Post-Launch Major Update 1
[p]Quick disclaimer: This update might have unexpected results in an ongoing playthrough. Some buildings that have changed could clip into each other. The new "One Floor Teleporter," if already placed, will be wonky when the new model replaces the old version in an existing game. Some new machines, such as the recycler, might not be found in your blueprints if certain saving conditions have also occurred in your ongoing save. If you wish to continue an ongoing playthrough and there are issues, please feel free to use Steam's ability to set the game back to any patch state. I will leave the previous patch available for anyone who wishes to finish a run before trying the new version.[/p][p]Let's get into the good stuff with that disclaimer out of the way. This patch is the first of many significant updates planned for the game to take it to the next level. This patch is focused on building and crafting aspects. You can expect some quick hotfixes if there are any issues with this patch. Once everything has settled down, I will begin work on the next major update, focusing on automation and logistics to tie the colony loop together in a big way.[/p][p][/p][h3]Changes[/h3][p][/p]
- [p]We have made several language fixes and changes to clarify certain aspects of the game to players or to correct some language mistakes.[/p]
- [p]We added a "Stat Point Available" message to the level-up message to ensure players know they have points to spend.[/p]
- [p]We fixed some issues related to colonists' AI breaking when getting to work.[/p]
- [p]We fixed some issues related to colonists getting jammed when too many attempted to use the teleporter from both directions, which could lock them up in a traffic jam.[/p]
- [p]When deconstructing the mission control, we added a confirmation message to ensure players understand how many functions will not work correctly until it is rebuilt.[/p]
- [p]We have added the ability to see crafting recipe costs for all blueprints in the tooltip. You can now see how much things cost while machines are crafting, helping players plan their next moves.[/p]
- [p]We have added the ability to pin recipes. You can pin up to 5 recipes to the side of your screen, and you can clear them by clicking the clear pin button under the notification from within the inventory or any machine inventory.[/p]
- [p]We added snap points to the "Basic Refinery," "Fuel Refinery," and "Basic Manufacturer." This should allow for more diversity in base buildings instead of one long path when these facilities had just one snap point. We will continue to iterate and add/change snap points for additional facilities as needed.[/p]
- [p]We added a new 4-way corridor, which was highly requested. Even though we had the HUB, which is a 4-way connector, players wanted a 4-way corridor. This should enable players to do more with their vision for their bases.[/p]
- [p]The "One Floor Teleporter" has been remade. It is now round and has four snap points on the second floor in every direction. This should really allow you to make bases in the shape and form of your choosing.[/p]
- [p]We added some lights to the advanced farm that help give the feel of growing crops.[/p]
- [p]We fixed an issue that allowed players to create holes in their base when deconstructing the original HUB. This is now impossible.[/p]
- [p]We added a "Recycler" to the game. This recycler can be used to break almost anything down into materials. It is found on the "Machine Constructor" and unlocked by default to be constructed. Once placed, you can insert any items, including data pads, and break them down into materials. You can also break bars back into base materials.[/p]
- [p]We added some new upgrades related to the rockets. You can now add two additional spaces to rocket inventories and reduce rocket travel time by 40%, bringing it down to three minutes to travel to Earth or Ceres.[/p]
- [p]Fixed an issue that could come up with identically named landing pads where two rockets could land on the same pad.[/p]
- [p]We added an emergency stop crafting button to every machine. This will allow you to halt any ongoing crafting. It currently does not return materials used, but I am considering adding this in the future.[/p]
- [p]We have unlocked Dolomite bars by default in the "Advanced Refinery."[/p]
- [p]We fixed an issue with using the character unstuck when on an expedition. If needed, this will now put you back at the starting pod for each expedition.[/p]
- [p]We have changed and added several upgrade texts to clarify certain upgrades.[/p]
- [p]We have increased the total amount of research to match the newly added upgrades.[/p]