Immediate observations :
1) Slimes - nice but they need a purpose. Either as fuel or different attacks based on color, or diffferent drops based on color. Right now they do nothing but die.
2) Crafting menu is much better now. Is there a way to keymap the toggle between gear and buildings? That would be nice.
3) All turrets use stone now. I do not know if this was necessary ... it makes base defense too easy perhaps. Upgrading your turrets should force yo uto upgrade your infrastructure to increase bar production to supply those new turrets with ammunition. If they only ever use rocks then you just need to build one stone drill for each turret and you are finished. There is nothing to so with all your extra bars. They just sit in barrels.
4) BUG : There is a major problem i am having when the world gets to be either too old or too big. It stops loading and I am unable to re-enter it. I notice that new worlds load much faster than older ones and eventually they just stop loading. The characters are always saved and retrieved but the worlds eventually stop responding and crash the whole game.
5) BUG: Boss hearts are not spawning in some worlds. I was able to defeat the ice boss ... there were tons of ice hearts but after I beat it I saw one desert heart but then no more after wandering the map for awhile. I created a new world when that one was unresponsive but this new world has no hearts.
6) BUG: the quests are not workign properly for me. The first thing i did when 1.48 came out was delete mt old character and world. I was on the quest to defeat the Abomination (Liberator) but never finished it. After I deleted that character and made a new one - the NEW character had the same mission (Liberator) but did not have access to the earlier missions. I then created a second new character and he also had only The Liberator as a mission.
7) Progression : I felt like now that I knew what to do I was able to rush everything and get my base completely defended by the first night. After my base was set, I went hunting hearts, and just kept trying to kill the ice boss, everytime getting litty stronger. I was able to defeat the Ice boss without any iron yet. I simply destroyed hearts till I could make gear out of True Ice. I went from Wood to Stone to Copper to True Ice. Due to the nightly attacks I was a pretty high level and after defeating the ice boss I had enough materials to make all true Ice and an Abominal spear from the other material. I felt this was too fast.
8) Difficulty levels do not mean anything ? I made a world on the highest difficulty but nothing was different? Has this been implemented?
9) Needs a minimap.
10) Does the world need to be infinite? If resources are unlimited then why make the worlds so big ... it is just a lot of empty space.
Further Suggestions and other thoughts ....
I am very curious to know your vision for this game. Like I have said, this game is very appealing to me since I love Fortresscraft Evolved, Mindustry, Survival games, tower defense, and automation. I can envision this game being very popular but I am wondering how you are going to market this game? As it stands now it is top down Terraria. This is a good start but it can be so much more. Terraria was alright but it lacked any strategic thought. It was formulaic and had a preplanned tier after tier structure. Terraria was a very structured game which made it dull. Lots of people really like Terraria's aethetic (I hated it) and it became stupid popular. The building aspect clicked with a lot of people but I found buidling in terraria to be utterly pointles - it had no strategic purpose. It was just for show.
Now .. Evolvedustry has the potential to be much more strategic and can really capitalize on the tower defense, automation, and efficiency aspects. Even combat can be so much better than terraria. Look at Enter the Gungeon or any twin stick shooter and you can see the potential for top down games. Can you imagine Evolvedustry with guns? It has much more depth than Terraria which was basically just wandering a map and collecting crap and searching pages of Terraria wiki for the next tedious step.
If you have not played Fortresscraft Evolved check it out. It goes into the extreme of production and factory efficiency. It is like Factorio but is 3D and voxel based. It completely dropped the ball on the survival tower defense gameplay, which Evolvedustry is better suited for, but it had really great production goals. You basically have to expand your production chains greater and greater to build larger and larger machines. You go from needing like 50 copper bars to eventually needing 1 million bars to finish the last tasks for example. If you combine this engineering with survival and combat and character development and boss fights I can see Evolvedustry standing apart from all these games. It is a step into something new - beyond Terraria, beyond Fortresscraft, beyond Minecraft (I hate your trees btw ... way to Minecrafty :P), beyond Don't Starve. Each of these games had something good but your game combines them all.
I think one of the best things about Evolvedustry is that it is so ugly. The enemies look like circles and blobs. Your character looks like a rectangle. But everything moves very well and it runs good. Everything communicates itself clearly (simplistically) and it all works. Terraria and Don't starve had a visual look and feel that people responded to but when playing them I always felt my experience in the game was no different than anyone else - you follow a set path and go through the motions. Evolvedustry could fall into that trap, which might work for many people, but since this game will never have the visual style of those games I do not think it will compete. Evolvedustry has the potential however to go MUCH deeper than those games and provide players with a more individualized experience.
For example - Why not make monster spawning dependent on nearby biomes? As it stands now the nightly attacks are completely predictable just like Terraria, don't starve, etc. But what if the monsters that attacked you changed depending on surrounding biomes such as a cementary biome creates undead, swamp biome makes XX monster, forest makes animals, mountains makes birds. So your experience is already unique based on the world seed and location. Then you can have those monters evolve based on other factors - how much ore is being produced could make larger monsters attack your base. You can have multipel types of the same monsters such as fire zombies, acid zombies, fast zombies, regenerating zombies. Keep the simple looking zombie monster animation but give it a pallete swap and some fire effects and bam a lava zombie. Keep the graphics simple - this also encourages players to eventually mod in thier own monsters. Ofcourse each different zombie could have different drops and these drops can then be used to make unique machines, defenses, etc. Perhaps killing bunches of fire zombies becuase your base is near a lava biome can allow you to build fire shooting towers or flame swords or use thier bodies to fuel machines (alternative fuel source). The monsters should evolve with you - as you impact the environment it should have repurcussions on monsters abilties or growth.
You mentioned that there will be digging in the game which is good because the ores need to be separated in some way - better ores deeper down and ofcourse more challenges deeper down. There can also be biomes that damage your health, your machines might work slower, etc.
I have written a lot but I blame Corona for making us alls stuck at home and summer starting (I am a high school teacher so I am finally free of online teaching bullshit) I have way too much free time to think about games.
These suggestions are just my thoughts about where this game could go but in the short term ... mini map, arrows on the conveyors when being placed, and working on the stability of reloading older worlds would be awesome.