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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

0.29.3 - QOL & mining drones polishing

Hi all!

This update brings a lot of quality of life improvements to the game. I've spent a lot of time testing, whacking bugs, painting over ugly UI and asking code to behave well :D



Changes:
  • All drone docks now require a drone to be build
  • Description of fuel production tech was updated to include info about unlocking dock ports
  • Drones are now more common in visitors offer
  • Rebalanced HP of each drone
  • Drone HP is now saveable HP
  • Interaction, when multiple objects are hovered at once, was updated - select what is currently seen on top, then rotate through underlying elements (previously, the first element selected was random)
  • Don't show pipe in hovered objects list, when not in pipe overlay mode
  • In Guest Dock show when visitor will appear
  • Easier pipeline laying
  • Added a quest to pay back some loan
  • Dropped object is highlighted when clicked
  • Default UI panels placement cleaned up (they are no longer all over the place)
  • Changed pipe connection removal to middle mouse button
  • Improvements to camera movement - pan to mouse when scrolling
  • Improvements to camera movement - restore move camera by right mouse button
  • changed pipe overview logo
  • When demolishing is done - drop resources that were contained in device + were used to build device
  • Small improvements to UI & lang


Bugs:
  • Tech tree scrolling/dragging nightmare solved
  • Graphene production fixed - it can be produced in Chemical Plant
  • Device build cost is no longer serialized - it might change for some devices it was cached before
  • Fix for dropped items not being collected sometimes
  • Starting screen langs fixed
  • Resolved a bug causing error when selecting devices to build while still in cancel build mode



Big thanks to tjtravel who found many of the bugs fixed in this and upcoming updates :)

v0.29.2 - QOL

Hi all!

In this update, I'm bringing you tons of little tweaks here & there to improve overall playability.
There is still a lot to improve, but we're slowly getting there.
I have also one big feature planned before coming out of early access.


Changes:
  • Change - now you'll need to pay back a part of the loan to unlock auto sale of higher tier fuels (in addition to unlocking pump via tech)
  • Refreshed knowledgebase article
  • Sign corp loan with your name (preloaded from steam name), this will be used to name your character ingame
  • Added quest to open knowledgebase
  • UI tweaks
  • Added 'Game Won' panel
  • Crew comments displayed differently
  • Low power event is now based on battery capacity


Fixes:
  • Pressing Esc when in loan taking menu caused a broken state - now takes you back to the main menu.
  • You won't be able to overpay your loan (pay back 'only' 13 000 000 000 and not a cent more)
  • Module tileset had one placement rule fixed
  • Trade panel - show items starting from the top of panels instead of the middle





PS: I'm working on setting up a game wiki, to even better explain in-game mechanics :)

PS 2: Soon Demo version of the game will be available here on Steam.