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Hotfix 0.9.0.1

0.9.0.1 (6/27/2024)
- Headers added to inspector UI.
- Various UI tweaks.
- Some recipes tweaked.
- Demolition units moved to the extraction action menu.
- String tweaks.
- Bug fix - Fixed loan payments being too cheap on easier difficulties.
- Bug fix - Fixed being able to clear AI orders of the conflux delivery copter.
- Bug fix - Fixed storms running away from your factory.
- Crash fix - Crash when using a scout zeppelin.

Major Update 0.9.0.0 Released!

Update 0.9.0.0 is out. With Heating Dynamics, Weather Dynamics, Custom Landing Zones, and much more, this update is huge! It also makes some significant improvements to the Population Dynamics added in the previous update.

[h2]Heat Dynamics[/h2]
Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation.
Some structures now overheat and shutdown, while others, like habitats and farms, need to stay warm, otherwise workers will get unhappy and leave.
Habitats, Farms, and other population-related structures now have an internal heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures.
To better help improve heating and cooling, there are several different heat exchanger floors, which greatly improve dissipation of heat, several different insulator floors and insulator augmentations, which can hold in heat. Cooling Towers can now take in many different kinds of coolants, each of which has different cooling capabilities. A new Heating System structure can pump additional heat into structures which need it.

[h2]Weather Dynamics[/h2]
Hydrocarbon rain is here at last! Rain clouds will form over your factory from time to time, and the rain will clear pollution significantly when it falls. Rain also can alter the temperature of your factory, heating up your factory when it is cold, or cooling it down when it is overheating. Hydrocarbon snow is also another possibility. The snow can cool down your factory somewhat. Cloud seeders now can help accelerate the formation of rain or snow clouds as well.
Wind dynamics have been changed significantly.

[h2]Custom Landing Zones[/h2]
Not a fan of night time? Well, now you can choose to start your new game at Titan's North Pole, which is awash in perpetual daylight. Great for solar power, not so great for wind power and cooling.
You can stick to the Northern Regions, which is the default, but now also available is Titan's Equator, which has equally long days and nights, giving better wind power and cooling.
And finally, if you want a more challenging experience, try Titan's South Pole, set in perpetual darkness except for Saturn's gleam behind the thick atmosphere.

[h2]Graphics Improvements[/h2]
The main menu screen now features a dynamic scene of the space station you deploy from in low orbit over Titan.
Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, it produces a yellowish gleam in the sky that illuminates the world at night better.
Many smaller graphics improvements have been made as well. Fog is less flat looking. Lakes and shiny surfaces no longer flash so brightly at dusk and dawn when you are looking into the sun. Explosions have been improved. Terrain has been tweaked to look better. Spacecraft radiators generate light now. Meteors have been completely reworked visually.

[h2]Population Dynamics Improvements[/h2]
You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities.
You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters.
There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others.
You can now hire workers directly from your HUD, from the same button where you layoff workers, rather than talking directly to each faction. If you do so, you will hire from the faction that is the cheapest to hire from (which will vary based on how much each faction likes you).
Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so they're harder to miss. Headquarters now give more warnings about unhappy population as well.
When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them.
Habitats now store twice as much as they need, in case they are far from a necessity source.

[h2]Balance Changes[/h2]
Corporate fees and subsidies have been reduced so that it is now ideal to pay off your loan as soon as possible (rather than previously, where it was cheaper to delay payments as long as possible).
On easier difficulties, you need fewer necessities. You can also alter this on custom difficulties.
On Sandbox difficulty, workers don't leave if they are unhappy. Instead they just complain.
The Meteors Crisis spawns fewer meteors in early to mid game.
Early game in general has been made slightly easier.

[h2]Quality of Life[/h2]
You can now pin resources to your main HUD, which will tell you how many each resource exists across your entire factory. This lets you create an "inventory" which allows you to instantly know at a glance what you have, and whether there are any blockages, or unexpected losses.
Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage.
You can set exact storage caps on warehouses for each different resource if you want exact control over how many resources go into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with a number of dummy goods.
You can also better check on the heat of your structures with the Temperature View Mode now, and you can determine how much heat is being lost through convection, conduction, and radiation.





[h3]Full Changelist[/h3]
0.9.0.0 (6/25/2024)
Gameplay
- Hydrocarbon rain added. Rain clouds form every so often and rain all over your factory, which greatly reduces pollution. Rain clouds can heat up or cool your factory, depending on its current ambient temperature.
- Hydrocarbon snow added as well. Snow clouds can sometimes form over your factory too, which can cool down your factory slightly.
- Cloud Seeders now actually seed clouds. Adding them to your factory increases the frequency with which clouds form, and increases the chances they form in the area around your cloud seeder.
- Cloud Seeders no longer simply reduce pollution as they used to do. They will need to form a cloud to do so.
- Start Landing Zones. Four landing zones (Northern Region, North Pole, South Pole, and Equator) can be chosen at game start, each of which vary your latitude on Titan, each of which yields very different day and night cycles. The cycles significantly alter how solar power, wind power, and heating/cooling will work.
- Corporate Fees and Subsidies are reduced. They are now equal to your starting loan payments. This means it's better to pay off your loan as soon as possible. The upkeep will be lower if you pay off your loan (rather than before, where paying off 9/10 of your loan was optimal). This greatly reduces the difficulty in that part of the game.
- Reduced the number of meteors during a crisis.
- Amount of necessities such as food and oxygen needed now scales by difficulty. On easy and sandbox, it is reduced to 50%. This can also be customized on custom difficulty as well.
- On Sandbox difficulty, workers don't leave if they are unhappy (they just complain).
- Whenever your workers are set to leave because they don't have the right necessities, the Conflux Market will send you a message reminding you that you can buy necessities off of them. They also restock with necessities at this point too.
- Large/Mega producers now have 3 augmentation slots (instead of 2).
- Large/Mega producers are now cheaper to maintain than their smaller variants.
- Optimizer is better at improving production speed.
- Supercomputer is better at improving research speed.
- Catalyst Augmentation is better at improving production/research speed.
- Food can now be produced immediately at Farms. You don't need to research Refineries and produce Agrochemicals. However, food produced without agrochemicals is extremely inefficient, but it can be done.
- There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and now it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others.
- Removed counterfeit artifacts ability from Saturn's Chosen.
- Habitats now store twice as much as they need, in case they are far from a necessity source.
- Tweaked prices of various buildings.
- Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation.
- Reworked advection, wind, and temperature simulations.
- Convection is increased based on wind speed.
- Structures can now overheat and shutdown.
- Habitats need to stay within a temperature range, otherwise workers will get unhappy and possibly leave. Habitats now have a heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures.
- All population related structures have a narrow range they must stay in.
- Farms and Oxygen Gardens must also be carefully kept within a temperature range, otherwise the plants will die.
- Population-related structures have built-in internal heaters that consume variable amounts of power based on how cold the structure is. Farms and Oxygen Gardens do as well.
- Certain producers and science facilities now have a minimum temperature to operate. When working, they have a heater to heat them to the minimum temperature before they can begin producing things.
- Constructed buildings are built hot, and then cool down to the ambient temperature.
- There are now several heat exchanger floors, each of which alter the thermal conductivity of the structures above them, which can heavily improve heat dissipation.
- There are also several different insulator floors. Each alters the thermal conductivity of structures above them in the insulator range.
- There are now several Insulation Augmentations. Each now alters the wall material of structures it is added to, causing those structures to lose less heat to wind and ambient temperatures.
- Cooling Towers now dump a portion of excess heat produced from a structure directly into the atmosphere. The amount of heat it dumps scales on how much coolant is fed into the tower. If a producer generates tons of heat, the coolant will be spent far quicker.
- Cooling Towers can now take in different kinds of coolant. Each will have a different effect on how well the tower will cool.
- New Heating System structure. An upgrader that converts power into heat and heats anything it touches, but some of the heat stays in the heating system. It can also become overheated in this way.
- Spacecraft exhaust plumes dump heat into the atmosphere when landing and taking off.
- First ruin you pick up in a new game is now always a map.
AI
- You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities.
- You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters.
- Only the Conflux Market will sell you necessities now.
- Allies will start even closer to your start location so as not to get into a struggle with the Marauder faction.
- AI will request much larger power amounts to heat their buildings.
- Reduced power markup bonus.
Graphics
- The main menu has been updated with a dynamic main menu showing the space station in orbit over Titan, and Saturn in the background as well.
- Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, there is a yellowish gleam in the sky that illuminates night time better.
- Camera can be tilted slightly upwards.
- Fog is much less flat looking now.
- Movement of the sun in the sky is correct now, matching Saturn in summertime, so Titan in the north gets the longest day in the Saturnian year.
- Distance to Saturn varies due to Titan's orbital eccentricity now.
- Spacecraft radiators generate light now (only on high graphics settings).
- Improved explosion FX. Shockwave is brighter, the fireball is less uniform, and the smoke lingers longer.
- Improved meteor FX significantly.
- General dust FX improved.
- Hydrocarbon lakes and terrain no longer get that bright flashing at dusk and dawn. Specular highlights are toned down at sunset / sunrise.
- Terrain tweaked to look better.
UI
- You can now pin resources to your main HUD, which lets you see how many resources of various types you have at a glance.
- The Layoff Button in the main HUD now lets you hire directly, rather than talking to another faction. If you choose to hire from that button, it will simply pay the cheapest faction for workers.
- The temperature view now colors in structures with their temperature. It also lets you know that structure's temperature through the hover.
- In temperature view mode, hovering over a structure will let you know the heat that it is losing to conduction, convection, and radiation.
- User Selected View always overrides the view of the selected structure.
- Pollution reduced by clouds formed from a cloud seeder now record pollution removed in your stats.
- When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them.
- Power UI lines are now yellow, worker UI lines are purple.
- Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so you won't miss them.
- Headquarters now give more warnings about unhappy population.
- Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage.
- You can set exact storage caps on warehouse for each different resource if you want exact control over how many resources goes into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with dummy values.
- Removed tutorial checkbox from new game screen.
- Many structures have a heating ui section now.
- Floors have been redistributed to all action menus, because there are so many.
- Unassigned population is specifically mentioned as being at the headquarters in error messages.
- Buying a permit or other item from another faction has the option to return to that faction's store if they have it.
- Added a tutorial for hiring workers.
- Habitat tutorial is before the mining tutorial now.
- Various other improvements to existing tutorials.
- Added a new button in the bottom bar for heating and cooling items.
- Infolinks shows min and max temperature limits.
- Added limits to size of marquee delete/relocate.
- Many other minor UI fixes.
Other
- Game starts in fullscreen the first time you play it.
- Bug fix - Fixed a rare case where start locations were ending up with no good starting resources for Wire.
- Bug fix - Infolinks showing wrong maintenance costs.
- Bug fix - Upgraders complaining about nothing to upgrade when they were just out of inputs, off, or otherwise had a different issue.
- Bug fix - Fixed large producers having worse pollution efficiency than small producers.
- Bug fix - Fixed normals of certain terrain types being slanted incorrectly.
- Bug fix - Fixed normals being upside down in certain cases.
- Bug fix - Rotations causing weird lighting in certain cases.
- Bug fix - Particles sticking around between games.
- Bug fix - Factions that become hostile to you due to the main mission will no longer allow you to visit their store or chat with them.
- Bug fix - Marauders running out of ammo and doing nothing about it.
- Bug fix - Symmetric hotspots would sometimes produce nearly zero temperature gradient, and thus cause near zero wind.
- Bug fix - Fixed particle FX wind drag being wrong.
- Bug fix - Fixed particles showing up on the minimap.
- Bug fix - Fixed meteors not having lights.
- Bug fix - Fixed particles flickering at dusk and dawn.
- Bug fix - Powerline ui showing up for the wrong structures.
- Bug fix - Fixed invalid-build-squares UI showing up while a structure is being built.
- Bug fix - Fixed odd black artifacts appearing on buildings under certain angles of sunlight.
- Bug fix - Bankruptcy status bar colors were wrong.
- Bug fix - Fixed build templates not loading in certain rare cases.
- Bug fix - Fixed discrepancies in costs reported vs costs paid.
- Crash fix - Crash when selecting a structure where certain specific good types are going to.
- Crash fix - Rare pathing crash from loading bad data.
- Crash fix - Rare crash when using patrolling vehicles with a power-of-two number of nodes.
- Crash fix - Fixed a crash when placing or deleting a maglev tube in a large, complex maglev setup.
- General performance optimizations made.
- Fixed a number of UI-related memory leaks.

Hotfix 0.8.0.2

0.8.0.2 (3/20/2024)
- AI Land Buying Behavior. Allied factions, such as the Conflux Market or Settlers, will now try not to buy land near enemy faction land. Similarly, enemy factions will try to not build their bases near allied factions. This avoids cases where the Conflux Market is too close to the Marauders, and will cause your trucks to get attacked anytime you deliver to or from the Conflux Market. This change will take place on new save files, older save files will be unaffected.
- Starter Packs of Items now have a "Recommended" option for new players who aren't sure which option to choose.
- "Take Trash" replaced with "Take Waste Products" deal, which allows you to take Waste Water and Carbon Dioxide from players in addition to Raw Garbage.
- Balance - Most Augmentations are now far cheaper, show up in multiples at the Conflux Market, and show up in multiples when they are a mission bonus reward.
- Pausing the game disables autosave.
- Strings tweaked.
- Bug fix - When taking a waste mission, trading post will fill up with the waste as long as the mission is active (overriding any existing deal).
- Bug fix - Enemy AI wasn't ordering attacks in certain cases if targets were out of range.
- Bug fix - Conflux Market's production structure lights were not on.
- Crash fix - Fixed crash when deleting certain habitats.

Hotfix 0.8.0.1

0.8.0.1 (3/15/2024)
- Increased worker range on habitats.
- Increased automation filters on starting cargo vehicles (Light Transport has 4, Heavy Transport has 6 now).
- Habitats now have an option for setting up automatic pick ups and deliveries for vehicles.
- Population byproducts now show up in Filters UI.
- Bug fix - Fixed ground texture not updated after being mined out.
- Bug fix - Vehicles sometimes being unable to reach destinations near obstacles when pathing.
- Bug fix - Vehicles stopping pathfinding in certain cases when you queue up scout orders.
- Bug fix - Red Citadel Gun Rovers unable to go to ruins fixed.
- Bug fix - Lights stay on for other faction habitats.
- Bug fix - For cargo vehicles, can right-click on habitats to set dropoff and pickup spot.
- Bug fix - Cargo vehicle not doing anything if there is no valid pickup spot, but they still have goods to dropoff.

Major Update 0.8.0.0 Released!

Update 0.8.0.0 is out! The new Population Dynamics adds a new game mechanic, the largest such gameplay change since MegaFactory Titan has entered early access!
Older saves will work with the new mechanics, however, you will need to rearrange and rework parts of your factory to do so.

[h2]Population Dynamics[/h2]
People are no longer solely the domain of the AI. Now, as a player, you too need to manage your own population! In order to run your factory, you will need to build habitats, hire workers, pay their wages, and supply them with food, potable water, oxygen, and medicine, and also make sure they remain happy. You start the game with several days of necessities, but once those run out, you will need to start producing them yourself at your factory, or buy them from other factions. You can also hire workers off of other factions, but be careful -- this can cause other factions to be drained of people, and they will demand less trade from you as a result.

[h2]Pollution Dynamics[/h2]
Pollution dynamics have been expanded greatly. Pollution now negatively affects most production facilities in the game. Pollution also reduces the happiness of your workers, and can cause them to leave your factory if you don't address it. In addition to previous pollution removal buildings, there is now an early pollution scrubbing augmentation you can install directly into your structures. Visually, polluting now leaves huge black clouds lingering all over your factory.

[h2]Interface Theme Overhaul[/h2]
The main interface has been overhauled, with changes made to nearly aspect of the interface.
The default color scheme has been redone as well, and now there is support for many different color schemes.
The infolinks have been completely redone to be much clearer and easier to navigate. A lot of extraneous / useless information has been removed from it. The info is much more compact, and infolinks can now be searched.
A ton of changes have been made to make the UI better suited for players with smaller monitor resolutions, with more compact interfaces in a lot of places.

[h2]Difficulty Rebalancing[/h2]
Normal difficulty has been made less difficult financially. Crises are now less devastating on Normal and Easy mode.
There are more ways to deal with the meteors, as certain defenses which work well against storms now work well against meteors.
Certain Crises, such as meteors, now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
Crises are less frequent in general.
You can also change the difficulty mid-way through the game. If you are in custom mode, you can edit the individual variables as well.

[h2]Performance and Memory[/h2]
Vulkan now uses significantly less memory during the game, especially for players who explore a lot. There is now better performance in general when lots of mining is occurring. Load times have been improved. Large save files use less memory as well.

[h2]Quality of Life[/h2]
Graphical improvements for lower resolution monitors, such as improvements to jagged bloom effects, and ugly SSAO artifacts.
Mission success or failure messages go away after a few seconds if you ignore them.
The ledger shows a pie chart of your expenses so you can quickly tell what is costing the most money at a glance.
All tutorials and loading screen tips are now readable in Infolinks.
And a huge amount of small tweaks and UX fixes.





Full Changelist
0.8.0.0
Gameplay
- Production structures, extractor structures, large powerplants, certain upgraders, radar, research labs, cloud seeders, vaporizer stacks, and most population-related structures now all need workers to function.
- Habitats now can have population assigned to them, which allows them to send out workers to nearby structures.
- You can hire workers from most of the allied factions. This will pull away population from that faction, reducing their trade demands.
- You can lay off any of your unassigned workers.
- Workers cost a flat daily wage (except for the Cult faction).
- Population needs food, potable water, oxygen, and medicine. If they don't get what they need, they will become unhappy, and if too unhappy, they will leave. In the case of missing oxygen, they will immediately leave.
- Oxygen, when consumed, converts into Carbon Dioxide, which must be passed back into Oxygen Gardens (or Farms) to convert it back into Oxygen.
- Potable Water converts into Waste Water once consumed, which must be passed back into Water Treatment Plants to be cleaned.
- You can purchase necessities from some of the allied factions, if they have any in stock.
- Population becomes unhappy when there is no power in their habitats, but they still function just as well.
- Population becomes happier if they don't have any work to do.
- Luxury habitats reduce unhappiness modifiers.
- Comm Towers, Office Parks, and Hospitals increase the happiness of nearby habitats.
- Happiness of population drifts towards the mean over time in the absence of external factors.
- In new games, you will get a fixed amount of population and several days worth of necessities to start with. In older saves, you will get these as well.
- Pollution reduces the working speed of most production facilities in the game.
- Pollution reduces the happiness of habitats.
- Pollution Scrubbers help reduce inefficiency caused by too much pollution.
- New Scrubber Augmentation for installing into your structures, which reduces pollution generated.
- Farms and Habitats now can take augmentations.
- Most population-related structures are now in the tech tree and must be researched.
- You can change the difficulty while in game. Easy, Normal, and Hard can be switched between. Sandbox can not. Custom difficulty allows you to tweak some of the individual variables of the difficulty, but not all of them.
- Difficulty - Normal difficulty has reduced costs. All difficulties have reduced crisis intensity by default.
- Crises are less frequent in general.
- Meteors can now also have their damage reduced slightly by using Stabilizer Floors and Mass Dampers.
- Underground structures are also resistant to meteors by default.
- Different Crises have differing warning times now. Meteors, in particular, have a very long lead time, to give you plenty of time to set up turrets.
- Selling trophies is no longer a way to get near-infinite money. The price of trophies now falls off the more you sell. They still can net you a lot of money in the short term, but in the long term, it stops being a viable way to support your factory.
- You can only stash items from structures, not from vehicles now.
- You can't destroy your main base while there are items inside of it now.
Graphics
- Large pollution clouds now hang around your factory if you pollute too much.
- Dust clouds don't move as fast in the wind.
- Tweaked fog to look nicer, especially in the minimap view.
- Fog has greater variety of color, and is more noticeable.
- Minimap view exploration cutoff is smoother.
- Tweaked pollution/temperature/tides/geothermal overlays to look nicer.
- Improved SSAO to be crisper and less noticeable.
- Reduced bloom jaggies on lower resolution screens.
- Toned down the brightness of certain glowing structures.
- Added floor lights to farms and oxygen gardens.
- Tweaked smoke particles.
- Tweaked a number of other structure models.
UI
- Default color scheme redone.
- Several new color schemes to choose from.
- The infolinks have been completely redone to be much clearer and easier to navigate.
- Infolinks subsections has a search bar.
- Extraneous info removed from many infolinks sections.
- Certain Crises now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
- UI is more compact in size, better suited for smaller monitor resolutions.
- In the Missions Board, requests are grayed out if you already have a prior request from the same faction.
- Below your money display is now a population display, which tells you your total population, assigned population, if any habitats have errors (such as lacking in oxygen), and a button to lay off your workers.
- Habitat UI now shows you a breakdown of where your people are working.
- Mission success messages now go away after a few seconds if you don't open them up.
- Explorer notifications are usually sent to the bottom corner of the screen now. These notifications only appear in the middle of the screen if that explorer is selected.
- Inefficiency due to pollution is now shown in the "Bonuses and Penalties" panel of all producers.
- High Priority setting now applies to worker usage as well as power consumption.
- Land buying UI made more compact, with improved clarity of options.
- Loading screen reports load progress better.
- Ledger shows a pie chart of daily expenses.
- "Sell Only" structures build button removed, replaced with "Population" structures button at the bottom of the screen, also rearranged.
- New overhead floating error that appears when a location has no workers that can work there.
- In the tech tree, nodes will stay filled when researched fully.
- Tutorials and loading screen tips are now readable in Infolinks.
- Items are now sorted better across all readouts in the game, in infolinks, in the action bar, etc.
- In Infolinks, some goods (like necessities) will show you where they can be purchased at.
- Added a new tutorial for population dynamics.
- Tons more small changes made to all the UI across the game, too many to list.
Performance / Memory
- Performance - Improved load times for large save files.
- Performance - Better performance when lots of mining is occurring.
- Performance - Made improvements to UI performance.
- Memory - Significantly better memory usage in general, especially with large save files.
- Memory - Vastly better memory usage when mining or altering terrain.
Other
- Bug fix - Floors no longer report a repair cost because they don't cost anything to repair.
- Bug fix - Fixed UI badges not showing up.
- Bug fix - Fixed thumbnails showing blackness in parts.
- Bug fix - Fixed goods classifications being sometimes incorrect.
- Bug fix - Fixed glowing models sometimes causing black spots.
- Bug fix - Fixed window size resetting whenever you change options.
- Bug fix - Fixed changing themes not resetting all of the UI.
- Bug fix - Fixed a major bug where the stores wouldn't sell autocannon rounds in a meteor storm.
- Bug fix - Fixed a shadows bug where far away shadows at dusk and dawn were not getting rendered.
- Bug fix - Floating icons in game fade out properly when far away or when the mouse moves close to them.
- Bug fix - Fixed bug where mining vehicles would freeze up when their pickup vehicle was near, even if they had nothing to give their pickup vehicle.
​​- Bug fix - Fixed vehicles going to the wrong spot after finishing a job.
- Bug fix - Fixed tutorial not triggering properly in some cases.
- Crash fix - Crashes when exploring or buying maps fixed.
- Crash fix - A number of general out of memory crashes in Vulkan fixed.
- Crash fix - Rare crash when mouse cursor moves outside the window.