Update 3 Highlights
- [p]Drones 2.0[/p][/*]
- [p]Improved drone movement[/p][/*]
- [p]Improved ground map[/p][/*]
- [p]New Smart Multi-Resource Warehouse[/p][/*]
- [p]Automation of contracts, expeditions, and unit production[/p][/*]
- [p]Ultra-High Priority System[/p][/*]
- [p]Auto-Purchase[/p][/*]
- [p]Delivery to the Flight Control Center[/p][/*]
- [p]Priorities for living quarters[/p][/*]
- [p]Transport Menu[/p][/*]
- [p]Optimization[/p][/*]
- [p]Industrial Kitchen[/p][/*]
- [p]Slag Recycling[/p][/*]
- [p]Underground Storage[/p][/*]
- [p]New Outpost Module: Smelter[/p][/*]
- [p]Story Campaign Continues[/p][/*]
[dynamiclink href="https://store.steampowered.com/news/app/1465470/view/527622249087238917?l=english"][/dynamiclink]In our previous post, we shared details about Update 3, but over the past week we’ve added something else tasty:
[/p]
Slag Recycling
[p]We’ve added a new technology to the game—advanced chemical processing of slag—which allows you to extract valuable oxides or rare-earth minerals from large slag deposits using a regolith purifier, which itself gains a second life in later stages of the game.[/p][p]To access slag processing recipes, you must research chemical processing technology in the engineering research tree.[/p]
New Outpost Module: The Smelter
[p]We are expanding the functionality of outposts by developing the concept (spoiler) of trade and transport logistics on the global map. In this update, we are adding a smelter capable of processing oxides into primary resources: steel, titanium, silicon, and aluminum. This already allows for the creation of more specialized outposts and the establishment of automated delivery routes for finished resources to the main base.[/p]
Underground Storage
[p]This new storage module can hold a large quantity of a single resource type by extending part of the structure underground and making maximum use of vertical space.[dynamiclink href="https://store.steampowered.com/app/1465470/The_Crust/"][/dynamiclink][/p]
Full Changelog
[p][/p]
Added
- [p]Increased the available building area on the surface map. [/p][/*]
- [p]Added a construction grid that highlights areas unavailable for building. [/p][/*]
- [p]Improved drone movement on the surface: drones now have more space to navigate and move properly following the surface. [/p][/*]
- [p]Drones 2.0: improved drone task distribution and how they handle priorities. Most drones will focus on high-priority and super-priority tasks, while the remaining 20–40% are distributed among lower-priority tasks. [/p][/*]
- [p]Hauler drones now prioritize heavier loads containing 5 or more resources. [/p][/*]
- [p]Introduced the Super-Priority system - a fourth priority level that temporarily boosts selected modules to the highest priority for a set time. [/p][/*]
- [p]Added priority settings for living quarters in priority mode. [/p][/*]
- [p]Added a resource counter required for room construction (accessible by clicking on the room hologram). [/p][/*]
- [p]Multi-Storage 2.0: you can now select specific resources to store and distribute the total capacity of the multi-resource storage between them in any ratio. [/p][/*]
- [p]Added research for Multi-Storage that enables automatic resource supply for contracts and expeditions. Once connected to certain modules, it will automatically open outputs and provide the exact amount of resources required. [/p][/*]
- [p]Added deep chemical slag processing technology, allowing slag to be recycled into oxides or rare-earth minerals. [/p][/*]
- [p]Added an overflow button for conveyor inputs and outputs, allowing resources to bypass storage. [/p][/*]
- [p]Capsules can now land at the Flight Control Center and Landing Platform. [/p][/*]
- [p]Added auto-purchase in the Flight Control Center. [/p][/*]
- [p]Added a Transport menu with a full list of the player's vehicles and detailed information. [/p][/*]
- [p]Added an Industrial Kitchen that automates food production using conveyors. [/p][/*]
- [p]Continued storyline: the "New Horizons" quest, introducing building and scaling outpost, and gas extraction. [/p][/*]
- [p]Added the "Mutually Beneficial Cooperation" quest, introducing one of the factions (previously unavailable in the contracts list). [/p][/*]
- [p]Added dynamic images to wall-mounted TV screens. [/p][/*]
- [p]Outpost resource value is now included in total capitalization. [/p][/*]
- [p]Added descriptions for the Launch Station, Gas Pipe Supports, training equipment, Transport Cannon, and tables. [/p][/*]
- [p]Added reputation rewards in the Aurora quest. [/p][/*]
- [p]Added a tooltip for the colonist icon on the orbital map. [/p][/*]
- [p]Added an "on outposts" section to the colonist tooltip. [/p][/*]
- [p]Added internal storage display in the Flight Control Center, Expedition Center, and Launch Station. [/p][/*]
- [p]Added tutorials for Anomaly Probes and the Anomaly Scanner. [/p][/*]
- [p]Added research upgrades for the Biogenerator and Thermonuclear Generator to reduce organic and energy cell consumption. [/p][/*]
- [p]Added research upgrades for the Gas Extractor and Single Regolith Refinery. [/p][/*]
- [p]Added a new high-capacity storage module. [/p][/*]
- [p]Added an "Effects" section in vehicle upgrade tooltips. [/p][/*]
[/p]
Fixed
- [p]Fixed an issue where rockets could not be selected for construction in the Launch Station. [/p][/*]
- [p]Removed an unnecessary text block in probe launch mode. [/p][/*]
- [p]Fixed incorrect response behavior in some dialogue options in the Private Laboratory. [/p][/*]
- [p]Fixed fractional values in laboratory interfaces. [/p][/*]
- [p]Fixed an issue with colonist information display in the Sagan Telescope interface. [/p][/*]
- [p]Fixed outline colors for outpost modifiers. [/p][/*]
- [p]Fixed an issue where science points were not awarded in the "Unusual Crystal" quest. [/p][/*]
- [p]Fixed incorrect reputation rewards in the "Locked In" quest. [/p][/*]
- [p]Removed an extra gas connection point in the Manufacturer. [/p][/*]
- [p]Fixed an issue where the rocket construction hologram disappeared after loading a save. [/p][/*]
- [p]Fixed hoverboard animations for colonists. [/p][/*]
- [p]Fixed drones getting stuck on the base surface.[/p][/*]
- [p]Fixed an issue where a colonist could not be sent on an expedition after visiting a point of interest.[/p][/*]
- [p]Fixed an issue allowing a rocket to land at a Launch Station where another rocket was under construction.[/p][/*]
- [p]Fixed an issue allowing rockets to land anywhere besides the Launch Station.[/p][/*]
- [p]Fixed an issue where the Laser Cannon did not progress to stage two.[/p][/*]
- [p]Fixed incorrect CPU values in the drone tooltip in the Small Vehicle Assembly Facility.[/p][/*]
- [p]Rover scan sound is now affected by volume settings. [/p][/*]
[/p]
Changed
- [p]Reworked colonist efficiency calculations at outposts. Efficiency is now distributed across all affected modules.[/p][/*]
- [p]Increased resource scrolling speed in the market.[/p][/*]
- [p]Updated the Transport window in the Monitoring and Statistics section.[/p][/*]
- [p]Increased the underground height of the Conveyor Elevator.[/p][/*]
- [p]Improved the Kitchen model: added ventilation movement and steam effects.[/p][/*]
- [p]Updated plant descriptions in construction mode.[/p][/*]
- [p]Adjusted reputation rewards in the Hope-2 crew rescue quest.[/p][/*]
- [p]Removed the effect of room size on comfort.[/p][/*]
- [p]Increased visibility of outpost boundaries.[/p][/*]
- [p]Removed an unnecessary icon from the top panel on the orbital level.[/p][/*]
- [p]Changed territory removal from double-click to hold action.[/p][/*]
- [p]Improved colonist card descriptions. [/p][/*]
[/p]
Optimization
- [p]Improved resource counter updates on conveyors.[/p][/*]
- [p]Optimized module construction.[/p][/*]
- [p]Introduced a new system for managing quality for colonists, drones, and some module animations.[/p][/*]
- [p]Added a new multithreaded system for calculating the visual placement of resources on conveyors.[/p][/*]
- [p]Optimized colonist efficiency calculations on modules. [/p][/*]
[/p]
Balance
- [p]Increased the upgrade cost of the Fuel Generator and RTG for outposts from 30,000 to 45,000.[/p][/*]
- [p]Reduced the cost of some research in fundamental and engineering science points, increased in social science.[/p][/*]
- [p]Reduced wear on turned off modules by 4–5 times.[/p][/*]
- [p]Colonists at outposts now distribute their effectiveness evenly across different modules [/p][/*]
Steam Reviews: Your Feedback Matters
[p align="start"]If you’ve been playing The Crust and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.[/p][p align="start"]It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
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Join The Crust Community
[p align="start"]You can find the The Crust community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord for those who want to follow changes closely, You can vote for an idea that could be added to the game, or submit your own on our website: idea.the-crust.com
We wish you a smooth launch and unforgettable adventures!
--[/p][p align="start"]Veom Studio team
[dynamiclink href="https://store.steampowered.com/app/1465470/The_Crust/"][/dynamiclink][/p]
