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Space Architect News

v0.32.0 - Comms gets busy

Hi All!

The game got a bit of character with this update :)

  • Station gets it's own sarcastic AI
  • Added visitor saying stuff on undock
  • Extended stuff said by crewmates on a crew (r)eject
  • Added Station OS commenting on a crew (r)ejected
  • Button have their shortcuts shown
  • Bug fix for demolishing devices
  • Fixed naming of demolish button not being updated when deconstructing device

v0.31.0 - Steam Achievements

Hello there!

14 Steam achievements were added to the game (more will come in the future)

Some of them:

v0.30.0 - Job Priorities & Requester

Job Priorities
Architect can control the priority of job types with a drag&drop list

By default, all export jobs are equal to each other (but you as an Architect can drag export from specific device categories higher). The same goes for supplying devices



Requester
Makes crew put Items into a pipeline


Why?
Imagine a problem at hand - you wish to automate fabrication of Acid, but have only one required item automatically transported into the nearby Storage (Mineral), and need some way of getting the second one (Metal).

You could enable Crew - In in the Chemical Plant Supply section , but then crewmates would deliver both Mineral & Metal, which is counterproductive, Mineral could be transported via pipeline.

To automate Chemical Plants, you can plop the Requester and set it to Mineral, Crew will bring it to the Requester and pipes could distribute it to Chemical Plant.

This way Chemical Plant can have the supply by crew disabled, and work only on Input delivered via pipes. Also, multiple Chemical Plants can be connected to the same pipeline.



Visible device production
Device production (or first filter in case of Storage devices) is now shown



Tanks redone & Water Tank added


All Changes
  • Requester device added - make crew put Items into a pipeline
  • Water Tank device added
  • Job priorities
  • Device output pipe is not added for devices that don't require it (like Waste Ejector)
  • Mining Laser storage increased to 60 kg
  • Allow to see details of already researched tech
  • Disable interactions with right-click (it's reserved for camera movement)
  • Storage - deactivate Crew - Out option, replace with automatic export on filter change
  • Trade cut comms button is less obnoxious
  • Visitor timer shows more info when a visitor is docking


Bugs
  • Crewmate list now handles massive crews
  • Solved source of pipe outline not disappearing



Big thanks to Emrys, wereid_1978, tjtravel, Fodder & other for providing their feedback & pointing out bugs :)

0.29.5 - QOL & small fixes

Yet another update polishing game features, and in it:

Features & changes
  • New Tech - Pipe Speed III & IV each increasing pipe speed by 50% feature suggested by tjtravel
  • Added ability to replace pipe bridges with pipes easily and vice versa feature suggested by Fodder
  • Added button to overwrite save
  • Updated sound of toilet
  • Added mining sounds
  • Reduce object sound volume with distance from camera
  • In 'Allow Only' sections show items sorted by price (Device & Pipe details)
  • Show info about dropped items due to not-accepted item type in the game log
  • Any key speeds up travel dialog
  • Added info on how to disconnect pipes
  • Station battery showed as a progress bar
  • Trade 'Cut comms' button colored red (as it orders visitor to leave)
  • Crew says goodbye to rejected crewmate
  • Rejected crewmate & ejected waste water got their tooltip


Few bugs smashed :)
  • Fix the Trade panel not always closing after the trade
  • Restored activity sound
  • Crew not dropping items when supplying devices in 'do until X' production mode
  • Prevent work manager from running job assignment mid loading
  • Fixed pathing issue - track path requests & skip results of old ones

0.29.4 - Fixes

Hotfix release with bugs reported by Emrys & tjtravel

  • Pathing bug resolved - caused all crewmembers to become stuck
  • Loaded game save sometimes had disconnected pipes, resolved now