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Deep Space Outpost News

Habitat / Air Improvements - v0.8.0.14

Have altered a few items with regards air usage to make things feel a bit more balanced. Life support now has a reduced pump amount, so as not to steal all air supplies now that sewage treatment also needs air. The life support HUD has been expanded to show worker air supply (your human's space suit air needs to be refilled after being outside). This has been there for sometime but i haven't been showing usage.

The greenhouse doesn't need air, but now does requires your station habitat to be at an ok level to function.

Improved life support messaging and alarm. Now alarm only sounds if your habitat level is below 25%, with a new "Life support low" message. But keeping the "Life support not operating", if you have humans onboard.

Few other fixes/improvements, listed below.

Patch notes:-

  • Improve: Habitat GUI - Add human suit oxygen supply.
  • Improve: Life support air pump amount reduced to 6 p/h.
  • Improve: "Life support low" message, alarm moved to this message.
  • Improve: Greenhouse only functions if habitat sufficient level.
  • Improve: Fuel usage of fuel cell increased to 5, water output increased to 0.5 p/h
  • Improve: Trading window - tooltips why you cant dismiss (tourist) or deal (no amount).
  • Fix: Trading window - show disabled buttons, rather than hidden.
  • Fix: Fuel cell water output figure incorrect in production display.
  • Fix: Save file missing bar assignments.


Nick

Fixes and Improvements - v0.8.0.11

Help updated with new distillery item and updated haul capacities. New hauling assignment counts has been added to stats window and a fix to fuel cell count. Fix for trader bot pathing with hauled items.

Patch notes:-

  • Hauling assignment count added to worker stats.
  • Add distillery to help.
  • Updated help haul capacities.
  • Fix: Stats fuel cell count using power generated figure.
  • Fix: Trader bot shouldn't use worker pathing (no item usage).


Nick

Hauling Priority Addition - v0.8.0.10


Have made quite a change to hauling, so that you can now alter the haul priority for different resources. To do this there is a new hauling window that is accessed from the worker control panel, or the info window of an individual worker.

Hauling has also been improved, so that resources are taken from production items that have the most resources, and taken to items that require them and have the least stores.

I've rushed this out as managed to sort out a couple bugs. Will be doing some more testing here, and need to update help and guide with these changes.

Patch notes:

  • New haul priority window added.
  • Improved hauling source and destination lookups.
  • Tooltips added to sort filter on job and haul priorities.
  • Greenhouse compost storage increased.
  • Ammo haul capacity increased.
  • Fix: Sort on priority not resetting workers to top, if scroll bar off of top.
  • Fix: No hauler message only checking ore and ammo, other resources added.
  • Fix: Save file crash issue. Co2 value becoming invalid (div by zero).
  • Fix: Worker bonus error, not correct scope.


Nick

Distillery, Bar, Liquor Additions - v0.8.0.6

The new distillery building can now be unlocked via research and gives you the ability to turn water and food into liquor, a new resource that you can sell or use to stock the new bar item. The bar works like the canteen but selling liquor to your visitors and workers rather supplying food.

As your human workers can now buy drinks at the bar, i have added a new workers charge popup (from workers control panel). So you set different prices compared to visitor charges. So you can encourage your workers, to increase morale (and earn addition credits), or discourage (workers move slower and use the toilet more frequently after being at the bar!). You can now also pay your workers a bonus to increase morale, and again spend at your facilities.

With these new items and a new liquor storage, the build menu has needed a reorganise, with the storage category being re-enabled. This should reduce clutter and make things simpler to find.

The liquor resource (and new production chain) has required quite a few balancing changes: to trade credit prices, build costs, and production input/output rates. Things should hopefully feel a lot more balanced than previously. Although always some fine tuning to be done.

There has also been quite a large number of bug fixes and improvements, see below.

Patch notes:-

  • Distillery, bar and liquor storage items added.
  • Distillery and Sewage treatment added to new infrastructure systems under research.
  • New worker charge popup added to worker control panel.
  • New bar recreation activity if available credits (visitors/human workers).
  • Worker alcohol levels increase build/fix times, slow movement, increase toilet usage.
  • Improve: Algae farm - co2 now required, no habitat o2 efficiency bonus.
  • Improve: Greenhouse now takes water input, increase co2 bonus.
  • Improve: Advanced refinery fuel/air output efficiency reduced.
  • Improve: Leak storage - chance ammo can cause explosion and liquor can cause fire.
  • Improve: Hauling checks - use half carry capacity limits for food / liquor
  • Improve: Tooltips for navigation beacon, make consistent between ship comms and station pc.
  • Improve: Tooltips why cannot trade on each resource.
  • Fix: Pathing when movement onto or off of an item. Now will go around items.
  • Fix: Refinery power showing under extraction not processing group
  • Fix: Greenhouse not setting item path correctly.
  • Fix: Greenhouse not destroying compost correctly.


Enjoy!
Nick

Distillery, Bar, Liquor Additions - v0.8.0.1 Beta


With this update i've decided to release as an opt in beta option. There's quite a few changes and i need to do some more testing and balancing, but thought some of you might like to check out new changes now rather than later next week. You can enable this beta version by selecting properties on Deep Space Outpost and under Betas, choosing beta testing where it says Beta participation.

So the Distillery can now be unlocked via research and gives you the ability to turn water and food into liquor. A new resource that you can sell or use to stock the new bar item. The bar works like the canteen but selling liquor to your visitors and workers.

New items have also make me reorganise the build menu again, with the storage category being reenabled, hopefully making things simpler.

Trading has been updated for the new resource, and there were quite a few bug fixes here and with hauling.

If you have feedback on this beta, use this discussion post

Thanks,

Nick