New Horizon Update
[p]Hello! We’re excited to present the major update, “The Crust: New Horizon”, which is now available for testing! It’s been a long time in the making, but we believe the wait will be worth it — a whole new journey is ready for you to embark on.[/p][p]So, what awaits you in New Horizon? Well... where do we even begin?[/p][p]First of all, construction of Outposts. In addition to extracting Helium-3, Outposts can refine regolith and store resources. Colonists can also work there to generate science points and boost production. Naturally, modules won’t function without power, so you’ll be able to build solar panels, fuel generators, and RTGs to keep your Outposts running. With the help of cargo trucks, you can maintain a steady supply of fuel, food, and regolith.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/8af288f5ba745495a0d2322771803497d9c80335.jpg"][/img][/p]Transport Cannon
[p]But how do you select a territory for Outposts? For that, you’ll need the Transport Cannon (Mass Driver). In addition to launching Territory Probes for subsequent construction of Outposts, this module also launches Resource Probes and Anomaly Search Probes. [/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/5bae0c946902eb7b963404c454616c0c2eb00ebd.gif"][/img][/p][p][/p][p]Resource Probes are straightforward: they scan the target area for concentrations of valuable minerals, just like a Rover scanner. Anomaly Search Probes scan for anomalies instead. After scanning, anomalies appear as colorful glowing dots. [/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/c92d7aadaf791c05168c1935ac7cfaf22f7170c5.gif"][/img][/p][p][/p][p]These serve as modifiers — they grant special effects when you build an Outpost on them. The color of an anomaly indicates the strength or type of the buff or debuff.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/ceea740e141bc509da04beb75fd30a3b14c83edc.jpg"][/img][/p][p]To extract Helium-3 in the Outpost, you’ll need a Harvester. It can be built in Large Vehicle Assembly Facility.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/055256795a2a2e3b02be6fd2467f090ed09fb1e1.jpg"][/img][/p][p]Looking beyond Outposts — what else is new? Quite a few exciting modules are included in the update.[/p][p]Thermonuclear Generator consumes Energy Cells to provide a steady power supply. Each cell contains a stabilized mixture of isotopes that release a tremendous amount of energy through controlled thermonuclear fusion. This generator offers a stable, powerful, and reliable energy source under any conditions — making it a perfect solution for running energy-intensive modules![/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/c073321ee0484d5818fb6970ca6a4dd6325a978d.jpg"][/img][/p][p]The AI Center analyzes scientific data gathered during lunar expeditions and generates a steady flow of two types of research points, consuming a large amount of energy in return. With this module, you’ll be able to gain passive research point income relying not only on contracts or colonists working in research labs.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/7d7da1de2fe5d7364f95ec524475f92ac0b1529e.jpg"][/img][/p][p][/p][p]The Biogenerator generates electricity by burning organic materials. It works on the principle of anaerobic decomposition of biomass followed by combustion. The Biogenerator is a valuable power source in environments with limited access to fossil fuels or sunlight, making it a reliable ally in energy production. [/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/1155db9fb5a96a3c933d1196c1d3af8e50731009.jpg"][/img][/p][p]The Data processing node. Just connect it to the power grid, and any excess energy will "magically" turn into Credits! To go into more detail, this module is designed for handling complex computations. It services blockchain networks on Earth and in near-Earth space, providing processing power to external clients for a fee. You can observe its work on the module panel.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/b98420988cb8c67f6038bd000e99142ac6598e9a.gif"][/img][/p][p][/p]Conveyors
[p] The upcoming update will bring not only new modules and mechanics — in New Horizon, conveyors are getting a major rework for improved performance and convenience. Let’s dive into the details:[/p][p]– Optimization - thanks to refactoring, new conveyor logic are 90% more FPS efficient. while use of underground conveyors reduce FPS load even more. Now you can build a really huge factory on the moon.[/p][p]– The logic behind resource movement on conveyors has been changed. This means smoother animations when resources move between belts of different levels and better optimization on large bases. One step closer to full optimization![/p][p]– Programmable distributors will allow you to set priorities for both inputs and outputs in your conveyor system.[/p][p]– Storages can now have resource limits set — just note that these limits apply only to conveyors; drones will still collect resources as usual.[/p][p]– The conveyor rework will give you more space for creativity! You can now cross belts carrying different resources — no more jams or workarounds![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/fe817738eded85d6f57cad4dd0634a70dc5d44e3.gif"][/img][/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/418f7e48787a10e6accfb0e7d010519aadf518a6.jpg"][/img][/p]Other Features
[p] Now let’s move on to some smaller — but still exciting — features that New Horizon brings to the game.[/p]- p]We’ve designed the Custom Settings Sandbox to give you full control of your beginning — set your starting Credits and Science points, enable infinite resource veins, let Drones run without charging, and even slow down how quickly your Colonists reach a Nervous Breakdown. A miracle? Maybe. A fun new challenge? Absolutely! [img src="https://clan.akamai.steamstatic.com/images/41126789/85dd5119d028f4181bb45cde14f506f409a4de22.gif"][/img][/p][/*]
- [p]Many players have asked for the ability to construct Drones, and now it’s here! Use the Small Vehicle Assembly Facility to increase the number of these small but hardworking machines on your base. [/p][/*]
- [p]Now you can also sell drones — a special POI will appear in orbit during the game for this purpose.[/p][/*]
- [p]New digging algorithm for drones — now drones dig intelligently, choosing the best route and the next cell to excavate.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/0f83b817105b5aab2a250403628101c41f4c0489.jpg"][/img][/p][/*]
- [p]Another long-awaited feature is demolition cancellation! No more watching in frustration as drones dismantle a building you selected by mistake! You can either click the button on the module panel or click the module again in dismantle mode. [/p][/*]
- [p]Additionally, a cancellation option has been added for expeditions! [/p]
[/*][p][img src="https://clan.akamai.steamstatic.com/images/41126789/3249702415a02f544aebb3810c4a5ca8c9668357.png"][/img][/p] [td colwidth="380"][p][img src="https://clan.akamai.steamstatic.com/images/41126789/aaf20b752ace1820447a5f9af0f1b7cc4ed6e1c5.jpg"][/img][/p][/tr]
- [p]New Horizon also brings the improved research tree! Upgrades now have a separate column next to related modules. We've also added a keyword search to make navigating much easier![/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/bdedb6048120e727ba7d508bbac4bcbb6d3eebc6.jpg"][/img][/p][/*]
- [p]Many players were tired of dragging the slider when loading Cargo Pods for Contracts. The good news is — we’ve added a “Fill All” button! Now you can load the pod with a single click. It’s a small change, but a big win for time management![/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/6b3fcef6af92e7538af629f235b0646728d05dc2.gif"][/img][/p][/*]
- [p]Another feature included in the update is the ability to set preferred resources in Cargo Docks, giving you greater control over both the resources and the conveyors connected to them.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/24c2ca00c6c6679769d4613b15abeafa9c690e03.jpg"][/img][/p][/*]
- [p]Love the music in The Crust? Now you can pick your favorite track or check what’s playing — just open the Moon Radio in the top-right corner![/p][p][img src="https://clan.akamai.steamstatic.com/images/41126789/369ed930a0603d90e17a8413b6d65e6250072a37.png"][/img][/p][/*]
Beta Access
[p][/p][p]To access the Beta Test, please visit our Discord server. You will find the branch name and password in the Lunar-News section.[/p][p]GET ACCESS[/p][p][/p][p][/p]
Patch notes v0.98.91.5
[p][/p]Added
[p][/p][p]New mechanics: [/p]- [p]Outposts – territories outside the main base where the player can deploy Helium-3 extraction, build research labs, or regolith processing plants.[/p][/*]
- [p]Ability to upgrade modular structures at outposts.[/p][/*]
- [p]Anomalies – modifiers for outpost zones that grant them unique bonuses and negative effects.[/p][/*]
- [p]Helium-3 Harvester – a new mobile unit designed to extract and deliver Helium-3 to the outpost.[/p][/*]
- [p]Railgun – a module responsible for launching and sending probes to any location on the Moon.[/p][list]
- [p]Territory Probe – allows marking an area for building an Outpost.[/p][/*]
- [p]Anomaly Probe – detects anomalies in the selected area.[/p][/*]
- [p]Resource Probe – collects data on resources in the selected area.[/p][/*]
- [p]Data Processing Node – a scientific module that allows the player to convert excess energy into credits.[/p][/*]
- [p]AI Research Center – a module for analyzing scientific data that consistently generates two types of science points, consuming a large amount of energy.[/p][/*]
- [p]Thermonuclear Generator – a new energy source based on controlled nuclear fusion.[/p][/*]
- [p]Biogenerator – a module that produces energy from organic matter.[/p][/*]
- [p]Point of Interest where the player can sell drones for credits.[/p][/*]
- [p]Mobile Drilling Rig: extraction control changed – now you can assign a radius in which the rig will operate. Requires corresponding research.[/p][/*]
- [p]Cargo Dock: added the ability to set preferred resources for unloading.[/p][/*]
- [p]Drone construction at the Small Equipment Factory.[/p][/*]
- [p]Module demolition can now be canceled.[/p][/*]
- [p]Expedition cancellation mechanic.[/p][/*]
- [p]New drone excavation mechanic.[/p][/*]
- [p]Route mechanic enabling patrol configuration between base, outpost, and harvesters. [/p][/*]
- [p]Music player with track switching, pause, and favorite track marking features.[/p][/*]
- [p]4 New music tracks[/p][/*]
- [p]Expanded sandbox start settings.[/p][/*]
- [p]Streamer mode added to music player.[/p][/*]
- [p]Contracts now have a one-click capsule resource fill option.[/p][/*]
- [p]New conveyor distributor priority system – three levels of input and output priority.[/p][/*]
- [p]Color indication for conveyor priority outputs.[/p][/*]
- [p]Many new quests.[/p][/*]
- [p]Updated and expanded research tree.[/p][/*]
- [p]Keyword search in the research tree.[/p][/*]
- [p]New encyclopedia pages.[/p][/*]
- [p]New colonist portraits.[/p][/*]
- [p]New modifier for colonists – radiation sickness.[/p][/*]
- [p]New contracts for Hi-Tech goods, food, and medicine.[/p][/*]
- [p]New contracts for slag delivery across the Moon.[/p][/*]
- [p]Visual update of conveyor inputs/outputs when placed adjacently.[/p][/*]
- [p]Ore amount in a vein is now displayed in extractor UI.[/p][/*]
- [p]Visual update of explored points of interest.[/p][/*]
- [p]Global event – all modules break down with a certain chance.[/p][/*]
- [p]Global event – accelerated or slowed production in all production modules.[/p][/*]
- [p]New loading screen images added.[/p][/*]
Optimization
- [p]Optimized conveyors, underground conveyors, and distributors. FPS boost of 70–90% on large factories.[/p][/*]
- [p]Resource movement optimization on conveyors:[/p][list]
- [p]Complete overhaul of conveyor logic in all aspects.[/p][/*]
- [p]Distributors can now act as junctions – a blocked output won’t block the second one.[/p][/*]
- [p]Distributors now support extended priority mode.[/p][/*]
- [p]Conveyor resources are now hidden in certain cases, reducing load further.[/p][/*]
- [p]Global resource counter no longer accounts for conveyor resources due to optimizations.[/p][/*]
- [p]Underground conveyors now calculate cost based on distance covered.[/p][/*]
Fixed
[p][/p]- [p]Fixed an issue where extracted regolith amount displayed incorrectly.[/p][/*]
- [p]Fixed a bug where colonists hired via the recruitment market got stuck after saving/loading.[/p][/*]
- [p]Fixed a bug where the Ice Harvester could go over a crater and get stuck.[/p][/*]
- [p]Fixed a bug where the Ice Harvester could get stuck on a crater when frequently switching route direction.[/p][/*]
- [p]Fixed a bug that prevented reaching max reputation with a faction.[/p][/*]
- [p]Fixed a bug where double doors could not be properly removed during construction.[/p][/*]
- [p]Fixed a bug where drones couldn’t finish a floor tile and froze in place.[/p][/*]
- [p]Fixed a bug where the resource on the conveyor distributor didn’t auto-update after configuring the warehouse.[/p][/*]
- [p]Fixed a bug that allowed selecting the Buravestnik-M capsule for sale without a Flight Control Center.[/p][/*]
- [p]Fixed colonist behavior that could cause them to get stuck in walls.[/p][/*]
- [p]Fixed a bug where colonist salaries were displayed incorrectly.[/p][/*]
- [p]Fixed a rare bug where all colonists on a level wouldn’t move.[/p][/*]
- [p]Fixed an issue where Ice Smelter upgrades had no effect.[/p][/*]
Visuals
- [p]Reworked color system for all conveyor levels.[/p][/*]
- [p]Improved foundations for all modules.[/p][/*]
- [p]Added baked lighting to modules, improving visual quality.[/p][/*]
- [p]New visual added for modules marked for demolition.[/p][/*]
- [p]Shortened conveyor entries for Regolith Cleaner and Regolith Extractor.[/p][/*]
- [p]Vending Machine – added a colonist approach tile.[/p][/*]
- [p]Updated textures and model of the Expedition Center.[/p][/*]
- [p]Updated textures and model of the Relay.[/p][/*]
- [p]Updated Concrete Factory model.[/p][/*]
- [p]Updated Multi-Regolith Cleaner model.[/p][/*]
- [p]Warehouse visuals improved.[/p][/*]
- [p]Encyclopedia visuals overhauled.[/p][/*]
- [p]Updated images in the science point shop.[/p][/*]
- [p]Reputation visuals adjusted.[/p][/*]
- [p]Tracked vehicle treads animation improved.[/p][/*]
Balance
- [p]In story mode, the amount of science points received now depends on selected difficulty.[/p][/*]
- [p]Increased cable laying radius from electric pole.[/p][/*]
- [p]Recharge time added to Charging Stations.[/p][/*]
- [p]Time required to research points of interest increased by 50%.[/p][/*]
- [p]Increased electric pole light radius from 1100 -> 1200.[/p][/*]
- [p]Buravestnik-M cargo capsule became slightly more cost-effective, but delivery time is 72 hours. Courier-X capsule has medium cargo and cost but the fastest delivery time. Orbiter S1 capsule is the cheapest, balanced in volume and speed.[/p][/*]
- [p]Large bulk storage now occupies 4 fewer tiles.[/p][/*]
- [p]Changed Smart Concrete Plant recipe: 1.5 -> 1 silicon, 6 -> 5 slag per unit.[/p][/*]
- [p]Colonists now start looking for food earlier – satiety threshold changed from 50 -> 60%.[/p][/*]
- [p]Changed alternative duralumin plate recipe in Constructor – now uses titanium oxide instead of silicon oxide.[/p][/*]
- [p]Internal storages of cleaning and production modules now hold more slag.[/p][/*]
- [p]Bulk storage now holds more slag: 4000 -> 5000, 40000 -> 50000.[/p][/*]
- [p]Microchips may now be found when salvaging certain ruins.[/p][/*]
- [p]Colonists now consume less satiety and energy under heavy and light work by 10–15%.[/p][/*]
- [p]Colonist salary payments moved to the end of the month.[/p][/*]
- [p]Food production time in Kitchen increased by 50%.[/p][/*]
- [p]Rescue mission: 2 more days added to find the first rescue capsule “Hope-2”.[/p][/*]
- [p]Starting robot count in new story mode increased by 2.[/p][/*]
- [p]Base robot speed increased from 450 -> 500.[/p][/*]
- [p]Base loader robot speed increased from 350 -> 400.[/p][/*]
- [p]Titanium vein count in guaranteed generation near the elevator increased from 1 -> 2.[/p][/*]
- [p]Reward for completing story stage "production automation" increased from 3000 -> 5400 fundamental science points.[/p][/*]
- [p]Reward for completing story stage "titanium vein scan" increased from 3000 -> 3600 social science points.[/p][/*]
- [p]Wear rate of all extraction and production modules reduced by 5–12%.[/p][/*]
- [p]Increased inflation rate and science point cost in CRUST Solution as you progress through the research map.[/p][/*]
- [p]Increased lower and upper bounds for resource vein volume generation by 6–14%.[/p][/*]
- [p]Large Hydroponics Farm now consumes less water (24 -> 14) and produces organics 18% slower.[/p][/*]
- [p]Carbon Fiber Factory production cycle increased from 12 -> 20.[/p][/*]
- [p]The following modules now require more silicon to build: Expedition Center, Multi-Regolith Cleaner, Medium Solar Panel.[/p][/*]
- [p]Parts Factory now requires fewer titanium plates to build.[/p][/*]
- [p]Mushroom Farm now consumes less water: 4 -> 3 per organic batch.[/p][/*]
- [p]Mobile Drilling Rig now less efficient – base regolith extraction speed reduced.[/p][/*]
- [p]Another research added to improve Mobile Drilling Rig’s regolith extraction speed.[/p][/*]
- [p]Small capsule cargo capacity reduced from 5400 -> 4600.[/p][/*]
- [p]Standard capsule arrival time increased from 40 -> 44.[/p][/*]
- [p]Number of parts needed to repair the truck in story mode reduced.[/p][/*]
- [p]Logistics cost with Landing Platform reduced from 4000 -> 2000.[/p][/*]
- [p]Cold Storage Cabinet medical storage capacity increased from 128 -> 256.[/p][/*]
- [p]Vending Machine size increased from 1 -> 2.[/p][/*]
- [p]Increased rewards for certain urgent contracts.[/p][/*]
- [p]Adjusted delivery times for certain contracts.[/p][/*]
- [p]Adjusted costs for certain research.[/p][/*]
- [p]Other minor balance changes.[/p][/*]