Trying a set of changes meant to simplify tutorial, flesh out midgame, and speed up the time it takes for players to get off planet. [h2]Loot Simplification [/h2]Many items have been removed from the tutorial chest pool. No longer easily obtainable on starting planet are: -Auto-turret -Soda Machine -Farming woperator -E-corp filament -Flares (meant to encourage players to find a torch recipe) -helixes -Peaceful transmitters additionally, the fuel extractor base spawns in place of the pipe printer on the wreckage, instead of in the first chest. This is to help prevent it from being lost in the mix of random items - [h2]additional changes: [/h2]-Fuel extractor arms now display a message saying they must be placed on fuel extractor base -Backpack inv sizes have each been increased by a tier (i.e., tier 1 backpack now has space of tier 2, etc etc) -Rainclouds now hover slightly lower, to prevent situations where they pass over plants without watering -Ore extractor now displays tooltip recommending steam engine use - [h2]Fixes: [/h2]-fixed issue where 'fill from inventory' button didn't work past 1 stack for generic ingredients such as 'any power crystal' 'any torch material' -Fixed issue where bug report cancellation would lead to a blank screen -fixed issue where hummingbug nests would spawn at strange vertical offsets -fixed issue where clicking the craft panel's empty output button would delete any inputs placed on the grid -- Let me know what we think of the tutorial changes! These are big changes to the early game, and are meant to tilt the bulk of gameplay towards after the player escapes the first planet. Some people have mentioned that the midgame feels a little bare in comparison to how dense the early game is, so stringing the progression out a little bit should equalize them. These changes should also significantly improve inventory management - but keep an eye out for an upcoming update with a few more useful inventory changes!