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Surviving Ceres News

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.

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]
[h3]What is next[/h3][p]As stated at the start of these notes, the next plan, aside from fixing any issues from this patch, is to work towards automation and logistics for the colony through drones. We had logistics previously with colonists, but this led to many stability and performance issues, and ultimately, we had to cut it from the game. But it will return in the next major update in the form of drones. You can stay up-to-date or give input to the development of the system as it is implemented by joining the game Discord.[/p][p]Thanks to everyone who has tried the game and chosen to support its future development with a purchase. The game feels like an Early Access title in some ways, but I decided to go with the full release since the 0-100% terraforming loop is in-game and complete. But I plan to do much work to improve and add to the game post-launch without changing the core loop of reaching 100% terraforming. Eventually, I would like to add additional planets as free DLC, but the idea of the 0-100% terraforming is considered the full loop, hence the full release. Please keep an eye on the game over the long term as we continue to work to improve and grow the game. Thank you for your understanding and support; it means a great deal to me.[/p]

A Few Small Fixes

Greetings Pilgrims;

This small patch contains a few quick fixes to a few lingering issues.

[h3]Patch Notes[/h3]

  • I fixed an issue with landing pads remaining in use after launching a rocket. This was a tricky fix to track down, but I am now confident it is 100% fixed. Unfortunately, it can not fix any existing saves with broken landing pads, but if you come to the Discord, I can manually fix those saves for anyone who ran into this issue. Moving forward, it won't occur.

  • I fixed some typos and language issues. Thank you kindly to "Hanorilin" from Discord for her help with this.

  • I fixed an issue related to having multiple "Aerial Defense Cannons." This will now function correctly if you have any cannon manned by a colonist.

  • I fixed an issue with the export of $1 billion worth of exports in a single rocket achievement that would not correctly fire if sent in the wrong rocket. This now fires for any rocket.

  • I fixed a few misnamed interaction tips I missed when I combined some machines for simplicity. For example, the Basic and Advanced Machine Constructors, which were combined into the "Machine Constructor," were still listed as "Basic Machine Constructor" when interacting, and many others. This adds more consistent language to the game.


That is it for this patch. This should address all lingering issues that slipped through to release, and we can now focus on the future. The first content patch will contain building and crafting QOL changes and additions. The date for this patch is not yet determined, but feel free to join Discord if you want to stay up-to-date. I appreciate your support.

A Few Small Fixes

There was a rare issue where the Hub could be placed low enough that colliders could overlap the landscape, making it impossible to place some structures.

There was a rare issue where landing pads would stay in use after you launched a rocket.

I just wanted to push these couple of small fixes to address some minor issues. I am currently working on the first big update, but I had to get this out for players. I hope to have the first major update ready for June, but if you want to stay up-to-date, consider joining the Discord. Thank you, and have fun terraforming.

Post Launch Fixes Part 3

Greetings Pilgrims;

This patch contains some fixes and tweaks based on reports and feedback gathered from the community. It should also mark the final fix patch before I begin working on the first significant update.

Thank you to everyone for supporting me and the game. It means a lot.

[h3]Patch Notes[/h3]

  • Fixed an issue where the farming level was displayed as the cooking level in the review colonist jobs menu.

  • Fixed an issue that caused the "Advanced Farm" not to remember your chosen sorting method.

  • I have increased the weight of "Killbots". They were far too light considering the weight of their parts to construct.

  • The rotation tooltips for some objects that can't be rotated were removed.

  • Fixed an issue that caused "Platinum Drills" to deconstruct as "Obsidian Drills".

  • I have added a new YouTube creator poster for GameEdged, who has been doing a fantastic series on the game. This can be found on the "Decoration Constructor."

  • I fixed a bunch of small spelling and grammar issues. A Massive shout-out to Vardis for his assistance in the Steam forums.

  • Fixed an issue where the workshop showed as a logistics center on deconstruction.

  • I added a new tip to the seeds to indicate they are planted manually on a basic farm. A few players think they should put them in the irrigation machine to grow. This tip should clarify that you must plant them in the dirt and then run the irrigation to grow plants.

  • We added a display to the mess hall to show the exact amount of food and drinks in storage, making life easier.

  • We fixed an issue where, when using "Advanced Power Generators," your base could load up offline due to the generators waiting to see if you had a worker assigned on load. This will no longer happen.

  • We have added a new way to flag clients as retail and demo builds. This should smooth over issues from cloud saves when moving from the demo to the full game.

  • Added notifications when power generators are killed by attacking creatures.


That is it for this patch. I plan to move towards the first significant update. If any minor issues get reported, I will likely add fixes to the next content update. However, if any considerable problems get reported, we will make that a priority to patch and fix. We are safe from any significant issues at this time, but I am always ready to handle what comes up. If you want to stay up-to-date with development or have a glimpse into ongoing work, consider joining the Discord.