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Update 0.92.75 - New colonist time management UI and bug fixes



Hello Crusties,

Today we are publishing v0.92.75 update, which includes many bug fixes as well as an experimental expansion of the colonist management functionality. You can now balance the mode of each colonist to get the most out of your production and research base.

0.92.75


[h2]Fixes[/h2]
  • Fixed a bug with robots getting stuck when demolishing a resource elevator
  • Fixed indoor navigation errors, so colonists no longer get stuck on their way to some modules
  • Fixed game freezing in some situations when there are no free cells in the rooms
  • Fixed a crash when loading equipment factories with resources
  • Fixed problems with robot priorities when working with warehouses after loading saves
  • The priorities of robots in relation to the expedition center have been corrected; now robots correctly perform other tasks during the construction of the expedition center and loading expeditions
  • Fixed a bug with saving very large factories
  • Minor changes to contracts
  • Minor edits in some interfaces and texts
  • Fixed demolition of the conveyor elevator in hologram mode
  • Drastically increased wall building priority (WIP)
  • Fixed colonist status in the laboratory
  • Changed the order of tasks in the quest “A Place to Live”, now during the construction of the room are given tasks to search for and extract ice
  • Fixed situations when the repair button did not disappear after it was clicked.
  • Fixed the display of repair resources in the tooltip
  • A few minor UI corrections


[h2]Balance[/h2]
  • Changes to the research map
  • Balance of the cost of the expedition center
  • Kitchen production balance
  • A new mechanism for reducing the parameters of colonists, now the reduction is non-linear.
  • The balance has been changed, now the colonists work more and idle less.
  • Increased capacity of the multi-resource warehouse
  • Some colonist professions under development are closed with a corresponding overlay
  • Changed construction materials for some modules
  • Adjusted repair cost of the story truck
  • Small Edits in music tracks


[h2]New[/h2]
  • Added a mode for managing the work time of colonists; now you can increase or decrease the work time of a colonist per day.
  • Added grouping of numbers to credits
  • The research map is now completely open, all research displays full information about itself
  • Added video tutorials on manual and automated unloading of a mobile drilling rig

Patch 0.92.63

[h2]Fixes[/h2]
  • Fix for older saves where Private lab disappeared
  • Colonists now eat and sleep correctly
  • Fixed colonist getting stuck when moving to some modules
  • Fixed visual issues in tooltips for water/oxygen/batteries
  • Adjusted conveyor building mode placement


[h2]Balance changes[/h2]
  • Adjusted balance of colonist stats depletion
  • Adjusted weight of expensive resources
  • Adjusted prices of cargo capsules
  • Adjusted balance of different market characteristics
  • Reduced research cost and construction cost of the Expedition Center

Patch 0.92.59

Hey Crusties!

We're continually working to improve your experience. Check out what's new in version 92.59:

Fixed:
- Some save-load game crashes, related to Vehicle Workshops bug, that was causing the crash.

Later!

P.S. It might says 58 version, do not pay attention to it.

I got a little too into sorting my rocks in this game about a drone factory on the moon




Okay so recently released early access base-building factory building game The Crust is set on the moon, where your job is to take little autonomous drones and have them rebuild spacefaring society in the wake of a tremendous natural disaster that wrecks almost all the other infrastructure on the moon. A big part of that, naturally, is moon rocks. You grind those up and turn them into the kinds of stuff you'd need from rocks you mined on the moon: Steel, silicon, titanium, aluminum. You automate up a manufacturing base with fabricators and assemblers and all the other obvious and expected trappings of the factory building genre...
Read more.

Patch 0.92.57

[h3]Fixed:[/h3]

  • Expedition functionality has been fixed
  • Balanced robot priorities when working with the expedition center
  • Fixed the issue of too frequent notifications about energy shortages
  • Fixed a rare crash when a normal robot and a robot loader collect the last piece of regolith
  • Electricity shortage notification now works correctly


[h3]Improved:[/h3]

  • Added detailed descriptions for each energy parameter
  • Visual improvements to titanium oxide and silicon oxide