Dev Diary #25 - Gas system, colonist improvements, and Auto trading
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[/p][p]Hello, community![/p][p][/p][p]Development of the next major The Crust Update Two is in full swing, and we can’t wait to share what’s coming! New mechanics, modules, research and resources, a long-awaited colonist rework, and plenty of QoL improvements. Let’s take it step by step.[/p][p][/p][h2]Gases[/h2][p]Outposts introduced in the New Horizon update opened up Helium-3 extraction and showcased another way to refine regolith and generate Science Points - but that was only the beginning. In the upcoming update, your outposts will be able to harvest new resources: Argon, Methane, and Neon.[/p][p][/p][p]
[/p][p][/p][p]If your outpost has special modifiers for their extraction, you’ll be able to build a Gas Extractor.[/p][p][/p][p]
[/p][p][/p][p]Extracted gases are delivered to the Cargo Dock for further use at your base. To move gases across the crater, you’ll use the new Pipe Laying menu, which also lets you build Gas Storage.[/p][p][/p][p]
[/p][p]By piping gas into certain modules, you can unlock alternate production recipes that consume the extracted gas.[/p][p][/p][h2]New Resources and Rebalance[/h2][p]The upcoming update adds 8 new resources: 5 manufactured and 3 raw (the gases mentioned earlier).[/p][p]
[/p][p]- Plasteel. This will become one of the most common intermediate materials for producing high-tech goods and complex structures in late-game modules.[/p][p][/p][p]
[/p][p]- Transparent Aluminum. Required for strong windows and transparent walls as a tougher alternative to glass.[/p][p][/p][p]
[/p][p]- Neurostimulator. A relatively safe productivity enhancer for colonists. You can use it at your base, sell it on the market, or ship it to Earth and other planets under contract.[/p][p][/p][p]
[/p][p]- Supercapacitor. Needed for building quantum computers, control units, and other high-tech late-game modules.[/p][p][/p][p]
[/p][p]- Quantum Computer. With massive compute power, it excels at a limited class of problems. Required for constructing data centers and spacecraft, and can also be sold or shipped under contracts to various high-clearance organizations.[/p][p][/p][p][/p][p][/p][p]With the new resources come major changes to production balance. In the Assembler, Hi-Tech Constructor, and Manufacturer some existing recipes will be modified, and new ones will be added using gases and creating new manufactured resources. Market prices will be updated, and new contracts and Points of Interest using the new resources will be added.[/p][p]
[/p][p][/p][h2]Statistics System[/h2][p]The Statistics window gives you the most complete picture of your base to date: detailed charts for resources, credits, buildings, staff, transport, outposts, contracts, reputation, energy, and research. Did we miss anything? Statistics lovers may spend a lot of time here :)[/p][p]
[/p][p][/p][h2]Colonists[/h2][p]This update brings not only new features, but also refinements to existing systems. Colonists are in for meaningful changes. They’ll be much more sensitive to comfort. We all know how important it is to keep work and leisure separate - and colonists are no exception! They will no longer grab a random bed; instead, they’ll claim one, prefer bedrooms and lounges separated from production areas, and feel better in rooms with plants and using entertainment modules. Providing comfortable living and working conditions will help your colonists avoid low moods and nervous breakdowns, so keep an eye on your crew’s needs :)[/p][p]
[/p][p]Kitchens, Canteens, and Bars will now employ cooks who provide balanced meals and tasty drinks. Who knows - maybe your base will earn humanity’s first Michelin star in space?[/p][p][/p][p][/p][p]The Canteen gives visitors a good-mood buff that lasts through the entire workday, and the Bar is a great place for colonists to socialize and boost team spirit (just keep an eye on staff prone to alcohol abuse).[/p][h3]
Fitness Equipment[/h3][p]With fitness equipment, colonists can not only stay in shape but also gain a boost to learning speed. With that buff, new information and skills will be absorbed faster, and later, with the Training Center, colonists will be able to advance their qualifications and unlock special perks.[/p][p]
[/p][h3]Medicine[/h3][p]Colonists can now work in the Medical Block to speed up Medicine production. Medicines can be sold - but they can also be used to treat your staff. [/p][p][/p][p]
[/p][p]How will colonists actually get medical care? They won’t be self-medicating. A separate module is coming: the Medical Center. A doctor will work there to help anyone in need, analyzing each patient’s condition and prescribing appropriate treatment.[/p][p][/p][p]
[/p][h3]Launch Station[/h3][p]You may have already seen the Launch Station model in game - now it’s finally getting its functionality! This module will be used to build rockets and to send very large contracts to distant objects in the Solar System. Since flights like these take a long time, the module will act as a refueling station for rockets visiting your base in the meantime (for a fee, of course), enabling auto-trading with fuel and energy cells.[/p][p][/p][p]
[/p][h3]Telescope[/h3][p]The Telescope acts as a large laboratory where, with the help of colonists, you can generate all three types of Science Points. Later it will also be required to access major interplanetary contracts and to progress certain stages of the story.[/p][p][/p][p]
[/p][h3]Truck with Trailer[/h3][p]As production grows, so does the volume of resources you need to move. For oversized hauls, a modified truck with a trailer will do the job. The bigger load does come with trade-offs: lower speed and higher fuel consumption.[/p][p]
[/p][h3]New Module Upgrades[/h3][p]The Rolling Mill, Smart Concrete Factory, Smelting Furnace, and Multi-Regolith Refinery are getting an upgrade that doubles output per cycle.[/p][p][/p][p]
[/p][p][/p][h2]QoL Improvements[/h2][p][/p][h3]Purchasing Modules[/h3][p]In the upcoming update you’ll be able to purchase modules to speed up your early-game progression. Yes - complete modules, not just the build materials! Once the cargo pod is delivered, all you need to do is choose where to deploy the module on the crater surface or the underground level.[/p][p][/p][p]
[/p][p]You’ll also be able to pre-order the modules you need before starting a custom-settings sandbox.[/p][p]
[/p][h3]Jumping to Quest Points of Interest[/h3][p]For quests that target a Point of Interest, a special button will take you straight there. No more hunting through a sea of POIs![/p][p][/p][p]
[/p][p][/p][h3]Delivery to Flight Control Center[/h3][p]When purchasing resources, you’ll be able to choose Flight Control Center as the landing site for the supply capsule. That way, the shipment will automatically feed onto your conveyors and go straight to the production line.[/p][p]
[/p][h3]Auto-Trade at Flight Control Center[/h3][p]We’re also adding the long-awaited Auto-Trade system. Set your sale price plus minimum and maximum volumes. If your price is competitive, client ships will visit your base and automatically buy your resources.[/p][p][/p][h2]Credit System[/h2][p]You’ll be able to take out a bank loan with monthly payments. Its interest rate and term will depend on your global reputation. This lets you significantly accelerate your start by choosing a strategy that includes purchasing modules and closely tracking market prices.[/p][p][/p][p]We would love to hear your thoughts on the upcoming update, as well as what else you would like to see in future updates. Please leave your comments on our Discord: [/p][p]https://discord.com/invite/the-crust or on our website, in the ideas section: https://idea.the-crust.com/[/p][p][/p][p]We look forward to inviting you on a new space adventure with the upcoming update. Stay tuned for more news, and see you on the moon![/p][p][/p][p]
Veom Studio team
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Fitness Equipment[/h3][p]With fitness equipment, colonists can not only stay in shape but also gain a boost to learning speed. With that buff, new information and skills will be absorbed faster, and later, with the Training Center, colonists will be able to advance their qualifications and unlock special perks.[/p][p]
Veom Studio team
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