Hi Crusties, We're back from a little vacation and getting to work. Today we are releasing a new patch that rebalances some game parameters, expands the Laser Cannon mission, adds a new Pioneer Monument module and a new cargo pod model. [url=https://discord.com/channels/670425270615932951/872780269197852732/1298035667888246794]Here’s[/url] more about the rebalansing [h2]Patch 0.94.37[/h2] [h3]Added:[/h3] [list] [*] A monument dedicated to Kickstarter backers has been added. [*] The quest for building the Laser Installation has been expanded: [list] [*] The "Laser Cannon" mission now activates at a later stage, after completing the main storyline. [*] A new stage with a contract offering science points as a reward has been added to the "Laser Cannon" mission. [*] The "Laser Cannon" mission now features new dialogues between characters that occur at each stage of the construction process. [/list] [*] A timer for confirming module deletion has been added—deletion now requires holding the demolition button for half a second. [/list] [h3]Fixed:[/h3] [list] [*] Fixed the logic for hiding interface elements for vehicles and points of interest on the global Moon map. [*] Fixed a bug where colonists ignored beds and other points after eating. [*] Fixed rare instances of drones getting stuck after loading. [*] Fixed rare cases of transporters getting stuck during module breakdowns and demolition. [*] Fixed a crash caused by resource extraction at the south pole. [*] Adjusted the logic for notifications about indoor conditions—previously, notifications would disappear at 0% oxygen in a room, but now, if a colonist is present, the notification remains visible. The upper threshold for displaying the oxygen notification has also been changed from 20% to 50%. [*] Fixed the module interface update when another module breaks down. [/list] [h3]Balance:[/h3] [list] [*] Decreased the wear rate of all modules by approximately 25%. [*] Increased the construction speed (action) of modules from 11 to 15. [*] Increased the repair speed of small modules from 0.8 to 1.0. [*] Increased the speed of demolishing modules and debris. [*] Increased production speed when there are no colonists in modules with workstations. [*] Reduced the base cost of components in credits from 1750 to 1400. [*] Reduced the arrival and departure speed of the heavy cargo capsule. [*] Reduced the base cost of modular terminals from 5330 to 5030. [*] Reduced the base cost of control blocks from 18160 to 17660. [*] Changed the maintenance resources for the parts factory (microchips to titanium plates). [*] Changed the maintenance resources for the fuel generator (concrete to components). [*] Changed the maintenance resources for medium solar panels (steel to silicon). [*] Changed the maintenance resources for the rolling mill (steel to silicon). [*] Added research to improve the production efficiency of the modular terminal factory. [*] Added new research to reduce module wear by 25% and 50%. [*] Increased the capacity of small batteries from 10 to 25. [*] Increased the capacity of large batteries from 50 to 100. [*] Increased the fill and discharge rate of the small water tank from 20 to 25. [*] Increased the discharge rate of the small oxygen storage from 25 to 50. [*] Increased the discharge rate of the large oxygen storage from 50 to 100. [*] Decreased the fill rate of the small oxygen storage from 50 to 25. [*] Decreased the fill rate of the large oxygen storage from 100 to 50. [*] Reduced the generation of science points by the rover in both movement and stationary modes. [*] Decreased the frequency of science point generation updates for the rover. [*] Added new contracts from HygieaNeoGen offering quick science points as rewards. [*] Added quick science points as rewards in contracts during the late game stages. [*] Reduced the cost of upgrades for the Mono-regolith purifier. [*] Reduced the research costs for the rare minerals purifier, microchip factory, and concrete plant. [*] Reduced the internal input and output storage of the assembler and constructor from 32 to 16. [*] Improved the efficiency of colonists with high skill levels; efficiency growth relative to skill is now nonlinear. [*] Reduced the research cost for automatic repair. [*] Increased the number of titanium plates required for the production of the Mobile Drilling Unit. [*] Increased the number of components required for the production of the Ice Harvester. [/list] If you want to learn more details about the game development and influence it, join our [url=https://discord.gg/the-crust style=button]Discord server[/url]