



Upcoming Changes
Our main focus right now is fixing the remaining bugs and improving FPS. We are aware of issues with colonists getting stuck in elevators, robots stopping, and navigation errors in robots with specific module configurations, and we are already working on them. Some of these issues only occur in older saves, but we will fix those in upcoming updates to ensure full version compatibility. We are also bringing back the saving of filter and distributor priority settings, adding new colonists to the hiring market, and working on other identified bugs and improvements. Our second major goal is to achieve a significant increase in FPS on large and very large bases. To do this, we had to essentially dismantle the robot logistics and conveyor systems to find optimization opportunities for PC resource usage and prevent a geometric progression of CPU load as the number of modules grows—and we found them! We have outlined a plan for the new architecture of each system and have already started working on them in separate branches. We will detail the results of this refactoring with FPS improvement measurements in the next developer diaries. In addition, we have already optimized some secondary systems, resulting in a small FPS increase—these changes will appear in the upcoming updates.
New Content
While the development team is working with the hardcode, the content creators continue to create new modules and units. For example, we have completed work on the Harvester for Helium-3 extraction and started creating the model for the thermonuclear generator. We are also preparing two new production modules, one research module, the KS Monument, and a new model of a heavy shuttle. Shuttles will finally have varying arrival and delivery times, as was originally planned. Along with this, we continue to develop the new POI generator and improve the contract system. All of this will be added in a major update in the near future.
