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Space Architect News

v1.0.9

A small step for me, a big step for crewmate-kind :)
They are a bit wiser after dying of starvation/dehydration too many times.

  • Crewmates intelligence +10:
    • Crewmate can stop the job to get something to eat/drink
    • If a crewmate is stuck in pathfinding - it will stop said job
  • Mute all sound on pause
  • Prevent game crashing when rejecting Not A Pirates at 0$ balance
  • Better comparison of pump placement
  • guest dock - only one can be built, require separation from other ports (pumps)
  • The second loading button name was changed to 'Confirm'

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