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Generationship News

Update 0.73 - Storage Update

Assign Builder

To make the builder assignment easier, i added a popup-button to the Construction Sites. It shows all possible Builders and an easy assign button, so its not needed anymore to assign it on all construction rooms in all interiors, what was a bit much work.



Assigned Workers

After the change of the working places it was not easy visible how many workers are assigned to a room. To make this visible, i added a list of all persons, assigned to the selected room to the details panel.



Hide Top of Rooms

To have a better view to the inside of the ship, there is now a button to hide the upper part of the rooms. I'm thinking to close the normal rooms in general, so its more realistic and they can be darken better when adding a night mode.



Construction Priorities

Due to a lot of feedback to the construction Priorities, i added more priorities to let the player differenciate easier. It also contains a Pause Option, so the building is not automatically choosen anymore.



Player Group Hotkeys

Like in most Strategie games, you can now use Ctrl+(1..0) on the keyboard to save the selected things and restore it with a simple press on the (1..0) Keys.
Thanks to BLUESKY-WR for the idea.

More

This are just the smaller changes of this new Version. Larger things will be published from now on in more detail besides that updates.

Smaller changes

[h2]Changes[/h2]
  • Always show the Unseal Buttons even when the building is not selected
  • Better text alignment in FillBars (Thanks to Revolus for report)
  • Add Arrow-Keys to WASD to move camera (Thanks to Revolus for Report)
  • Shift For SupplyRocket to completely fill/empty (Thanks to Revolus for Report)
  • Using lower value check for Air-Values to check for equals
  • Added Support for Click on the Buildings in the Resource-Overview Tooltip
  • Added Support for Click on the ContainerUser Window
  • Added General Burst to options for debuging hard crashes
  • Set Minimum Center of Mass Distance for spin to -1m to make Mass Balancers optional
  • Hide +-0 at gaugepanels when not updated
  • Improved Light setup for BigHemisphere
  • Shortcuts for Select or Choose are now correct shown in the current Shortcut area

[h2]Performance[/h2]
  • Improved performance for Supply ship Setup

[h2]Bufixes[/h2]
  • Fixed Unity Bug where space was used as mouseevent on a not shown button (thanks Glitch for report)
  • Fixed missing Unit in GaugeElements
  • Fixed Empty Area of Configurator blocked dropping Interior Items (thanks to Revolus)
  • Fixed Interior Items can't be dropped when over 0 cylinder position (thanks to Revolus for report)
  • Fixed Crash using the delete button in the interior Item list (thanks to Revolus for report)
  • Prevent Autosaves when game is already removed to prevent broken savegames (thanks to Revolus for report)
  • Fixed Crash like UI Update after special kind of big bugs due to History (thanks to Revolus for report)
  • Fixed Endless update Loop where a patient wanted to heal himself (thanks to Revolus for report)
  • Fixed not shown Storage at Mass Balancer
  • Fixed overlapping Resource-Overview Panel (lower left) to all resolutions (thanks to Revolus for report)
  • Fixed Buildmenu could open in first person mode



Thanks

to the growing community for all the ideas and feedback.
Thank you for reading. we would be happy to welcome you on our discord.



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Release 0.72 - Skills

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

This release took a bit longer, due to a 3 week vacation after working every day over the last 2.5 years.

[h2]Skills[/h2]

This iteration skills for the crew was added. They have now 5 basic Skills that have different impacts. A general skill is the astronaut skill. As higher it is, as less impact the 0 gravity will have and as better the person is in navigating and steering the shuttles. The other skills are for the specialized machines and activities. As higher, as faster they can do the work and some are restricted with a minimum skill.




[h2]New Layout of Supply Request

Adding the skills also caused a rework of the Request Supply Ship. It has now way larger items and the summary is better to see. It also prevents to change the size of the popup and showing larger icons.




[h2]Better Person List[/h2]

The List of Persons have also been improved to show the new Details and the current Activity. It also shows the Basic needs to prevent choosing ones that are in a bad state. I'll add filters and sorting options in another iteration also to easier choose from groups of larger persons.




[h2]User and Worker layout[/h2]

For Activity Users there are now placed in lines instead of single icons, so its also shown the other needs of them and a written name. For Workers its similar, but it shows the relevant things that influence the efficiency.



[h2]New Choose Icons including Problems[/h2]

To make the choose of the Activity more easier, i enhanced the choosing mechanism with icons, showing above the interior items. It indicates the kind of activity. If its not available for some reason (like all slots used, no resources or private room) its showing now also but with a reason icon behind with a tooltip on hover.



[h2]Prepare for more Languages[/h2]

To make more languages available, the possible languages are now scanned. Adding a new language can be now done with just adding a new file in the Locales folder. To make Languages with non latin characters possible, i added an option to change the font and added some predefined fonts for chinese and japanese for now.



[h2]Graphic improvements[/h2]
I added a bloom effect and changed the lighting inside of the Base Buildings. They use now separate Lamps to enlightned it. The fake lights i used before sometimes made the lighting unreasonable strange.



[h2]Hide upper part of Buildings[/h2]
The upper part of a building is now cut off in the configuration mode. I'll add also an option, to cut the buildings as an option the player can choose to see more in the other parts of the gameplay.



[h3]Other smaller changes[/h3]
Changes
  • Better color for Choose Resident
  • Add resourceType to the storage icons in configurator
  • Fixed Warning: Entity didn't have interior bounds (dock module for new persons)
  • Partial Boxes are send also out to construction sites
  • Added TextShadow to Bar-Text to make them better readable on all backgrounds
  • Using workhours as an estimation for a underconstruction without an active builder.
  • Increased Icons in Container UI Elements
  • Increased Readability of Shortcuts
  • Allow some tooltips to over with the mouse over them
  • Better readable Red for Error-Hints
  • Changed behavior of Assign WorkSlot (was still workplace behavior)
  • Randomize output of supplyship to make probems with not unloaded more rare
  • Layout of Shuttlebay Storages are now aligned
  • Added Bloom for nicer look
  • Hide BuildingButton when clicked to make clicking easier
  • Improved layout of Blueprints in the Buildmenu to show grouped InteriorItems
  • Show Problems on Choose Activity for Private Rooms and No Slots
  • Added Person Details popup to all Person-Icons
  • Make the Font changable in the Language file to support more languages
  • Added font for Simplified Chinese and Japanese
  • Make use of similar work InteriorItems random, so everything is used more equal.
  • Click on the Resource Type Icon in a Storage will now start transfer of all resources of that type
  • Added Cutting of upper part of the building, to make the Hemisphere BaseBuilding better usable
  • Added Wall Lamps for the Basic Buildings to improve lighting

Bufixes
  • Fixed General Storages not shown in Resource Overview when only in transit boxes
  • Prevent Assign Worker with the Working Slot button when its not possible
  • Fixed possible crash when assign a person and shuttlebay is ready to mission
  • Fixed disabled camera controls in special cases of popup closings
  • Fixed wrong icon at Low H2O at metabolism Stopped
  • Fixed not not showing details of storages in blueprint configurator
  • Fixed Storage Problem of general storage sometimes not shown
  • Fixed wrong highlighting when transfering resources
  • Fixed Wrong iconshown for some blueprints
  • Fixed flickering of Tooltips at first frame in some cases
  • Fixed some Resource animation starts at 0,0 when split up
  • Fixed highlight problems of transfer resources stayed on in special cases
  • Fixed Hemisphere Basebuilding
  • Fixed Problems of MultiSelect Itenerior Items (thanks to Glitch for report)
  • Fixed Wrong Shadow Distance when switching to another perspective

Release 0.71 - Room Update

[h2]Release Video[/h2]
[previewyoutube][/previewyoutube]

The main change this time is a larger change on the rooms. They are now not activity oriented anymore, to make it easier to build them up. Instead the interior items are the main thing in rooms now. Each of them have their own activity and that leads to larger changes also in the UI and interactions. Due to that large changes i couldn't add so many new needs as i wanted. Instead just the hygiene and a med bay has been added for the persons.


[h2]Combined Rooms[/h2]
The main change this iteration is a new approach for the activities. Instead of having the activities to be choosen in a building, now each interior item can be dropped to add an activity. Each one has its own to make it easier to understand.

To make it easier to find interiors, i combined some of the rooms. Before the rooms than would have had too many activities to choose, but now its way cleaner to do so. When opening the configuration, there will be a interior item build menu, where all possible interior item are grouped in categories. When an interior item is dropped the needed storage will appear in the first "storage" category. Later i plan to let also other storage droppable in that category.



[h2]Choosable Room Icons[/h2]
The change to have all interiors possible in one room made the Icon obsolete. To make this still useful, the player can change the icon to some preconfigured icons.



[h2]Interior Problem Icons[/h2]
Due to the new Gameplay with exactly one activity on one interior item, its now possible to move the problem icons directly above the interior items. Also problem markers for storage have been added to hint better to potential problems.



[h2]Choose Activity[/h2]
The choosing of the activity of a person also needed to be adjusted. The Player can now directly choose the interior of the activity to send him to this. Only possible, not blocked ones are shown. While updating that, i also fixed some performance issues with that topic, leading on some point to lower fps.




[h2]New Workplace[/h2]
With the new systems it become not useful anymore to assign a person to an activity whats not a single machine. This part has been changed a lot in this iteration, so now the persons can search ship wide for works to do. Its possible to filter these tasks for each individual person by assigning a workplace. This is now a building, and you can assign as many as you want. The person will than just work in this building. In later iterations its planned to add more filters, like activity type specific, so you can let him only grow plants or maintain the buildings. Maybe also to assign a daytime range when he should work, to have kind of shifts in the game.



[h2]Construction Calculation[/h2]
The Construction and Maintenance activity can now work paralel on the same item. This was neccessary, due to its no more possible to build one big construction activity, but having many small ones instead. I added a "Effort" unit mesassured in wh (working hours) and used the usual container logic to represent the build. Each worker now just adds deltas as all other systems and use events from the building instead of precalculated times.



[h2]New Room: Med bay[/h2]
Big thanks to BlueSky-wr to design the medical bed. Its directly added to the only interior item for a new room (more will be added later). The healing is a new kind of activity, what needed a small change in the simulation, so customers can also go there, even if there is no worker attached.



[h2]New Need: Hygiene[/h2]
The person now also needs hygiene. To add a washing activity without gravity, astronauts using simple washcloth. So i used the sink to show that in an easy way. The Drink activity now uses a new water dispenser instead.



[h2]Resource Quality[/h2]
To add the new Wash activity to increase the hygiene, it was needed to add content of the resources. Brown water contains nutrition, that can be filtered by the purification plant. Till now, this amount was fixed, due to it was just created by the toilet. The wash activity now should also create brown water, but with way less biomass inside. To make this work a quality has been added. In case of brown water, higher quality means more biomass contained. Later this can be also used for food quality or harvested iron ore.




[h3]Other smaller changes[/h3]
Changes
  • Force a person to do something will now just increase the metric so he working longer
  • Prevent Persons idling in buildinglots
  • Added Ambient Occlusion effect
  • Better layout for Configurator
  • Added edit-button to all changable Names
  • Changed Worker Color to orange, to make the type better visible
  • Shuttle bay send also partial resources out automatically
  • More possible crashes are converted to Error Logs
  • Also stop sleeping when being on a mission, to prevent emergency sleep while mission
  • Use a large Storage for the starting Toilet module, to make the start easier.
  • Prevent transferring empty boxes (due to leads to other problems and useless)
  • User nicer and smaller on/off button as a phone like button

Performance
  • Prevent updating not shown things in the UI
  • Improved UI for storage with many connections
  • Improved UI performance for Choose Actions
  • Improved UI performance for Person Overview
  • Better cutting, to use less verticies for buildings

Bufixes
  • Fixed Visual cuts in buildings
  • Fixed Partial full Boxes are not send out by general storage
  • Fixed Crash when assign a person to multiple Missions
  • Fixed Effect of Shuttle not stopping when load a save game where shuttle is gone
  • Fixed Wrong visual position of collected boxes
  • Fixed Person not hidden after loading when was on a mission
  • Fixed I18n Mixed Texts for Fuel Cell and Electrolytics (thanks to Erosis)
  • Prevent showing warning when person goes to fulfill a low need at 10%
  • Fixed special case where UI didn't detect the cursor is on the scene.
  • Make RequestIfEmpty to minimum 1% to prevent problems and too much transfer.
  • Fixed Problem with loading wall materials
  • Fixed not animated Resource box when moving it inside of a building

Release 0.70.0 - Residence

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

Special Thanks to BlueSky-WR for the good testing this iteration!
Due to the changes in the last iterations the demo got really short. I added more stuff to the playtest demo version. The registration ended in the last week and i keep adding more and more playtesters every release, to get feedback to the newest changes. If you still feel the demo too short, you can get the community license by joining our Discord at https://discord.io/generationship

[h2]Residence[/h2]
The main simulation feature this Iteration are the residences. Crew rooms with beds can be converted into private rooms by assigning the persons to them. Private crew rooms can just be used by the owners. Later the interior of this room will also effect the person. For the start, the person will just get a mood panalty if there the person has no residence assigned.
I improved the UI for the Person, so there is a big resident and workplace area to choose it.



[h2]Thoughts[/h2]
The next new simulation feature are thoughts for persons. They are added when the person is in a special state like he has no resitence or an event happened like he pee himself. Thoughts can have a duration and effects the mood over time. Later a news from earth or other things would also be added as thoughts to effect the mood. New Crew members got also an additional bonus when they arrive in the station.



[h2]Walk in Station Camera[/h2]
There are new cameras added to the game: The Walk in station camera will allow the player to move inside of the ship in first person view. Its a part of a further planned feature to add player controllable drones, to repair buildings in case of emergencies or push persons to work harder. Till now, it's just another view angle that can be entered with Num-4.




[h2]Free Camera[/h2]
Another new camera is a free that is active when holding the mouse-wheel down. Than the player can look around with the mouse and move with WASD. There is no gameplay planned with it, its just due to it can be nice to look around :)



[h2]Visualisation of Connections[/h2]
To make it easier to see and configure the building connections, i added a visualisation. Its following the box-paths the connections will use, so they directly start and end at the storage. Its selection sensitive, so when a storage is selected directly, its just showing the connections of it. Similar for interior showing all related storages to the activity the interior belongs to. By hover over a connection, it just shows the connection, to identify them faster. Its also possible to see all connections with a given resource by hovering over the resource overview in the lower left. I also added a walking path to the person, to have a nice visual.






[h2]Cheat option[/h2]
The cheats i used in the editor for development are now also available in the compiled version. It can be enabled in the options. Enabling it results in no more steam achievements and high scores. Also future stats (steam and for the player) will be also disabled than. The cheats are a bit hidden implemented, most of the time its using the regular ui with some modifier keys. E.g. with Ctrl and click on an empty resource box will fill up the storage. A ctrl click on the Start Planning cause an instant finish the plan. Holding additional shift will fill up all storages in the buildings and alt let workers spawn.
The idea of that is to have kind of a sandbox mode, so the player can quickly build large ships or what he wants. (thanks to ichao for the sandbox idea)




[h2]Distance specific productivity[/h2]
To prevent having one big maintenance building for the whole base, i added a distance panalty. As further the target to maintain or construct is away as more panelty will be added and as longer it took.



[h2]Worker use idle time[/h2]
Till now, workers were just working in the buildings if there was something to do or not. Now, they will just go to the building, when there is realy something to do so they can fill up their mood till the next task starts.


[h2]Warnings and Error Report[/h2]
I started a while ago to migrate the crashing exceptions in the simulations to simple errors, so the player can keep playing. Also some auto repair features, so the bugs will not cause an unplayable state of the game. To make it visible to the player whats happening i added a small warnings and errors element to the UI. Its shown at the debug section and a popup with details will open. It also contains a one click report option.




[h2]More Performance[/h2]
As started at the last iterations i also improved the performance again this time. I recalculate the positions for most of the entities less often and added a dirty mechanism also to other parts. I changed the approach to change the walkways to allow them also to use different LOD levels to reduce more verticies to draw on further distances, added camera frustrum culling to the self rendered objectes and render also less things separate from unity. I also moved some systems around, to make them work on other cpu cores while long running unity processes are executed. All in all i could increase the speed for a large ship in the editor by a factor of 2. It should have a bigger effect as less cores the player has.



[h3]Other smaller changes[/h3]
  • Fixed Problems with the Tube System (thanks to BlueSky-WR for report)
  • Make a rare case not crash the game for no need (thanks to BlueSky-WR for report)
  • Fixed a rare UI bug happend when seal a building in a special situation (thanks to BlueSky-WR for report)
  • Fixed missing route check when sealing in a special condition (thanks to BlueSky-WR and ichao for report)
  • Improved Shadow quality
  • Readded Photovoltaicpanels curving to ship shape (thanks to BlueSky-WR for the hint)
  • Fixed rare problem at the TaskManager at end of a gameyear (thanks to BlueSky-WR for report)
  • Max size for worker/customer panel for large buildings
  • Fixed wrong calculation in build menu templates (thanks to BlueSky-WR for report)
  • Fixed Name of normal buildings didn't use the correct language (thanks to BlueSky-WR for report)
  • Using the real name of the building if possible in activity user label (thanks to BlueSky-WR for report)
  • Fixed Pathfinding for full circles (thanks to BlueSky-WR for report)
  • Fixed buildings like greenhouse were not working well (thanks to BlueSky-WR for report)
  • Fixed Exception when multi Select a buildinglot (thanks to BlueSky-WR for report)
  • Only update the floor holes if its needed to reduce cpu load
  • More reduction of verticies with lod and culling for resources and doors
  • Persons can eat and drink more, to stop changing tasks too often (thanks to BlueSky-WR)
  • Fixed left over interior in special case (thanks to BlueSky-WR)
  • Readded color in multi selection represents the state
  • Added F5 for a general consistency check and cache refresh of selection
  • Fixed wrong animationPaths when running on very high simulation speed (thanks to BlueSky-WR for report)
  • Removed no Customer warning, due to it was missleading
  • Fixed problem where persons selecting wrong servicebuilding (thanks to BlueSky-WR for report)
  • Fixed missing normalize in grid rotation caused problem with effects (thanks to BlueSky-WR for report)
  • Fixed Problem with gametime calculations on extreme high millisecond additions (thanks to BlueSky-WR for report)
  • Improved Path of Boxes to exit
  • Fixed In Animation position on 90° rotated buidlings
  • More error tollerance in creating savegames to prevent the savegame is completely broken. (thanks to BlueSky-WR for report)
  • Fixed bug when configuring a building and person is idling in a buildinglot next to it. (thanks to BlueSky-WR for report)
  • Fixed Problem where the next ResourceEvent was missing in a special case (thanks to BlueSky-WR for report)
  • Improved Merging of Container Users for very large ships (thanks to BurritoBotV3000 for report)
  • Fixed Change of Floor and Wall was not persistent
  • Fixed Animation bug where persons walk through walls
  • Fixed metabolism not starting instant when e.g. nutrition is empty and person starts to eat
  • Fixed wrong problem shown in the Metabolism warning

Release 0.69.0 - Mood

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

This Iteration was basically to add more needs of the persons, but i got some good testers, suggesting a lot of useful things and improvements. They also build very large ships with >50 persons. The performance was fine, but not at the target. Due to i wanted to add more features it was needed to refactor the architecture of the simulation, so it gains a big performance boost.

[h2]Mood[/h2]
Persons now have a Mood. It's a 2. Level need, influences by the basic needs like nutrition or sleep.. The Mood has an influence on the activity productivity when the person is working (more to that below in the Productivity section).
Later its planned to add also a 3. Level like rebellion stage or hope, that changes even slower. It's also prepared to add some long term effects on it, like good or bad news from earth could have a slow effect over a given time, that could also reflect the thoughts of the person.



[h2]Improved Performance[/h2]
[h3]New Resource Event Architecture[/h3]
Most of the simulation time goes to set up the next tasks for the resources, hitting a limit. This was improved now, so all resource calculations (air, tubes, boxes, needs, ...) are now done with a single code base. This allows to manage it just with a single next event, instead of all keeping all events. It improves the simulation up to 2-3 times in the editor and should have also a big effect as bigger the ship will become.

[h3]Activities[/h3]
I made also a very big refactoring by promoting the activities of a building to separate simulation objects. Before they were a part of the building causing an inefficient architecture. This separation now allows several optimisations and further features, like having multiple same activities in one building. Also the algorithms to detect the state of an activity e.g. for an interior light or animation can now directly check in the hierarchy for the related work, instead of searching for it. I could also do a lot of optimisation for larger ships.

[h3]Productivity[/h3]
Another advantage of operate the activities was to be able to cache there the productivity. I refactored that part also a lot, so its now just calculating the changed productivity parts and is able to performant and flexible recalculate the productivity. E.g. it can also calculate the Productivity without the customers, so it can see if the customers stops to being active without big effort. This makes it finally possible to rethink the service activities, working now like all the others (so 1 of 2 customers will have 50% efficiency).



[h3]Persons Metrics[/h3]
The last part of the performance improvement was to make the metrics faster to update. When searching for something to do its caching the main values. When a service building gets available, the person checks first its faster than the current one, before recalculating all other options he has.

All in all it gained a huge performance boost. The starting ship can push now the first 3 months of playtime in a few seconds.



[h2]Async Save games[/h2]

Big ships had some troubles with long save duration. It took ~5s for a big ship. To prevent a big lag at the autosave, it was necessary to split separate the save process to be able to render frames in the meantime. I was able to copy the complete simulation of the big ship in ~100ms, and could than run async on this data, so the main simulation can still continue while saving! Its now just 1 small frame drop when the autosave start, to prevent saving inconsistent data. Till its done, i can set up a maximum time the save game should use, to not drop the fps too much, so its similar as the Person Generation and the Simulation Tasks.

I also improved the general save process, so if something happens while saving, the save game is not gone like before. Its first saving it to a temp file and just using it when everything is successfully finished preventing corrupt save games.

Its now also showing it, when its auto saving and the save game dialog got a progress popup.



[h2]Zoom to Mouse[/h2]

To make it easier in large ships to move around, i added a zoom to mouse feature. Before, the camera just zoomed to the center of the screen, what was usually not what the player wanted to see. Now it's zooming directly to the mouse-cursor, except when the player moves the camera at the same time.



[h2]Zoom and Follow Entities[/h2]

In large ships it was also not so easy to find buildings or persons. To make this easier, i added a zoom to the building and interior, when clicking on the big icon at the details. For persons its similar, but the camera will directly follow the person, till the camera moves away. Zooming and rotating the camera did not stop that, to give more controls over it.



[h2]More options to Events[/h2]

Due to a player feedback, i improved the events (e.g. out of energy). He wanted to have the info panel, but without stopping the simulation. The main usage i is for the arrived supply ship, that is a good info, but there i usually no need to stop it. To make this good visible, i added a toggle button to the event Panel. Its also changeable in the options any time for any event. (Thanks to BurritoBotV3000)




[h3]Other smaller changes[/h3]
  • Fixed missing Personages when loading a game
  • Fixed wrong gender for new crew members (not matching the name)
  • Fixed missing corner of one building
  • Fixed Removing Interior left over meshes (Thanks to BurritoBotV3000 for report)
  • Fixed Exception in some cases with Tooltips (Thanks to BurritoBotV3000 for report)
  • Fixed Problem that work targets are not cleared when dismantle (Thanks to BurritoBotV3000 for report)
  • Improved Error Handling Screens
  • Fixed Update of Work Container Warnings
  • Added Click on ResourceOverview select related Buildings (Thanks to BurritoBotV3000 for report)
  • Added in or out hint to the production labels (Thanks to hackerintraining)
  • Prevent problems caused by single exceptions in ui (more robust)
  • Fixed smoothing issues at the Starting Rocket in the intro
  • Start with more methane to prevent running out of methane too early (thanks to hackerintraining)
  • Added Problem Pump Interior to the Water pipe warning event (thanks to hackerintraining for report)
  • Fixed drop down options can be not visible
  • Added Scroll bar for Choosing Popups for large ships
  • Highlight dismantle button red when over and confirm (thanks to BurritoBotV3000)
  • Added Stop Time warp button to Events (thanks to BurritoBotV3000)
  • Performance improvement for find users and find next activity
  • Added Info to UI if the person generator is running
  • Fixed Perspective Overflow not working anymore
  • Only show the Interior-Tiles when its needed, to see the floor wall textures better
  • Fixed wrong camera movement first time entering the interior configuration
  • Fixed Unity issue, that parent and children are wrong (problem with save games in special situations)
  • Fixed selection issue of special case in Photovoltaic Panel under construction (thanks to BurritoBotV3000 for report)
  • Fixed exception when try to add another storage in interior configuration with ctrl
  • Fixed Maintenance not stop maintaining when loosing connection (thanks to ichao for report)
  • Make Snapshot releases (Test version) have a reasonable Date
  • Persons stay longer at the current service building before leaving to other things
  • Starting Generator gets directly the ThrowOutIfFull, so new players not get a problem with it too early.
  • Added More speed options (30s, 10 m/s and 5h/s) to have more flexibility (thanks to BurritoBotV3000 for the hint)
  • Changed Construction Icon to the Hammer, to prevent confusion with Maintenance
  • Fixed Feedback Popup could be behind tutorial-tooltips
  • Make the border red on empty container values, to hint the player more to problems.
  • Fixed missing and wrong updated Colors of ConnectedStorages Icons
  • Fixed wrong status on full single box storages at connectedStorage Icons
  • Make sure Space bar also stops the time warp when a TextDield is focused
  • Changed WorkingS lot Click Behavior to use a more usual key-binding (Thanks to BurritoBotV3000 for the hint)
  • Increased building layer size of the photovoltaic panel, to prevent confusion due to multiple layers
  • Keep the Rotation when switching from interior to con fig camera
  • No Condition impact to the Service Activities to prevent unrealistic duration. (thanks to BurritoBotV3000 for testing)