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Major Update 0.90.65

The conveyor system has been completely overhauled! Each tier now has a unique and visually distinct appearance. Your production lines have never looked better!
Important Note: Saves created before this patch will no longer be loadable.

[h2]New Features & Additions[/h2]
  • New visuals for each conveyor tier: making it easier to identify and manage your logistics.
  • Complete Conveyors Culling Between Levels: Optimized performance with improved conveyor culling.
  • Meteorites for Sandbox Start: Salvage valuable resources from meteorites in sandbox mode to kickstart your progress.
  • Big Solar Panel is now animated!
  • Added tooltips to the Conveyors panel buttons, now displaying conveyor throughput for easy reference.
  • Added a new notification about unused science points.
  • Urgent contracts now will show their location type on the Contract Offer UI.


[h2]Fixes[/h2]
  • Yep, you guessed it. We fixed those conveyor corners that couldn't seem to turn the right way. Now they're back on track, ready to roll without any funny business!
  • Fixed the issue where modules couldn't build near crater hills — turns out, they were just being overly cautious about steep elevation.
  • Resolved a crash triggered by disabled pathfinding when connecting conveyors to corners.
  • MDR mining fixes:

    • Fixed MDR pausing mining when full, failing to resume after cargo offload. Now, no more interruptions in your mining operations.
    • MDR now speeds up mining time with game speed, without multiplying the output. Mining efficiency remains consistent.
  • Fixed Regolith Extractor animation resetting on cycle start.
  • Fixed Vein Scanner mode movement to prevent sticking at the edge of its range. While some jittering may still occur at the boundaries, overall movement is now smoother.
  • Fixed Contract location mismatches in UI.
  • Fixed tooltips getting stuck when opening the pause menu.
  • Resolved an issue where Points of Interest (POIs) would stubbornly become locked after loading if a truck happened to be en route.
  • Addressed issues regarding colonist selection behavior in the colonist panel.
  • You can't check the location of completed contracts anymore. They're done-zo!


[h2]Adjustments[/h2]
  • Implemented inflation for science points within 'Crust Solutions', where prices now increase in line with current research progress. This change aims to encourage the construction of personal labs.
  • Contract changes:

    • Capsules now exclusive to moon-to-earth contracts, following C.R.U.S.T. directive. Moon-to-moon contracts limited to cargo trucks.
    • Contracts designed for either the moon or Earth now spawn precisely according to their intended locations.
    • Added a batch of new urgent contracts.
    • Contract eligibility with certain organizations now demands a higher reputation threshold, with the trade-off being more lucrative rewards.
    • Revamped the generation of lunar contracts and shortened the maximum spawn distance.
    • Adjusted the generation to offer fewer simple lunar contracts.
    • Lowered the chances of encountering science points on difficult and late-game contracts.
  • Reduced the rate at which maintenance decreases for disabled and idling modules, ultimately resulting in significant resource savings over time.
  • Increased initial silicon amount in starting resources in sandbox.
  • Tweaked the efficiency of small and medium solar panels to ensure more balanced energy output.
  • Adjusted the pricing for constructing small and medium solar panels.
  • Adjusted prices for conveyors:

    • increased price of underground conveyors.
    • Increased price of 2-4 tiers of conveyors.
  • Adjusted the fuel mesh to a bigger scale.