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Stardeus Kickstarter is Live and 35% backed!

Hey everyone!

I am excited to announce that the Stardeus Kickstarter campaign had a great start! We’re 35% backed in less than a day!

If you haven’t checked it out yet, visit https://www.kickstarter.com/projects/neonbedlam/stardeus

There is a playable demo on Steam and Itch.

Cheers,
Spajus

Stardeus is an exciting and expansive space colony management game up on Kickstarter

Stardeus from studio Kodo Linija (Bloody Rally Show) is an upcoming space colony management game inspired by the likes of RimWorld, Factorio, Dwarf Fortress, Oxygen Not Included, Prison Architect and FTL.

Read the full article here: https://www.gamingonlinux.com/2021/08/stardeus-is-an-exciting-and-expansive-space-colony-management-game-up-on-kickstarter

Kickstarter on August 16th

[previewyoutube][/previewyoutube]

Hey everyone,

I am both happy and terrified to announce that the Stardeus Kickstarter campaign launches on August 16th, in less than two weeks.

Stardeus has been under active development for about 1.5 years, and should be released to Early Access next autumn.

There will be a playable demo available, and if you would like to support the development and get more involved, there will be a backer reward that grants access to playtest builds on Steam.

Follow the kickstarter page to get notified when the campaign goes live:
https://www.kickstarter.com/projects/neonbedlam/stardeus

Cheers!
Spajus

Dev Update 2021-06-25: New Scenario, Pets, Refined Resource Processing

Hey Space Travelers!

Another month has gone by, and it’s time for a new devlog. There are around 300 changes. Let’s take a look at a few more significant ones.

[h2]Pets[/h2]



This is so important that it had to be the first on the list! Stasis Array now contains not just human colonists, but also their pets. Cats and dogs can wake up from stasis to join your colony. They will also use your planters as a makeshift toilet. Oh, and so will humans, if they won’t have a proper toilet to go to.

And yes, your colonists will be able to pet the cats and dogs!

[h2]New Scenario: Leaving Earth[/h2]



A more creative start, where you will be given a small platform and a few storage units packed with materials to get you started. You will build a small ship and rummage the local system for more resources to grow bigger, until you are ready for interstellar travel.

[h2]Automated Tests and Focus on Stability[/h2]



Early in development Stardeus had a ton of automated tests. However, things were changing fast, and the upkeep of tests was becoming very expensive. In addition, some poor architectural decisions made tests fragile. To my greatest disappointment, one day I decided to delete all the tests and go without them.

Several months later Stardeus architecture was reworked to be much more stable and test friendly, it does not change as often, so I have started reintroducing automated tests, and now they are again a core part of the development process. Every significant change or bugfix will have an automated test, making sure that game builds will not be broken or unplayable due to some random code change.

As new playtest builds are released almost daily, sometimes even more than once a day, it is a great relief to do this with confidence. By the time Stardeus will be publicly available, test coverage should be high enough to catch almost any potential game breaking bug before it sees daylight.

[h2]Focus on Balance[/h2]



With nearly all core systems in place, development effort is shifting towards balancing the game and opening all tunable parameters up for modding. The research tree, device parameters, construction material and skill costs, worker skill levels, generated resource amounts, storyteller event parameters, and many other aspects of the game are undergoing constant adjustments to make the player experience smoother.

[h2]Refined Resource Processing Pipeline[/h2]



There has been a significant amount of changes related to resource processing and supply / demand chains. As the game is constantly playtested, the flaws and annoyances are being taken care of. It’s far from perfect, but it went a long way.

[h2]CPU Modules[/h2]



As a Ship Computer, you will manage a number of workers, but now there is a limit of how many of them can be at your disposal. You will start with 8 THz of built in processing power, that will give you access to about 6 of them (worker cost varies depending on it’s type). You will have to unlock the CPU Modules through research and build them to expand your robotic fleet. Those modules will also be hungry for electricity!

[h2]Nuclear Reactor[/h2]



In the beginning, your power production will be quite miniscule. However, at some point you will unlock the Nuclear Reactor, and with help of Uranium that you will stumble upon in your mining expeditions, you will bring your electricity grid to the next level, increasing its efficiency and output by order of magnitude. You will then be able to supply enough power for advanced tech that will open up new means to explore the parts of the universe that were not reachable before.

[h2]Stasis Array Stability[/h2]



Stasis Array plays an important role, it pops out new colonists. The problem was that you had absolutely no control over it. Now Stasis Array will have a stability factor, and a couple of life support levels. At the beginning of the game, the stability factor will be pretty high, but it will slowly drop until you establish an electricity grid and connect the Array to it. Lower stability will increase the rate of colonist wakeups, also making them wake up sick and often insane. A powered Stasis Array can be toggled between Basic and Advanced life support levels. Basic level keeps the stability at current level, while Advanced level slowly increases stability, at the cost of high electricity consumption. Advanced level also gives more control over the automatic wake up rate, and also allows you to wake up colonists on demand.

[h2]UI / UX / QOL Improvements[/h2]



The bottom tree menu has received a fair share of criticism, and it was reworked to be more friendly. It is now centered, making it widescreen friendly, and pre-expanded, so you have one less mouse motion to access the tool you are looking for.

Additionally, with help of shortcuts and a Quick Search, it is possible to play the game without using the tree menu at all.

There were also a bunch of small improvements to help you perform routine operations more efficiently, such as:

  • Press B (rebindable) to enter build mode with blueprint of currently selected object to quickly build a copy of anything
  • Use square brackets or mouse forward / back buttons (rebindable) to cycle through the current tool’s option group. I.e. when building an energy device, it will cycle through all other energy devices.
  • Click and drag a Connector to automatically switch into electricity grid connection mode. Release the dragged connection on an empty floor to order a new connector to be built in that point. The two connectors will be linked after the construction is complete.


[h2]Full list of changes since the last update[/h2]

v0.5.67 (2021.06.24)
- Fix removed objects (like Storage Capsule) would prevent construction on their past locations
- Fix edge pan not working when mouse pointer is touching the edge
- Reduce edge pan delay
- Make edge pan delay and acceleration tunable
- Fix storage capsule often missing the ship
- Add Screen Shake and Space Background Animation options to Video Settings
- Fix deconstructing a processor would not re-register materials ejected from the queue to the inventory system
- Prevent storage capsule from missing the ship
- Prevent storage capsule and stasis pod drops from destroying important devices


v0.5.66 (2021.06.24)
- Fix deconstruct object mental breakdown able to target Stasis Array and Ship Computer
- Adjust wakeup with mental breakdown chance correlation to Stasis Array stability
- Fix exception when trying to display a menu tooltip for the first time when game is paused
- Show precise skill level in a tooltip when hovering a skill list
- Do not show certain suggestions in irrelevant scenarios
- Hint the right tab if Environment tab is activated during the tutorial
- Fix cancelling the tutorial would sometimes keep the tutorial dialog open
- Do not show drag to connect hint when player drags to connect
- Fix processors ordering hauling even when processing queue is full
- Show more details about refillable storages that are not on the grid
- Fix Storage Capsule loot being overly abundant for common materials


v0.5.65 (2021.06.23)
- Make auto-haul in processors and storages configurable and off by default
- Improve starting Shuttle generation to pick better location
- Do not run research if Ship Computer is lacking Memory or Disk resources
- Fix broken components on load not being removed completely
- Make harvested plants produce raw materials rather than objects
- Add Flour material
- Add Log material
- Add Grain material
- Add Bread food item
- Show correct input bindings for non-QWERTY keyboards
- Overhaul planet loot generation


v0.5.64 (2021.06.22)
- Fix some new AI issues with auto hauling components
- Fix autosave not working since recent change
- Fix space travel broken with fusion drive engines
- Make space travel faster
- Fix dirt changing rotation after load
- Improve Timelapse capture
- Generate a Shuttle when starting a new wrecked scenario
- Increase shuttle pickup distance


v0.5.63 (2021.06.22)
- Do not include unconfigured Matter Reactors to the grid max output
- Do not show 0KW for idle matter reactors
- Increase power output of Uranium by order of magnitude
- Restrict Matter Reactors to only burn solid fuel (not liquids or nuclear items)
- Fix sounds occasionally being way too loud
- Fix immobilized beings not clearing immobilized thought bubble
- Make music volume 50% by default
- Fix AI task assignment failure at certain rare conditions
- Make Survival Meal recipe contain protein instead of plant fiber
- Change how AI assigns auto-haul tasks


v0.5.62 (2021.06.21)
- Fix playtest clock speed
- Change how build tool cancels blueprints (cancel on click up)
- Make timelapse saveable / loadable
- Reduce research time for some early game tech
- Fix reactor refills getting neglected if drones are too far away busy with lots of other tasks


v0.5.61 (2021.06.21)
- Fix Leaving Earth scenario generation getting stuck
- Change how store tool works on processable materials
- Fix "0 items do not have a processor" notification count
- Prevent pets from waking up early in game
- Rebalance space flight
- Rebalance resources in planets


v0.5.61 (2021.06.20)
- Make repair station part of Technology research
- Improve in-game console up/down arrow navigation
- Improve timelapse
- Add console command to override tunables on the fly
- Reduce bottom menu icon sizes
- Fix electricity grid not rebuilding when manipulating connections with stopped time
- Rebalance the Research Tree
- Prevent materials from being generated on the edges of the wrecked ship
- Increase clock speeds significantly for playtest builds


v0.5.60 (2021.06.19)
- Make clock speeds tunable
- Slow down construction speeds
- Slow down clock speeds
- Slow down research speed
- Show required skills in build menu tooltips
- Adjust construction costs for everything
- Fix CPU usage not showing up correctly


v0.5.59 (2021.06.18)
- Don't create auto-cleaning tasks for devices that are pending removal
- Add new story event: stasis pod friendly crew wake up
- Redo Storage and Disk module graphics
- Add Overclocking and Advanced Overcloking research nodes
- Add CPU Modules (1 & 4 Thz)
- Do not attempt to dock Cleaning Bots that are turned off
- Fix Quick Search saves search not working after creating a new save
- Add "Don't show again" option to energy connection warnings
- Fix energy connectors failing to autoconnect in certain conditions
- Fix out of bounds overflow for energy connector range display
- Fix news panel not displaying image if news fail to load the update from server on startup
- Limit the amount of workers Ship Computer can handle at the same time (CPU restriction)


v0.5.58 (2021.06.17)
- Fix drone shadows hiding structure damage around them
- Add timelapse console command
- Change starmap scales and space travel speeds
- Make plants produce oxygen
- Add auto harvest toggler to the planter configuration
- Change how ship generation retry works to prevent any possible state leakage bugs
- Improve the reliability and success rate of Stasis Array and Ship Computer generation stages
- Change how build more repair stations / charge stations suggestions are activated
- Make crafting/production/processing options available in context menu
- Fix several objects showing UI items while not constructed or not reachable by ship computer


v0.5.57 (2021.06.15)
- Make Rock resource more common in all types of planets
- Fix tree menu auto wrapping to be compatible with centered position
- Add version check
- Fix hitting ESC while holding RMB in build mode making the drag placement on hover
- Fix save games not grouped and not ordered correctly in the tree menu
- Fix expeditions finding empty ore deposits
- Fix only one processor (Furnace, Grinder, Nutrient Extractor) used when more than one was available
- Fix hauling unstored raw material pile with bigger stack size than worker capacity would fail if there's no storage, resulting in forever obstructed construction site
- Workers will now get themselves unstuck if they end up trapped inside a large object
- Fix processor creating hauling processable items tasks when such items are not available (materials only)
- Significantly reduce planet material contents and shuttle storage capacity (balancing)
- Fix the graphics glitch where materials would cut into other objects


v0.5.56 (2021.06.13)
- Fix furnace processing issues
- Fix a more reservation issues
- Begin adding support for systems that don't have compute shaders capabilities
- Don't remove unbuilt floors when trying to build an object on top
- Fix Template mod being enabled while it says it's disabled in mods list
- Fix construction failing if work site was obstructed before there was a storage unit
- Fix Stasis Array can be switched off
- Make workers move materials aside even if there is no storage


v0.5.55 (2021.06.12)
- Fix menu button tooltip failing to get displayed at certain time
- Fix Pathfinding overlay still not appearing once in a while
- Include all versions the game was saved with in feedback report
- Holding shift while changing wanted refill / output amounts in the UI will increase / decrease the value in higher quantities
- Fix releasing energy tool on open space producing an error


v0.5.54 (2021.06.11)
- Adjust starting materials for Leaving Earth scenario
- Add Stasis Pod device (WIP)
- Add Stasis Pod story event (WIP)
- Add tunable configuration for Leaving Earth and Wrecked Empty Ship scenarios (JSON)
- Add sound alert when clicking B (build shortcut) when non-researched object is selected
- Fix electricity grid rebuilding multiple times per tick if multiple electric devices are destroyed


v0.5.53 (2021.06.10)
- Make Grinder and other auto processors take processable materials from storages
- Fix humans stepping outside the door into unsafe conditions
- Fix Pathfinding overlay not appearing
- Fix airlocks not updating hull integrity after being loaded with object stuck inside
- Fix humans occasionally dropping tasks because of unsafe conditions inside a doorway
- Fix raw material reservation logic


v0.5.52 (2021.06.09)
- Add new scenario: Leaving Earth
- Make Matter Reactor construction skill requirement 6


v0.5.51 (2021.06.09)
- Fix copper definition missing a processable material type (furnace processing bug)
- Fix worker stuck in build loop forever if there are no materials and no storages
- Fix worker failing to gather processable materials from Particle Collector
- Fix incorrect material icon in Particle Collector when target material is changed
- Show currently collected material icon on top of Particle Collector
- Fix engine graphics sometimes getting cut in half after generating a ship
- Fix save names overwriting device blueprint names in quick search index
- Fix dead beings showing their job task priorities in context menu
- Fix stasis array spamming duplicate "life support lacks electricity" events
- Prevent Slow Metabolism and Always Hungry traits from being generated on same being
- Remove concept of read-only storage
- Fix problems while entering Research or showing Electricity Overlay with game paused
- Fix focusing on Ship Computer using a shortcut (C) would kill active tool
- Pressing C after focusing on Ship Computer shows the whole ship
- Fix dirt reservation not working (Cleaning Bot trains)
- Allow deconstructing the Ship Computer when you have more than one


v0.5.50 (2021.06.08)
- Make configurable processors (i.e Furnace) process materials directly from storages
- Remake the bottom tree menu to sit in the middle of the screen


v0.5.49 (2021.06.07)
- Ensure enough rocks are generated on start
- Fix construction broken in 0.5.48
- Fix tree menu tooltips going out of screen bounds
- Prevent processors (i.e. Furnace) from showing unconfigured warnings while not constructed
- Fix shuttles overshooting the planet when trying to land on it
- Fix crawlers not attaching to colonists in non enclosed areas


v0.5.48 (2021.06.06)
- Fix saves directory not getting created for new installations
- Fix resources failing to load in mac builds
- Fix Quick Search navigation not going backwards properly
- Clicking an unconstructed object in build mode will cancel the construction
- Selecting an object and pressing B (build tool shortcut) will enter build mode with selected object blueprint (if researched)
- Allow ordering construction of objects on top of material debris without waiting for it to get cleaned


v0.5.47 (2021.06.04)
- Handle edge case when ordering hauling tasks while placing a tile
- Add human trait: Cleaning OCD
- Destroy equipment when removing a being that had something on (i.e. from explosion damage)
- Fix particle collector impossible to build because of skill requirements
- Fix popup widget with input crashing on tall characters (Chinese input)
- Fix cleaning bots showing failed task bubbles without fail reason when someone else has cleaned their targeted dirt
- Fix research tree tooltips getting stuck if tree was closed while showing a tooltip
- Remove mechanic where beings would drop current task due to urgent need
- Fix incorrect "Run In Background" value showing up in settings
- Fix occasional sprite bleeding edges at a distance


v0.5.46 (2021.06.04)
- Fix save preview images not loading with file names containing certain special characters
- Finish the Pet Bowl refill logic
- Add pet dog
- Change how expedition is stumbling upon ore deposits
- Ensure certain amount of copper plates generated on start
- Make UI tree menu automatically wrap if it goes out of bounds horizontally


v0.5.45 (2021.06.03)
- Fix autosave not working properly
- Reduce passive research storage electricity cost to 10%
- Fix sprite scale not working in being looks
- Make robots bigger
- Start working on pets
- Add cat (WIP)
- Make cat spawn with 10% chance from stasis arrays
- Add option to make pets invincible
- Make cats sleep in colonist beds along with humans
- Make cats and humans use planters as makeshift toilets when necessary
- Add Pet Bowl (WIP)


v0.5.44 (2021.06.02)
- Make research storage cost passive electricity
- Fix research storage requirement being overwritten with memory value
- Prevent grounded beings from attempting to repair or deconstruct objects in space
- Fix texts overlapping in ML Booth info panel and research storage list
- Overhaul the save / load system to group games together
- Colonists will wake up with mood and health depending on stasis array stability
- Colonists will have mental breakdowns if they wake up from unstable stasis array


v0.5.43 (2021.06.01)
- Make Stasis Array configurable when plugged into electricity
- Fix cycling through build options with a shortcut switches into not yet researched items
- Fix research tree showing 0 resources if it is first opened with game clock stopped
- Improve how electricity values are displayed
- Build copies of an object when holding the place button down and dragging
- Rearrange a few items in research tree


v0.5.42 (2021.05.31)
- Do not notify about fire if it dies down too quickly
- Automatically construct and connect a connector when releasing an energy connection link on a floor
- Fix shuttle overshooting a planet from time to time
- Add Microchip
- Require Microchips to build certain things
- Add dead workers when generating new game (for extracting microchips)
- Rearrange the research tree
- Adjust certain construction and production costs


v0.5.41 (2021.05.31)
- Add UI scroll invert and speed settings (to solve issues for Linux users)
- Fix dead beings triggering event notifications about receiving damage
- Increase heat damage amounts to beings, especially biological ones
- Disable culling of beings and materials
- Fix processing raw material piles creating duplicate AI tasks in the wrong way
- Make Furnace configurable to smelt just one type of ore at a time


v0.5.40 (2021.05.30)
- Fix scrollbar not clickable with mouse inside menu panels
- Start reducing research speed when Ship Computer efficiency goes below 50%
- Show IRL time when hovering game time
- Show unavailable research options differently in research tree
- Remove dynamic deserialization that prevents using IL2CPP (Warning: saved Expeditions and Dirt will be lost!)
- Add multi-select action for processable objects
- Make Cleaning Bots processable into scrap metal
- Make Crawlers processable into protein
- Fix ghost fires that were reintroduced again with a recent change
- Fix dead or inactive objects counting towards inventory count in crafting devices
- Fix cleaning a toilet won't produce any biowaste


v0.5.39 (2021.05.28)
- Fix electricity driven workers trying to recharge on non-powered charge stations over and over again
- Fix fire sound effects not getting removed after the fire dies out
- Lower the automatic haul priority to 4
- Fix workers not going for repair station when damaged
- Fix all cleaning bots going for the same spot at once
- Fix "crawler attached to colonist" mental breakdown being dealt for non-crawler prey
- Fix fire not damaging the wall and not spreading if only a wall tile is on fire
- Put Loom in Weaving research node, and require Weaving for Clothing
- Keep tool menu permanently expanded
- Rearrange bottom left menu options


v0.5.38 (2021.05.27)
- Generate space object names
- Fix processable raw material items getting hauled after processing was requested
- Add tooltips with required skill levels and required materials to constructable objects
- Fix space looking weird after flying too far away from origin
- Allow selecting a ship size when starting a new game
- Reintroduce experimental "Wrecked With Stuff" scenario
- Restore the "Build A Copy" button!
- Add a goal to build an ML booth when worker skills are lacking


v0.5.37 (2021.05.27)
- Add multiple performance optimizations
- Fix cancelling wall replacement leaving progress bar and sparks
- Refactor how game plumbing is handling saves and loads
- Fix ambience not stopping after device gets disconnected
- Fix shower not showing if it's occupied
- Fix shower, toilet, beds, etc not updating UI correctly
- Make materials ejectable from all storages
- Fix unbuilt shuttle could be selected for an expedition
- Fix planters configurable while not connected
- Fix planters not showing unconfigured warning right after being constructed
- Fix all refillable storages false-promising AI workers electricity as a reward
- Equipment will now receive damage and could get destroyed while equipped


v0.5.36 (2021.05.25)
- Fix new bugs with Auto Processors
- Fix Oak getting selected from a distance
- Make planters walkable
- Fix plant harvesting issues
- Fix destroying a planter would leave plants intact
- Add a Nuclear Reactor


v0.5.35 (2021.05.24)
- Ship Computer's energy node will no longer be controllable through mass actions
- Begin adding ambient sounds
- Fix hauling of items that are already being hauled
- Change how Furnace and Grinder works - allow batching items
- Change how Storage Unit creates hauling tasks
- Change how item storages (Wardrobes, Fridges) create hauling tasks


v0.5.34 (2021.05.23)
- Make it impossible to select equipment by clicking a colonist multiple times
- Fix ordering hauling for reserved and hidden items
- Show circular outlines on selected beings
- Show diamond outlines on selected materials, items and loose objects
- Fix shuttle expeditions failing to launch with "worker failed to enter the shuttle" false error
- Fix shuttle launch fumes appearing when they are not supposed to
- Fix Quick Search and Build A Copy working incorrectly with bottom left menu
- Hide any being thought bubbles during death
- Fix haul to storage tool failing to work with beings and other non reservable entities
- Check for Asimov's First Law violation when trying to process human beings
- Fix plants being harvestable even at seed stage
- Fix non harvested plants being processable

[h2]Follow the Development[/h2]


[h2]Add Stardeus to Wishlist[/h2]

https://store.steampowered.com/app/1380910/Stardeus/

Dev Update 2021-05-22: Face Huggers, Turrets, Dirt System, Planning, and more

Hey Space Travelers!

It’s time to drop another big development update. It has been a month since the last one, and the changelog is over 200 items long! Let’s see what the most notable changes are about.

[h2]Face Huggers[/h2]



Remember those green eggs that can sometimes appear on your space ship? We now have a story event that hatches spider-like crawlers that can attach to your human colonist faces. (I am aware of arachnophobia, and there will be an option to change the graphic for this type of creature.)

[h2]Directional Turrets[/h2]



Since we now have enemies, you can build directional turrets to automatically fire at them. Although these turrets work better facing the outside of your ship, as missed shots will damage your devices and can start fires.

[h2]Fluid Cannon[/h2]



It was also about time to start dealing with fires. They do extinguish themselves if you vent out the oxygen, but now you can build a Fluid Cannon and fill it up with water. This cannon will automatically shoot at fires to extinguish them. Those are safe to build indoors, and while it can deal some damage to your devices, it’s negligible, and it can also be used to fight against invaders.

You can load other types of fluid as ammo, turning the Fluid Cannon into something that can ignite more fires or deal acid damage to your enemies.

[h2]Dirt System[/h2]



Naturally, after all the turrets firing at crawlers and causing fires all over the place, the ship has to look dirty. There’s now a system to handle that.

[h2]Cleaning Bots[/h2]



The dirt cannot just stay there forever, but we don’t want to force our colonists to do such menial tasks, and construction robots and drones are not exactly capable of mopping floors. Thus you can build a bunch of Cleaning Bots that will have just one job - making sure your floors are squeaky clean! They also have docks where they go to chill and recharge when their job is done. If a dock is not available, Cleaning Bot will use a regular Charge Station to restore the battery juice, but it won’t be happy about it.

[h2]Emergency Siren[/h2]



To make sure your colonists survive a critical event, like an asteroid hit, you can now build a heavily secured room and place an Emergency Siren device in there. This device can be activated either manually, or automatically during an emergency event.
Human colonists will drop whatever they are doing and run to the room where the closest emergency siren is blaring.

[h2]Machine Learning Booth[/h2]



Your workers have skill levels that go up when that type of task is performed. And sometimes the skill levels can get critically important, i.e. if you urgently need to build some complex device, but none of your workers have enough skill for it at the time.

Luckily, now we have a solution for these kinds of situations. You can build a Machine Learning Booth that will allow training a chosen skill for one worker at a time. It will consume increasingly large amounts of electricity when skill level goes up.

[h2]Planning Overlay[/h2]



You can now toggle a planning overlay to lay out your ship designs ahead of time. It’s simple, but does the job.

[h2]Multi-Select Actions[/h2]



You can now mass-select a bunch of objects and common actions will be exposed. That will allow you to turn on or off multiple devices really quickly, configure a bunch of Matter Reactors or Planters with just a few clicks.

There’s much more, but this is getting big already, so it’s about time to wrap it up.

[h2]Full list of changes since the last update[/h2]

v0.5.33 (2021.05.21)
- Do not show dead and immobilized beings as potential expedition members
- Do not allow selecting crawlers and cleaning bots as expedition crew
- Update checkered lit floor graphic to look more pleasant
- Fix planning view not updating if clock is stopped
- Show food and clothing items next to raw materials in inventory overlay
- Make mouse forward / back buttons and keyboard [ and ] cycle through active tool branch
- Redo how planters and harvesting works
- Make large planter fit either 1 large plant or 4 small ones


v0.5.32 (2021.05.20)
- Fix window behavior when placing it over an existing wall
- Make floors visible through windows
- Fix window reflection noise
- Remove flashing effect from plants
- Prevent saving during mass construction order creation
- Implement Shuttle takeoff and landing animation


v0.5.31 (2021.05.19)
- Fix engines not cooling down after work
- Add big planter
- Add Oak tree
- Fix Nutrient Extractor destroying processed goods when it's storage full
- Fix Emergency Siren turning on after electrical device breaks down
- Fix Storage Capsule disappearing after being opened


v0.5.30 (2021.05.19)
- Add keyboard shortcut for Planning tool (L)
- Fix mods failing to load definitions on case sensitive file systems (Linux)
- Fix cancelling ML Training task on a robot would still leave ML Booth configured
- Fix tutorial not being cancelled properly during camera move / zoom stage
- Make Task Management tool work properly with large objects
- Make skill level up 10x faster for playtesting
- Make asteroids and meteor showers avoidable by flying away
- Prevent changing Starmap scope when there is a pending space object story event
- Do not trigger Emergency Siren for meteor shower heads up warning
- Fix refillable component failing to create executable AI task when device had no workspot


v0.5.29 (2021.05.18)
- Replace Atlas Size option with Texture Quality and downscale textures properly
- Show what is happening during the game boot phase
- Increase main menu boot performance with large amount of save files
- Fix asteroids, meteors and bullets hitting unconstructed tiles
- Fix tree menu behavior with Quick Search and Build a Copy
- Make tree menu more usable
- Fix hidden tree menu items could be selected with keyboard / controller
- Make it possible to select multiple types of different entities (Beings, Objects, Tiles) at the same time
- Add common multi-select actions for planters
- Add Planning tool and overlay


v0.5.28 (2021.05.17)
- Improve translations system performance
- Fix switching off a device in a complex electricity grid sometimes would end up with unreachable device
- Fix lights not shining on objects right after generating a wrecked ship
- Fix glass floor shader
- Add Windows (regular and reinforced versions)
- Add ML Booth for training worker skills
- Fix research tree showing blurry fonts after being closed while zoomed out
- Create Mods section in Main Menu
- Allow toggling mods on and off
- Fix crash on pasting component config


v0.5.27 (2021.05.15)
- Fix workers stuck in a loop when doing a hauling task where item was lost after load
- Add Switch device
- Fix disconnecting an object that was linking two connectors sometimes ending up with disconnected object being unreachable
- Add common actions for electrical devices
- Show emergency recharge progress bar as percentage (more accurate display)
- Increase emergency recharge speed 2x
- Fix cycling icons not getting removed correctly


v0.5.26 (2021.05.14)
- Update Unity to 2021.1.7f1
- Implement automatic texture atlas pagination (capability to show more and higher quality textures)
- Make Ship Computer and Stasis Array rotatable
- Handle event notification icon hover for entities that are no longer available
- Fix AI actions failing without a parent task hiding worker thought bubbles
- Fix AI tasks attached to moving entities (beings, hauled objects) not synchronizing task location
- Add "Build A Copy" to Ship Computer context menu
- Fix Emergency Siren failing to trigger sound on right after load
- Fix error when trying to cancel storable item (clothing) haul to storage task
- Add system for creating common actions for mass-selected objects
- Add common actions for mass selected raw material piles (hauling)
- Add common actions for all selected objects with AI tasks (cancel task, adjust priority)
- Add common actions for all refillable storages like Matter Reactors, Weapons, Crafter


v0.5.25 (2021.05.13)
- Fix quick search not working properly after loading another save or starting a second new game
- Automatically hide certain events (death, taking damage) after some time has passed
- Fix Emergency Siren getting triggered for non critical events
- Show human comfortable temperature range
- Fix everyone going to the same toilet / shower
- Fix reservations not restored correctly in unstored item haul task after load
- Make engines heat up the surrounding areas while they are operating
- Fix being blood not showing up properly
- Fix loading a new save messing up the heat state of a loaded ship
- Fix Quick Search not allowing proper activation of main menu items while it was showing
- Fix unplaced transparent floor tiles not showing up as red when placement is not possible
- Fix ship still flying after being split in half
- Fix ship still flying after disconnecting Bridge Controls
- Fix game preferences not resetting correctly after starting a new game or loading
- Fix cancelling of processing tasks not getting affected by manage tasks tool if source object was moved
- Add Disassembler device that can deconstruct robots and drones
- Fix some processing bugs
- Make the game more stable when incompatible / malformed mods are being loaded


v0.5.24 (2021.05.12)
- Fix removing an object does not update pathfinding obstacle (broke in v0.5.23)
- Fix Emergency Siren activating while not powered and even when not yet constructed
- Add UI button to toggle Emergency Siren sound alert
- Fix threats that are no longer active still lingering in security system (Fluid Cannon trying to put out fires that no longer burn)
- Prevent humans from dropping activities in order to search for clothing
- Fix electricity displaying incorrect values in megawatts range
- Fix TAB menu index overwriting items with same title (i.e. Floor)
- Update the ShipOS icon
- Fix Heat Sink only placeable in bottom and left sides of Ship Computer
- Fix Solar Panels of different size not chaining correctly
- Fix Heater temperature controls not working properly
- Fix placement ability preview not working correctly with floors and walls
- Do not automatically replace existing floors when creating new ones (except for floor light tiles)


v0.5.23 (2021.05.11)
- Fix dirt system issues
- Fix Cleaning Bot trying to clean same unreachable spot over and over again
- Fix Sola Panels attempted to be cleaned by grounded workers
- Fix ship wreck island floating apart bulldozing entities without properly removing them (fixes ghost "no connection" icons)
- Move "Run in background" option from Input to Gameplay settings panel
- Fix meteors dealing very little blast radius damage
- Make oxygen / heat simulation more accurate
- Fix ghost fires making things infinitely hot and impossible to cool down
- Fix cleaning bots dropping recharge task to go randomly search for dirt
- Fix flickering tooltips on oxygen / heat overlay when event notifications were updating frequently


v0.5.22 (2021.05.10)
- Fix doors not closing after being locked while open
- Prevent humans from taking tasks that can compromise their safety (i.e. deconstructing floors)
- Fix a couple of expedition errors that were making the expedition stuck
- Fix repair damage tool erroring out with out of bounds
- Fix planter not able to load saved plant preventing save from loading successfully
- Unpowered airlocks will leak oxygen and heat though if stuck open
- Add passive research to increase construction speed
- Fix colonists becoming invisible after receiving damage while in toilet or a shower
- Add copy configuration support to all crafters (Assembler, Loom, etc) and cleaning bots
- Allow cancelling tool drag with RMB without exiting to Free Select mode
- Do not require to reselect currently placed object in order to place it where a pile of debris was lying before hauling
- Add more explanations about unreachable task failures


v0.5.21 (2021.05.09)
- Add a safety check where under rare conditions rendering loop failed with out of bounds error resulting in blank graphics
- Fix colonist equipment not restored properly after loading a save
- Fix cleaning bots still attempting to clean a dirty spot that was already cleaned by someone else
- Sanitize save file names to remove illegal path characters
- Trim hex color code string before parsing it when it's pasted into a light source component UI
- Fix exception in Demo Mode where it was unable to find a next target
- Fix ship computer exploding when construction is cancelled or when it is removed in sandbox mode
- Fix game over getting triggered when removing last Ship Computer instance in sandbox mode
- Fix graphics crash on potentially updating a tile that is out of bounds


v0.5.20 (2021.05.08)
- Fix potential reservation failure when processing materials
- Fix tile hashcode crash when graphics component is not available
- Hide red cross icon on dead colonists when they are being processed
- Fix possible to launch same being on two expeditions at once
- Add expedition options to Shuttle UI
- Fix expedition abort while it was preparing for takeoff not working properly
- Add "Texture Atlas Size" to video settings to reduce video memory consumption on systems with less memory
- Fix intergalactic space flight happening 100 times faster than it should


v0.5.19 (2021.05.07)
- Fix vents spreading oxygen / heat too quickly
- Fix dirt leaking from one save to another
- Limit fire spread too quickly through vents
- Fix mouse tooltip appearing below context popup
- Fix cancelling a tool mid drag transferring the dragged area to free select tool
- Fix blood sprites not correctly linked to being species
- Fix occasional AI error for beings without material storage
- Do not show large operation warnings in sandbox mode
- Add warning when trying to mass construct more than 250 objects
- Hide thought bubbles
- Fix damage decals not updating properly


v0.5.18 (2021.05.07)
- Fix placing any electrical device would draw connector preview from same distance for both short and long range connectors
- Prevent crawler showing thought bubbles while its attached to a colonist
- Add dev tool for placing dirt decals
- Add configuration settings for Cleaning Bot
- Improve fire marks display in generated ship
- Improve bleeding
- Make robotic beings leak dirt when their maintenance level is low
- Fix dirt system issue with removing multi tile objects
- Fix unconstructed doors blocking worker path
- Fix solar panels accumulating dust while not constructed yet
- Make .save files loadable without .meta
- Fix solar panels are not supposed to be walkable
- Fix cleanable component displaying dirt accumulation incorrectly
- Prevent scrolling and zooming at the same time in research tree and starmap
- Fix obsolete Printer device trying to be created in random ship
- Fix refilling reactors with more than worker can carry ending up destroying materials


v0.5.17 (2021.05.06)
- Start building graphs at https://kodolinija.github.io/stardeus-graphs/
- Add Fluid Cannon
- Add dirt system
- Add Cleaning Bot
- Add Cleaning Bot Dock
- Implement cleaning bot behaviors


v0.5.16 (2021.05.03)
- Fix fire not lighting objects
- Add explosion visual effect
- Show turret fire range
- Make turrets fire only at defined angle
- Make turrets work against meteors (not asteroids)
- Mark dead beings with red X


v0.5.15 (2021.05.02)
- Fix game save/load not serializing skill levels properly
- Fix game load producing weird state if equipped item is not found during load
- Add hint about managing ad priorities quickly
- Make vents useful
- Don't show a health bar for damaged crawler when it is attached on a colonist
- Fix occasional object graphic override rendering race condition on save load


v0.5.14 (2021.04.30)
- Fix humans getting stuck while trying to do repairs
- Fix materials being lost if unfinished construction is cancelled using deconstruction order tool
- Notify about tasks that no worker has skill or ability to perform
- Limit the max size of all tooltips
- Show tooltips above truncated ui data block titles
- Fix traits not being loaded correctly
- Fix item storage fill bar not refreshing after load until device is selected
- Fix need modifier traits preventing some needs from ever dropping or getting fulfilled
- Add initial implementation of turret firing bullets


v0.5.13 (2021.04.29)
- Implement egg hatch crawlers story event
- Fix equipment reservation failure
- Fix inventory system leaking items into another game
- Implement crawlers attaching to colonist faces
- Add initial implementation of a directional turret
- Add "Crawler Attached" mental breakdown


v0.5.12 (2021.04.28)
- Fix some entity components not cleaned up completely after multiple scenario generation attempts
- Add Emergency Siren device
- Add Stress need for humans
- Fix occasional "eternal flames"
- Make bottom left menu work with small resolutions


v0.5.11 (2021.04.27)
- Show more accurate tile placement preview when placing floors and walls
- Fix floor tile replacement destroying an adjacent floor tile
- Redo the reservation system for non-stackable objects
- Fix expedition failing to save or load when one of the expedition members have died or disappeared
- Reduce default autocleaning amount for solar panels to 33%
- Make planet mining speed tunable
- Increase planet mining speed 5x for playtesting
- Fix some errors during scenario generation
- Remove electricity from sleeping pods
- Fix several small issues
- Make Stasis Array graphic bigger


v0.5.10 (2021.04.26)
- Fix cancelling ongoing deconstruction task keeps showing progress bar
- Rename Storage Module to Disk Module to avoid confusion with Storage Unit
- Fix inventory search algorithm failing when there are more than 256 items available
- Refactor Nutrient Extractor to be a Processor rather than a unique device
- Show more information about failed or rejected tasks
- Make humans equip hats at will
- Fix tall objects near walls catching light incorrectly
- Refactor food to be a generic storable item
- Refactor Fridge to be a generic storage component
- Add Steel Wardrobe furniture item
- Workers will haul unused clothing items to wardrobes


v0.5.9 (2021.04.25)
- Fix research widget not refreshing when research is finished while widget is open
- Add Config/Tunable folder in mods to configure various game balance parameters
- Fix a few internal errors with deconstruction task and processor component
- Add a setting for selecting units of measurement (Celsius / Farenheit)
- Add Hint system that will track certain actions and show hint popups
- Add hint after manually cancelling several tasks
- Add hint for ordering mass nutrient extraction
- Add hint for ordering mass hauling
- Add hint after manually disconnecting several devices from electricity grid
- Add hint for adjusting and mass copying automatic cleaning threshold for cleanable devices
- Make crafter component menu item more informative
- Rename "Remove" tool to "Deconstruct"
- Prevent a situation where an object can end up being built without a floor beneath it
- Fix ore mining expedition event ending up in a loop when shuttle storage is full
- Auto fix door rotation if it is incorrect when loading a save
- Make story events more frequent
- Make stasis wake up events more frequent

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