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Space Architect News

v1.0.8

Hi all!

This time an update makes the pipe system a teeny weeny bit easier :)



Also, as per usual, a LOT of fixes

  • [Smoll Feature] Show disabled input/output as grayed out
  • [Bug] Prevent changing pipes when clearing pipes
  • Display player steam name ingame
  • Improved Steam achievements system - force update achievement progress as a popup
  • Updated French localization with player Ryunawa help
  • Updated liquid fuel plant device description - old recipe
  • Polished Autotrade section look
  • [Bug] Restored power icon in power overlay UI
  • [Bug] When Crewmate dies while executing a task with others, the task is reset and adjusted by how much was done, previously it broke the Task system
  • [Bug] Attempt at preventing exception at loading - cant cancel a reservation
  • [Bug] Visitors won't leave if a trade is happening
  • [Bug] Autotrade section no longer showing for non-pump device

v1.0.7




  • Storage/pipe filters - left & right click interactions (left adds/removes clicked item; right makes clicked item the only allowed)
  • Change for autosave time - move from in-game time to real-time (not affected by x2, x3 speedup)
  • Introduce pipe intake ammo limit on defense towers
  • Disable WeaponX production tech - it's not available yet
  • [Bug] Waste Ejector production was stuck when overfilled
  • [Bug] Fabricating device will output input resources until any production is set
  • [Bug] Prevent drones from overfarming
  • [Bug] Prevent Food/Water dispensers overfilling via pipes

v1.0.6

Hiya there! More bugs solved in this one :)


  • When in a game session - require double-clicking to load another save
  • [Bug] Reset a tech panel when a game is loaded
  • [Change] Fuel pumps - updated input pipe limits & limited container size
  • [Change] Add input pipe for all mining docks to allow for automated drone supply
  • [Change] Autorefuel - rebalance earning and tech points received
  • Crewmate die notification added to the game log
  • [Bug] Autorefuel - respect visitor needs (don't give him more than he needs)
  • [Bug] Disabled the ability to change logistics in/out by pressing space after clicking it with the mouse
  • Hide dropdown arrow for mining dock if a drone can mine only a single resource type
  • [Bug] Restore prebuild pipe from input/output pipe after device deconstruction
  • [Spelling fix] Furnance changed to Furnace
  • [Bug] Resolve exception when loading Mining Dock (Planet) under construction
  • [Bug] Resolve exceptions caused by removing died crewmate
  • [Bug] Resolve exception caused by pipe deletion when clicking it

v1.0.5

Hi there!

Today, while whacking at a game code I've found a major bug that might have caused jobs to break if a device related to it was being deconstructed -.- My bad, but it should work fine now :)


  • Change - Device Out Pipe - randomize item to be outputted
  • Major bug in import/export trader solved - when a job was removed due to a deconstructed device - it wasn't removed from ResourceTrader so a new job wasn't generated
  • Bug solved - correctly load unsigned trade
  • prevent deconstruction of a guest dock with locked trade and last storage device
  • Added notification when there are a lot of dropped items
  • prevent shortcut activation if a button is not interactable
  • update default keymap for 0.1 speed to BackQuote
  • clean folder before saving (less mess)
  • requester is built inside (as stated in the build description)
  • Clearer Pump placement requirements

(Nom)ination Idea

Oh hello there :)

There is this thing about Nominating for Steam Awards... and to be honest, I'm not sure how exactly it works, but I have a plan :D

Looking at the game I've made, and how much of a struggle it causes for new players I thought it would be funny if Space Architect gets nominated in the 'Best Game You Suck At Award' category

So, if you too agree that this game requires some brainpower to understand, and even more to master, please help :D

Thanks,
Albert,
Space Architect dev