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Patch notes: v0.6.131 (2022.11.22)

v0.6.131 (2022.11.22)
- [Balance] Colonists with "Descontructing things" mental breakdown will never deconstruct floors
- [Tech] Add ML Booth "TrainingSpeed" configuration variable for creating faster ML Booths
- [Tech] Catch looping AI task related errors originating from mods and warn the player
- [Bug] Fix Breach Capsules are no longer shot at by directional turrets since v0.6.130

Patch notes: v0.6.130 (2022.11.21)

v0.6.130 (2022.11.21)
- [Balance] Mega Asteroid will be once per game event (only in Challenging difficulty)
- [Balance] When your ship is moving, Meteoroids, Asteroids, Storage Capsules and Stasis Pods will not follow your ship
- [Balance] Add a new game modifier that allows disabling selected story events
- [UI/UX] Load materials before checking skill levels on construction tasks, to prevent confusing skill check failures for "Hauling"
- [Bug] Fix Turrets would shoot at the location where Breach Capsule would land right after capsule spawns
- [Bug] Fix selecting landed storage capsules would display their former trajectories

Roadmap Voting Results (Round 1)

Hey Space Travelers!

Last week I published an interactive roadmap and asked you to vote on the features you wanted to see added first.

Everyone could cast one vote on a Category, and one vote for a specific Feature. There were over 1300 responses, and I believe this is definitely the way big decisions will be made in future. When time comes, I will ask for your votes again!

Here are the results of the Category votes:

[h2]Category Votes[/h2]


I am very excited that Space category got so many votes, because this is the direction I rooted for, and voted for myself! That doesn't mean other categories will be completely neglected, but I will put higher priority on the categories with more votes.

[h2]Feature Votes[/h2]


Since it aligns with Space category, Derelict Ships will be the next big thing I will shift my focus towards. I was frankly surprised about the demand for Auto Rebuild, and it will be a pretty difficult feature to implement, as it will require rewiring the internal plumbing a bit, but it will come!

I will also read through every single answer to "what bothers you the most" question, to get a feel of what can be done to improve your experience.

For those who missed the opportunity, don't get upset, there will be more voting rounds after the first Major Update.

Thank you all for voting!
spajus

Patch notes: v0.6.129 (2022.11.18)

v0.6.129 (2022.11.18)
- [UI/UX] Show unreachable events and warning icons for material piles that were repeatedly unreachable by flying workers
- [UI/UX] Add unreachable position diagnostics to Walking Difficulty overlay
- [Tech] Add a new workaround for Radeon nebula glitch
- [Bug] Fix remaining problems with auto processors (Grinder, Refinery) inability to find processable materials
- [Bug] Repeatedly unreachable material was attempted to be reached over and over by all workers
- [Bug] Fix humans would try to reach equipment that was in unsafe locations
- [Bug] Fix multiple instances of beings trying to go to locations where they clearly couldn't go
- [Bug] Fix Solar Panels would not produce any electricity right after the game was loaded

Patch notes: v0.6.128 (2022.11.17)

v0.6.128 (2022.11.17)
- [Balance] Damage dealt by some needs (i.e. Hunger, Maintenance) will not interrupt current task
- [Balance] When a human fails to find food, they will try to cook right away
- [Balance] Tune human AI to use priorities more strictly
- [UI/UX] Automatically turn workers back on after CPU deficit is resolved
- [UI/UX] Show nebula instead of static background when viewing Research Tree and Starmap
- [Tech] Remove Radeon nebula glitch workarounds
- [Tech] Add "IsHumanoid" flag to Species definition to allow implementing humanoid species
- [Tech] Fix Cleanup() could get called more than once for all AI tasks
- [Performance] Add multiple small performance optimizations
- [Bug] Fix mod translations would be validated as community translations and ignored due to not having an official counterpart
- [Bug] Fix plants could get initialized with 0 harvest output
- [Bug] Fix processors (Grinder, Refinery) would have trouble getting materials hauled to them from storages
- [Bug] Fix workers would not be able to pick up a material if it was blocked in orthogonal directions (N/E/S/W)