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Patch 1.2 Hotfixes

Just a few quick hotfixes to a few minor issues found in patch 1.2

  • I have fixed a new issue with the deconstruction tool becoming incorrectly active. This fix should prevent this from happening again.

  • I have added some changes to AI colonist logic to increase performance, prevent a few loops they could get stuck in, and implement some preventative measures for colonists getting stuck on certain things mesh-wise.


This is it for now. So far, patch 1.2 is running well. I will be ready to hotfix anything that comes up, but ideally, I will be moving forward with 1.3, which will revolve around automation and logistics for the colony to better smooth out the late-game side. It will also include some other good changes and additions. There is no date for that patch yet, but feel free to join Discord to stay up-to-date as work continues. Have fun out there, pilgrims.