digits into the command name of the Chat Command gate.
- Fixed being unable to connect wires to the colors on advanced inventory gates and item spawns.
- Fixed being unable to compare object outputs with None to check whether a prefab has been despawned.
- Reorganized all logic gates in the catalog.
- Updated the Microchip board style.
Game Modes
- Made role gameplay permission overrides able to deny gameplay permissions as well as grant them.
UI
- Added a new gamepad-native avatar editor dialog.
- Added an onscreen keyboard when using gamepad input outside Steam Big Picture mode.
- Added gamepad button hints to simple dialogs, replacing the clickable buttons.
- Added gamepad d-pad navigation for most menus with new highlight graphics.
- Shoulder buttons now switch tabs on tabbed menus.
- You can now sort world and prefab browsers by most recent, the selection also persists.
- You can now shift right click any row in the details panel to copy it and its children, and shift left click to paste it back.
- The environment settings have migrated to the new details panel UI.
- The game mode rules details panel has had several improvements to make it less confusing.
- Tiny micro bricks now have larger icons in the catalog.
- Fixed various unitless properties showing as multipliers for no reason.
- Show name and summary tooltips on inventory slots.
- Added a Copy Item Colors button to the advanced inventory item gates.
- Improved the health bar visuals and fixed it appearing if damaged while HUD was hidden.
- Fixed hiding the HUD not hiding the builder mode notch.
Worlds
- Several updates behind the scenes to improve the world data format for saving dynamic wire arrays and maps.
Tools
- You can now make physics entities invisible from the Applicator.
- Resetting a microchip board position can now be undone.
- Fixed being unable to sprint while holding the Resizer.
- Fixed bricks not properly aligning to sideways and offset studs.
- Fixed copying all bricks in a microchip copying as physics enabled.
- Fixed bugs with manipulator grabbing entities.
Player
- Fixed character body collision meshes not respecting the assigned team collision channel.
Weapons
- Added a Projectile Scale Multiplier setting to inventory config and item spawns.
- Fixed Barrage Launcher firing forever if an Infinite Ammo rule is in use.
Audio
- Spectators can now hear One Shot Audio.
- Fixed horn sounds being overly loud.
Debugging
- Added
br.DrawDebug.SpawnSourcesview that traces brick-spawned projectiles and explosions to their brick.
Engine
- Updated DLSS/Streamline plugin to version 8.8.0-NGX310.9.1.
Rendering
- Optimized explosion vfx.
- Optimized CPU performance of ray tracing updates.
- Optimized CPU performance of Simple Shading mode by no longer processing light interactions.
- Optimized CPU performance of shadow rendering when not using VSM.
- Fixed removing the ground not removing it from ray tracing.
- Fixed the ground not receiving light in Simple Shading mode.
- Fixed glow text material not looking the same as bricks.
Networking
- Fixed crash when editing wire variants in applicator.
Security
- Fixed a remote memory corruption exploit in Unreal Engine.
For now, please enjoy this patch! Stay tuned for when we unveil more details regarding our next major update, when it'll release, and what you can hope to expect! You can follow for more details on our public Discord community here: Brickadia's Discord Server