1. Stardeus
  2. News

Stardeus News

Patch notes: v0.6.123 (2022.11.09)

v0.6.123 (2022.11.09)
- [Balance] Memory Compression Upgrade will correlate with Uranium in the Stock Market
- [Misc] Remove unused assets cleanup in between scene changes (suspected cause for some new crashes)
- [Misc] Selecting a pile will validate its availability and automatically fix and log diagnostics if the availability was inconsistent
- [Performance] Improve performance of electricity grid rebuild with large grids
- [Performance] Fix the bottleneck when dragging a big area with Task Priority / Retry / Cancel tools
- [UI/UX] Include known materials with 0 count in Inventory overlay
- [UI/UX] Holding Shift will make priority adjustment tool set priorities to either 1 or 9
- [Translations] Update Japanese to 100% (thanks to Taijiro Inagaki)
- [Bug] Fix merchant inventories would be extremely low since last patch
- [Bug] Fix relocating and object onto a different object of same type would create an invalid relocation task and order an upgrade
- [Bug] Fix spawning a material pile in the position of another material pile that was not added to the inventory for whatever reason would merge the new pile into the existing one
- [Bug] Fix FTL drive would only show up to 32 drive particle systems at the same time
- [Bug] Fix Faction information field would not update icon / text after being displayed for the first time in Starmap
- [Bug] Fix Merchants and Probes no longer visible behind the ship in the game view when nearby
- [Bug] Fix section detection would occasionally create two almost identical overlapping sections if a lot of floors would be ordered and clock speed was high
- [Bug] Fix workers would not shut down after 1h grace period with too little CPU available
- [Bug] Add extra validation to prevent some built floors remaining with unbuilt looks when large amount of construction tasks was created
- [Bug] Prevent plants from floating in space

Patch notes: v0.6.122 (2022.11.07)

v0.6.122 (2022.11.07)
- [Balance] Further adjust how Merchant inventory is generated
- [UI/UX] ESC will only close UI by default (won't pause the game)
- [UI/UX] Swap C and K bindings. C will Cancel Tasks, K will focus on Ship Computer
- [UI/UX] Ctrl + clicking "Change" in Trade UI items will remove them from the trade list
- [UI/UX] Show work spots for nearby operatable devices when placing a chair
- [UI/UX] Improve Quick Search UI (scroll wheel and arrow keys will work, tooltips will appear)
- [UI/UX] Run in background setting will be true by default
- [Bug] Fix Esc would show Pause Panel when Quick Search was open
- [Bug] Fix updating some settings (like ESC behavior) would not update the settings cache
- [Bug] Fix swapping LMB and RMB would still use LMB for UI clicks
- [Bug] Fix copy configuration would not update the preview icon for crafters and processors
- [Bug] Fix "food on device" story event could trigger for food on regular tables
- [Bug] Fix Direct Control would allow assigning tasks to workers who had no skill to perform them
- [Bug] Fix winching would not update connector position cache, resulting in incorrect connection previews when placing new tiles
- [Bug] Fix adjusting priority on Operate task would not synchronize with the rest of device configuration
- [Bug] Fix processors would not update percentage since recent patch
- [Bug] Fix replacing floors underneath a planter would float the plant if ship was moving

Patch notes: v0.6.121 (2022.11.06)

v0.6.121 (2022.11.06)
- [Feature] Add Jukebox device and Entertainment research branch
- [Feature] Add recreational activity: Use Jukebox
- [Balance] Move Treadmill research node under Entertainment
- [Balance] Generate Merchants with larger inventory
- [UI/UX] Unbind Arrow keys from default UI navigation
- [UI/UX] Add multiple small improvements to Merchant Trade UI
- [UI/UX] Ctrl + clicking "Select" in Merchant Trade UI will add 100% of the item
- [UI/UX] Shift + clicking "Select" in Merchant Trade UI will add 50% of the item
- [UI/UX] Alt + clicking "Select" in Merchant Trade UI will add x1 of the item
- [UI/UX] Ctrl + clicking arrows in the Research Queue will move the item to topmost / bottommost position
- [Bug] Fix Workout would not set the mood effect duration correctly
- [Bug] Fix relocating a Stasis Pod would trigger stasis pod story events
- [Bug] Fix relocating a Stasis Pod would create the relocation ghost as immutable (preventing the relocation task from succeeding)
- [Bug] Add extra checks to prevent generating a merchant with blank inventory
- [Bug] Fix Achievements on Steam would only unlock after reloading the game
- [Bug] Add extra diagnostics for troubleshooting why some Achievements won't unlock for some players (i.e Joy Ride)
- [Bug] Fix newly added stock market items without prior history would end up getting an internal error when attempting to render a chart
- [Bug] Fix trying to sell a being without equipment (i.e. a pet) would fail the transaction (since the last patch)

Patch notes: v0.6.120 (2022.11.05)

v0.6.120 (2022.11.05)
- [Feature] Workers will now be able to replace and repair floors under large objects without relocating them
- [Balance] Strip all equipment from a being before selling it to a merchant
- [UI/UX] Selecting one or more Connectors and shift + clicking any electrical device will attempt to create (or break) a connection between the device and selected connector(s)
- [UI/UX] Selecting one or more electrical devices and shift + clicking a connector will attempt to create (or break) a connection between selected devices and the connector
- [UI/UX] Selecting one or more Teleporters and shift + clicking another teleporter will link the selected teleporter(s) to the clicked one
- [UI/UX] Holding Shift and clicking beings will add new beings to group selection
- [UI/UX] Holding Ctrl and clicking tiles will add new tiles to the group selection
- [UI/UX] Holding Alt and clicking objects (piles) will add new objects to the group selection
- [UI/UX] Show icons of crafted / processed / produced items in every device
- [UI/UX] Configurable processors (i.e. Furnace) will also have an "Idle Warning" toggle
- [Bug] Fix Copy Config would not copy the new "Idle Warning" toggle state on crafter components
- [Bug] Fix Copy Config would not copy priority on crafter components
- [Bug] Fix adjusting task priority directly would not update the crafting / processing device priority in the controls UI submenu
- [Bug] Fix internal error that could lead to game crash when selecting and ordering relocation for more than 1024 objects
- [Bug] Fix relocating a device mid-operation would not drop the task correctly (root cause of the beings stuck bug that was fixed in last update)
- [Bug] Fix removing a mod that introduced a new material type would prevent inventory history from loading correctly

Patch notes: v0.6.119 (2022.11.03)

v0.6.119 (2022.11.03)
- [Feature] Add Memory Compression research branch and Memory Compression Upgrade module
- [Balance] Biological beings who just joined the colony will not immediately try to do firefighting
- [Balance] Have a 1 hour (in game time) grace period for shutting down workers if there is not enough CPU
- [Balance] Increase durability of Teleporters 10x (again)
- [Tech] Automatically remove traits added by mods if the added trait is causing internal errors
- [Performance] Add major performance improvement for situations with large amount of tasks and workers
- [Bug] Fix beings could get their grid position and visual position desynchronized too much, which would cause the being to become stuck until save / load (thanks JDPlays for help)
- [Bug] Fix selecting the closest Emergency Siren if more than one was available would cause an internal error
- [Bug] Fix humans would sometimes not display body / hair sprites
- [Bug] Fix Roaming action could fail to find a valid position and cause a looping internal error
- [Bug] Fix Beings could be spawned outside map bounds, causing various inconsistent states
- [Bug] Fix Beings would try to satisfy hunger need in mid combat
- [Bug] Fix Combat AI would try to create a new Home squad when new raiders were added to an ongoing combat
- [Bug] Fix dead bots could be taken under direct control
- [Bug] Fix ranged attackers would stand still if target was in range on their weapon (even without line of sight)