Update 0.99.63
Added
- Improved truck assignment for expeditions: you can now choose whether a single truck makes multiple trips or multiple trucks are dispatched.
- Added a selection outline when choosing the Cargo Dock or Launch Station to unload a truck or rocket.
- Added required CPU information to the Small Vehicle Assembly Facility tooltip.
- Added gas amounts to the top resource panel.
- Added a minimum stock threshold bar to the Large Refrigerator, similar to storages.
- Added an extended tooltip when hovering over colonists in the Café and Bar UI.
- Added a tooltip when hovering over gas veins on the base surface.
- Improved formatting of colonist trait descriptions for better readability.
- The Mobile Drilling Rig now always displays its excavation radius when the research for changing extraction area size is unlocked.
- Added power cable connection points to the Sagan Telescope.
- Added a visual indicator for the Launch Station when it is in auto-sell mode.
- Added room beauty modifier adjustment to Custom Sandbox settings.
- Added tooltips when hovering over resources in the auto-sell menu.
- Added construction completion sounds for the Small Vehicle Assembly Facility and the Large Vehicle Assembly Facility.
- Added outpost visibility in anomaly probe dispatch mode.
- Added conveyor-based fuel delivery to the Launch Station.
- Added rocket return time display.
- Gas Extractor can now be connected to two pipes.
- Added module targeting highlight when laying pipes.
- Added new neon deposits to the Easy and Normal story modes.
- Added new argon deposits to the Hard story mode.
- Added research that increases the contract limit.
- Added Mk2 research for the Rare Minerals Refinery and Single Regolith Refinery, doubling their recipe.
- Added a fuel line indicating what fuel type is loaded into the rocket.
- Added research to unlock three rocket types.
- Rockets are now included in base capitalization statistics.
- Contract timers are now visible at the orbital level as well.
- Added visual previews of unlockable buildings for outpost-related research.
Fixed
- Fixed an issue where contract filters didn’t hide incompatible factions.
- Fixed a bug where vehicles spawned on the base incorrectly, causing trucks not to drive to the Cargo Dock and Expedition Center.
- Fixed a bug that allowed vehicles to be built without sufficient CPU.
- Fixed a bug where rockets could get stuck after being sent on a contract in the "refueling" state.
- Fixed a bug where selected delivery method filters were not saved when reopening the contracts window.
- Fixed a bug where rockets could get stuck in orbit.
- Fixed an issue where rocket construction continued while the game was paused.
- Fixed the appearance of the Launch Station in cable placement mode.
- Fixed the Gas Extractor animation.
- Fixed an issue where the Launch Station UI showed the same rocket image regardless of the selected one.
- Fixed a bug where a second rocket could be built at the Launch Station without consuming resources.
- Fixed an issue where gas vein capacity in the Gas Extractor UI only updated after reopening the interface.
- Fixed an issue where the game started on maximum difficulty after the tutorial. It now defaults to Normal.
- Fixed a bug where Sandbox mode in a new game carried over gas amounts from a previous save.
- Fixed the final stage of the Laser Cannon construction: it now requires delivering power cells instead of removing them.
- Fixed an issue where the drone control button couldn’t be clicked in a broken module.
- Fixed an issue where save/load removed the notification about a full Mobile Drilling Rig.
- Fixed an issue where the statistics window showed titanium instead of titanium oxide.
- Fixed a bug where gas counters in the side and top panels reset after save/load.
- Fixed a bug with incorrect regolith saturation percentages.
- Fixed a bug where resources stopped exiting storage conveyors when an output was filled or removed.
- Fixed a bug where emptying a storage caused conveyors feeding into it to stop.
- German localization fixes.
- Fixed an issue where auto-sell quantity could not be set between 5 and 10 for some resources (it rounded to the nearest value).
- Fixed a bug in the Training Center where colonist training progress was not displayed.
- Fixed an issue where the Fuel Factory upgrade only worked for the ice recipe but not for the gas recipe.
- Fixed incorrect rocket display in the Launch Station interface.
- Fixed an issue where starting modules in Story Mode visually connected to conveyors incorrectly.
- Fixed rocket flight times being identical for every flight.
- Fixed a bug where, in some conveyor placement cases, the distributor would not connect to underground conveyors.
- Fixed an issue where tooltips over gas veins stopped appearing after save/load.
- Fixed an issue where a returning rocket displayed cargo it no longer had.
- Fixed an issue where room removal via CTRL didn’t work in demolition mode.
- Fixed an issue where the last unit of a resource might not be delivered to a rocket for a contract.
- Fixed the Hauling Drone Reconfigurator animation.
- Lab upgrades now increase science point generation.
- Fixed lighting inside room modules.
- Fixed an issue where copying a module with an Mk2 upgrade created a module with that upgrade applied.
- Fixed an issue with Gas Extractor research conditions.
- Fixed an issue where colonist movement speed research didn’t work.
- Fixed overlapping timers on the top resource panel.
- Fixed a bug where rockets couldn’t be selected for construction.
- The Expedition Control Center will no longer operate while powered off.
- Reduced demolition outlines on surface debris left after explosion.
- Fixed an issue where gases could be unloaded onto the ground.
- Fixed the reward card for good training.
- Fixed animations in the VR Center.
- Fixed colonist head animation on the Hoverboard Trainer.
- Fixed the Hoverboard Trainer hologram.
- Fixed a visual issue where hoverboard colonists near the elevator used lunar surface textures.
Changed
- Restored the ability to build multiple Becker Monuments on the base.
- Updated the side resource panel.
- Changed hotkeys for copying module settings: Shift+RMB to copy, Shift+LMB to paste.
- Removed payment display from rocket logistics.
- Increased mouse wheel scroll sensitivity in UI panels.
- Removed unnecessary resources from the auto-sell menu.
- Slightly updated the appearance of landed cargo pods.
- Increased the size of wire connection nodes.
- Updated the appearance of the Large CPU Data Center.
- Improved conveyor pathfinding.
- Increased the model size of the Gas Extractor and Wall-mounted TV.
- Removed rocket cost from the delivery method selection UI.
- Slightly updated the Carbon Fiber Factory model.
Balance
- Increased the base oxide yield of the Mobile Drilling Rig (lower slag ratio) 0.65->0.75.
- Rebalanced Mobile Drilling Rig oxide yield upgrades.
- Rebalanced rocket flight speeds to different Solar System destinations.
- Resource Probes now require steel instead of silicon.
- Blockchain Module is now available earlier in the research tree.
- Changed upgrades that increase the number of outpost probes: they now also increase the maximum area size of outpost territories. 10->15, 15->20, 20->25.
- Rebalanced some contracts.
- Added a research lock for the Gas Extractor - now requires researching and building the Fuel Factory.
- Reduced comfort bonus from eating at a table from 2.0 to 1.0.
- Rebalanced research costs for battery capacity and efficiency.
- Rebalanced module repair resources: silicon replaced with steel in several modules.
- Building the Malachite rocket now requires 20 Control Units instead of 40 Composites.
- Lowered the reputation threshold for rocket contracts.
- Rebalanced Multi-Regolith Refinery speed upgrades.
- Rebalanced food production in the Kitchen: cycle time reduced from 40 to 30.
- Increased steel costs for several modules.
- Increased colonist training time in the Training Center.
- Added new speed and capacity upgrade icons for trucks.
- Slightly reduced steel amounts in veins in hard modes.
- Increased the chance to sell Fuel and Energy Cells above market price at the Launch Station.
- Increased the chance to sell large quantities of Fuel and Energy Cells at the Launch Station.
- Increased the percentage of useful oxides in regolith dropped from wall excavation by ~40%.
