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Spaceship Commander News

New industrial modules

In the new update, two new modules have been added - the enrichment module and the furnace.
They are needed to complete a full industrial cycle, from ore mining to the smelting of metal ingots and then the production of items from them.



This is how it works: first you need to mine the ore on the planet using a mining drone. Next, you need to transfer this ore into the enrichment module, and the enrichment process will start (the process when useful chemical elements are separated from the entire pile of ore, and the empty rock is discarded). After completion of the enrichment process, a concentrate will be obtained (for example, copper concentrate or iron concentrate, depending on the type of ore).
Moreover, the quality of the ore (ore richness) determines how much concentrate will
be obtained in 1 cycle:
Poor ore - 1 concentrate.
Medium ore - 2 concentrates.
Rich ore - 4 concentrates.
Extra rich - 8 concentrates.

Next, the resulting concentrate must be transfered to the "furnace" module, where the process of melting the concentrate into ingots will start (automatically).
1 concentrate = 1 ingot.

By the way, the game will also feature a wide range of alloys. So far, only 1 is available - stainless steel. To get it, you need to put 1 ingot of iron and 1 ingot of nickel into the furnace module.

Ingots of metals are used in some production recipes (armor, weapons, parts). And you can also just sell them, or save them at your station :)

If you want to dig for ores in a quiet mode, you can do it on Mars, but now you can find ore on other planets.

In the future, production and mining activities will expand (new recipes, ingredients, mining methods).

The following fixes and improvements have also been added:
-The transported weight of the ship has been increased (now even a pack of ore will fit on the starting ship).
Fixed colliders on crew members, now they don't "cling" to each other so much and get stuck less in narrow corridors. Also, now when a crew member comes close to the wall, he pretentiously lowers the cannon down (so as not to cling to the wall). The crew members are also more effective at shooting from behind their brothers (the squad's fire on targets is now more dense).
-Fixed colliders on weapons, previously this collider could block an enemy bullet or plasma shot, now there is no such thing.
-Improved navigation in the Alfa City location, there was a bug with entering the building, previously crew members chose ambiguous trajectories when walking inside or near the building.
The "Alpha Centauri" planet has now been renamed to planet "Alfa".
-Added auto-start of the process. For example, the enrichment module or furnace does not have to choose a recipe every time, they start the process automatically (if they have ingredients in their inventory).
-Added new ore (nickel, titanium). There are also new ore vein on the planets.
-The Linux version now displays video tutorials.
-Fixed a bug where inventory was not updated in real time.
-Fixed incorrect calculation of the order volume in the store.
-Fixed the logic of opening/closing the interior of buildings. Now, when all the crew members leave the building, it "closes".
-Fixed a bug where it was possible to select an enemy or a crate when they were not detected.
-A laser disco ball has been added to the city location in the place where the party is taking place:)

Linux OS support

Galactic penguin!🐧
Now the game also works on Linux OS.

Bugfixes and improvements

A small update with bugfixes and improvements has been uploaded.

Bugfixes:
- The slider for transferring items between two units has been improved, as well as the slider for selecting the amount to sell/discard.
- Increased the limit on transportable volume for crew members.
- Achievements in steam are now working :)
- Improved feedback when exceeding the mass / volume of the purchased product from the trader.
- Fixed a bug where a planetary or gas-harvesting drone always appeared when loading the game (even if it was abandoned or returned to the ship).
However, if you have accumulated a flock of mining drones on your home station, they will not disappear after this bugfix, you need to manually remove the mining modules (it is better to sell them, or, if not possible - destroy them :)
- In the planetary window or galactic map mode, the camera no longer move when you bring the mouse to the information sidebar.
- Now you can easy to point the mouse at the UI elements and scroll the contents with a wheel. The camera will not zoom in this case.
- Fixed a bug where an incorrect message was displayed about a lack of electricity on the ship. It appeared when there was at least one module de-energized due to a breakdown.
- Fixed a mismatch in the description of items at the trader (in the list of products and in the detailed description window).
- The reward window is no longer layered on the dialog window.
- Fixed a bug where the reward was displayed more than it should have been set for the quest.
- Fixed a bug when the NPC with dialog is stopped working.
- Fixed a bug where hp sliders were not updated when selecting multiple units.

Happy New Year! 🎄🌠



May your starships be warm and cozy this year!
And your space base will have a lot of yummy🍪and gifts :)

How many Earth days lasts 1 year on different planets (1 revolution around the Sun):
- Mercury: 1 year = 87.9 Earth days
- Venus: 1 year = 224.7 Earth days
- Earth: 1 year = 365 Earth days :)
- Mars: 1 year = 686.9 Earth days
- Jupiter: 1 year = 4332 Earth days (12 Earth years)
Saturn: 1 year = 10759 Earth days (23 Earth years)
- Uranus: 1 year = 30685 Earth days (84 earth years)
- Neptune: 1 year = 60190 Earth days (165 Earth years)
- Pluto: 1 year = 90553 Earth days (248 Earth years)

Processes improvement, craft [Update]

In the new update, I have been working on further improving the process system.
Now the assignment of a crew member to the module maintenance process has become more intuitive.

Also, in the game has appear a cool process called production (crafting).
For now, several production modules and simple recipes have been added. As well as a new crew member who will serve all this stuff.

Module "Metalworker"

It is intended for the manufacture of Parts that are used to fixi module breakdowns, and they are also often used in the above-mentioned production process as one of the components of the recipe. The Parts are made of steel ingots (not to be confused with titanium ingots or nickel ingots).

Module "Assembler"

It is intended for the manufacture of finished products from various components. For now, the manufacture of not the coolest clothes is available (several types of armor and hand weapons).

Module "Chemical reactor"

It is designed to produce some components, and also here you can make a very useful thing - medicines.

It is recommended to install such modules on ships that have at least several slots of a general type. They can also be installed on the player's station, now it has several slots for modules.


Crew member "Production Engineer"

A smart guy in a fancy vest. It is needed to maintain the above modules, they will not work without him.
Meanwhile, he has average skills for servicing any modules in principle, as well as an average level of "Fixing" skill. As usual, his combat skills leave much to be desired and he does not have military equipment when hiring.
Class: engineer, subclass: process engineer.

I would like to draw your attention to the fact that the production chains introduced in this update are a kind of start for larger-scale updates in the future and will be significantly rebalanced. Some ingredients for production can only be bought so far. For example, the smelting of steel ingots from ore will be in the next updates, you will have to buy it at the station or somewhere else, but the nitrogen gas needed for the production of medicines can already be extracted from gas clouds.

******

Some problems were also fixed, when, for example, a crew member engaged in module maintenance did not react in any way to a module breakdown (he was simply thrown out of the module maintenance slot), now a crew member will try to fix the module breakdown (if he has the necessary skill and consumables for this).

Breakdown fixing process


The mechanics of breakdowns have also been changed - their overall chance of occurrence has been reduced, but there is a nuance - breakdowns can now occur at any time while the module is connected to the ship's electrical network (for example, a short circuit), and not only during processes.
But there are also breakdowns relevant only to specific processes. For example, the breakdown of medical probes in the module "Medical bay" can only occur during the execution of the "healing" process.

And other small bug fixes for the work of processes:
- Now, if a crew member is already maintain a module, when you hover the mouse over this module, there will be no "maintenance" icon under the mouse. I.e. you cannot assign a crew member to maintain the module that he already maintains.
- Now, if a crew member is unable to maintain the module due to insufficient skill level, then there will be a relevant icon under the mouse.
- Fixed a bug with incorrect display of the current action when a crew member maintain the module.
- Now, if a module breaks down, the crew member which maintain this module immediately tries to fix the damage and continue maintenance.
- During the fix process, the crew member now has wrench icon instead the gear icon.
- If the repairman runs out of consumables or some other problem occurs during the fix of a breakdown, his icon of the current action will start flashing.
- The color of the fixing icon has turned olive green.

Try the update! And good luck with your work and production!