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The Crust News

Hotfix 0.95.96

- Fixed a bug that could cause the ice harvester icon to disappear.
- Fixed change of robot volume on the market after purchase

Patch 0.95.95

[h2]Added:[/h2]

- Changes to the Expeditions interface
- Tooltip display adjustments for resources in the "Bring" panel and the "Prerequisites" panel.
- Updated the design of the "Prerequisites" panel.
- Adjusted the icon sizes in the POI interface in the "Required resources" panel.
- Fixed stretching of the colonist button in the "Prerequisites" panel.
- Added a warning in the expeditions interface when selecting colonists for escort if no colonists are available.

[h2]Fixed:[/h2]

- Resource settings added for conveyor outputs in the Expedition Control Center and the Flight Control Center. Conveyor connection zones are no longer hidden inside the modules.
- Identified and resolved rare cases where orbital-level expedition quests did not progress after completing one of the stages.
- Optimized conveyor logic for low and medium FPS scenarios.
- The tutorial now transitions smoothly into the story campaign without returning to the underground level after the cutscene.
- Localization updated to reflect the latest content.
- Visual improvements:
- Changed the color of the truck's automatic unloading indicator.
- Fixed a visual issue where transport highlighting would persist when switching levels.
- Adjusted the entry/exit arrow in the texture of the Single Regolith Refinery.


[h2]Balance:[/h2]

- Increased the minimum and maximum limit of resource generation in starting resource veins on all difficulty levels.
- Fuel and modular frameworks can now be found when disposing of building debris (story mode).

[h2]In Progress - Update One[/h2]

- New Helium-3 scanning mechanics
- New Helium-3 extraction mechanics
- Helium-3 Harvester
- Expanded MBU extraction mechanics
- New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
- Advanced sandbox settings from the menu

Hotfix 0.95.88

  • Edited colonist notification warnings
  • Fixed concrete plant decals
  • Edited localization of several languages
  • Small minor changes

Patch 0.95.85

[h2]## Added:[/h2]

  • Updated visuals and animations for the Regolith Refinery
  • Added a new model and animations for the Repeater
  • Added a conveyor input to the Large Hydroponic Farm
  • New research for converting Science Points into Credits
  • The Heavy Capsule is now available for selection only if a Flight Control Center is built on the base. In this case, the landing site will be selected automatically
  • Added a new button to go to CRUST Solutions from the research window
  • Added a tooltip when hovering over the warning icon in the colonist list
  • Localization updated


[h2]## Fixed:[/h2]
  • Fixed an issue where the quest to build the Laser Cannon did not progress after delivering resources to complete one of its stages
  • Fixed a crash when trying to connect the Ice Melter to electricity if the building's construction was not completed
  • Restored collision for modules with foundations: areas around these modules are now processed correctly and are available for building Electric Pillars
  • Fixed an issue where the Crust Solutions store did not unlock after completing the storyline
  • The UI for the Regolith Refinery now displays the correct amount of regolith collected
  • Removed an empty faction from the contract list
  • Adjusted the window order in the Commercial Center
  • Fixed a visual bug that made it appear as though a cargo truck was generating Science Points like a rover
  • Corrupted saves can no longer be launched using the “Continue” button
  • Fixed a bug when the distributor did not appear on the corner when laying conveyors, although it should have been
  • Fixed incorrect conveyor refunds after researching for a full refund
  • Colonist notifications are now updated more up to date
  • Free rover notification is now not displayed when the rover is busy collecting scientific data


[h2]## Balance:[/h2]
  • Reduced module wear rate (increased durability) by 10-15% for all production modules
  • Adjusted the balance of Science Points earned during the storyline
  • The quest "A Place to Live" now also counts the Large Farm as complete for the farming task
  • Reduced the cost of several social research projects
  • Increased the starting number of available drones in the market
  • Increased the growth time of organics in farms by 25%
  • Added new contracts for the new organization LERN
  • Increased resources obtained from dismantling ruins using the "Recycling" research
  • Increased the cost of the Fast Capsule from 3800 to 4800
  • Colonists now refuse to work under severe nervous breakdowns
  • The sorting of commercial center tabs has been changed
  • The truck now defaults to the setting of autoloading enabled
  • Balanced organizations' contracts, now higher level organizations have more complex contracts, higher remuneration and reputation requirements


[h2]## In Progress - Update One[/h2]
  • New Helium-3 scanning mechanics
  • New Helium-3 extraction mechanics
  • Helium-3 Harvester
  • Expanded MBU extraction mechanics
  • New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
  • Advanced sandbox settings from the menu


Discord Server: https://discord.gg/the-crust
Ideas: https://idea.the-crust.com/

Hotfix 0.95.67

- Ice Melter bug fix (Note: for Ice Melter module to work correctly on pre-release save files, you need to rebuild the module, delete and build it again)
- Minor fixes and balance adjustments