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Deep Space Outpost News

New Advanced Refinery and Electrolyser - v0.5.0.113


New update has quite a few changes to production. The refinery by default now only outputs metal and water. It must be upgraded before it can also produce fuel and air (research unlock, followed by upgrade).

To give you another option here though, I have also added the electrolyser item. This takes water and outputs fuel and air. You'll now have to weigh up having a refinery and electrolyser, and/or researching the advanced refinery.

Electrolyser is more efficient than the advanced refinery, but outputs fuel/air at a set rate, the advanced refinery fuel/air/water output ratio can be configured. The advanced refinery also takes less power than the basic refinery and electrolyser combined.

I've also made balancing changes whilst looking at production/efficiencies. The low/no O2 penalty has now been reduced. Less ore usage by the refinery. and fuel/air output adjustments. Probably will be further tweaks here, so any feedback welcome.

Couple fixes as well, main one being shields weren't always detecting pirate lasers. Since i expanded shield range, it was now possible for a pirate, laser and it's target to all be within the shield circle. Wasn't checking for this simple case, doh!

Patch notes:-

  • New electrolyser item.
  • New research item - Advanced Refinery
  • Refinery only outputs metal and water.
  • New upgrade option on refinery. Once upgraded, fuel/air/water ratios can be configured.
  • Improve: Low/no O2 production penalty reduced.
  • Improve: Reduce refinery ore input figure.
  • Fix: Shield check on pirate laser, need to also check if laser doesn't cross shield circumference.
  • Fix: Game over check add no metal / no metal storage unrecoverable state.
  • Fix: Issue loading save files, when in-game. O2 balancing not using updated floor tile count.


Nick

Airlock Improvements - v0.5.0.110


Several improvements to airlocks. Airlocks now only link up and sync in rooms with 1 external airlock and 1 internal, with the room having no items. Dock overlay now only showing on external airlocks. When traders are now docked airlocks will show red indicating workers cannot pass.

Shields now reduce chance and damage to solar panels and connectors.

Help and tutorial updated.

Patches notes:-

  • Airlock linking - simplify logic (1 external/1 internal/no items).
  • Only show docking areas on external.
  • Trader blocking airlock overlay red to indicate blocked movement.
  • Custom music loading enabled.
  • No external access message added.
  • Fix: Worker jukebox usage - move off items even if jukebox in range.
  • Fix: Airlock external check, test for external floor as well as empty.
  • Fix: Draw dock - disable on internal airlocks.


Nick

Ship Docking and Movement Changes - v0.5.0.106


Bit of a change with docked ships (at airlocks), as they now block worker movement going past the docked ship. Think that makes sense as visitors only enter your ship if you have life support so we can assume the airlock is specifically for that docked space craft (and airlocks can open freely, with no pressurisation).

Due to this airlocks can now be individually set to allow/disallow docking, as you will need ways for workers to still access items outside your station.

Few fixes as well as was looking at docking areas and movement restrictions. Full notes:-

  • Airlocks now have an allow/disallow dock option.
  • Ships docked at airlocks now block worker movement past them.
  • Disabling airlock dock, update dock area colour overlay.
  • Fix: Dock area check not checking items across full 3x3 area.
  • Fix: Upgrade wall tilemap data missing from save file.
  • Fix: Repair Bay added an incorrect block path restriction.
  • Fix: Canteen item path restriction, was misaligned.


Nick

New Wall Reinforce Upgrade - v0.5.0.103


New reinforce upgrade can now be applied to walls once their schematic is unlocked via research. Similar to upgrading droids, in the wall info window click the research icon, and purchase via the popup upgrade window (if you have the metal available). You can also upgrade via selecting multiple walls, however walls must be at 100% health to upgrade.

Upgrading walls is classified as a build type job for your workers,

Full notes:-
  • Wall reinforce upgrade added to research.
  • Wall upgrade available, once researched (new wall reinforce graphics applied).
  • Workers build job check now also look for upgrade wall jobs.
  • Improve: Cannon projectile FX improved.
  • Fix: Adjust research and info windows for 125% text scale, to keep text in window.
  • Fix: Draggable windows now reset to centre screen on resolution change in game.


Nick

New Research Schematics - v0.5.0.98


Have added a security section into research, with 2 schematics, the armoury and the cannon turret. You now have to unlock before these are available from the build menu. They are also linked, so the armoury requires research before the cannon turret is available.

Couple of fixes to the tractor beam as well, first an issue with stationary scrap, where it could end up pushing it away, and a bug in minimum change angle calculation, could be wrong sign, giving wrong direction change.

Oh and have improved the shield turret, giving it a larger range. So is now more useful and worth considering in your defences.

Notes:-
  • Security section to Research (Armory -> Cannon).
  • Armory & Cannon, disabled in build menu until researched.
  • Improve: Shield turrets increase range ~50%.
  • Improve: Tractor beam on stationary items, set initial to required direction.
  • Fix: Tractor beam minimum change angle could be wrong sign, giving wrong direction change.


Nick