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:-
Enjoy!
Nick
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