The conveyor system has been completely overhauled! Each tier now has a unique and visually distinct appearance. Your production lines have never looked better! [b]Important Note:[/b] [u]Saves created before this patch will no longer be loadable.[/u] [h2]New Features & Additions[/h2] [list] [*] [b]New visuals for each conveyor tier[/b]: making it easier to identify and manage your logistics. [*] [b]Complete Conveyors Culling Between Levels[/b]: Optimized performance with improved conveyor culling. [*] [b]Meteorites for Sandbox Start[/b]: Salvage valuable resources from meteorites in sandbox mode to kickstart your progress. [*] Big Solar Panel is now animated! [*] Added tooltips to the Conveyors panel buttons, now displaying conveyor throughput for easy reference. [*] Added a new notification about unused science points. [*] Urgent contracts now will show their location type on the Contract Offer UI. [/list] [h2]Fixes[/h2] [list] [*] Yep, you guessed it. We fixed those conveyor corners that couldn't seem to turn the right way. Now they're back on track, ready to roll without any funny business! [*] Fixed the issue where modules couldn't build near crater hills — turns out, they were just being overly cautious about steep elevation. [*] Resolved a crash triggered by disabled pathfinding when connecting conveyors to corners. [*] MDR mining fixes: [list] [*] Fixed MDR pausing mining when full, failing to resume after cargo offload. Now, no more interruptions in your mining operations. [*] MDR now speeds up mining time with game speed, without multiplying the output. Mining efficiency remains consistent. [/list] [*] Fixed Regolith Extractor animation resetting on cycle start. [*] Fixed Vein Scanner mode movement to prevent sticking at the edge of its range. While some jittering may still occur at the boundaries, overall movement is now smoother. [*] Fixed Contract location mismatches in UI. [*] Fixed tooltips getting stuck when opening the pause menu. [*] Resolved an issue where Points of Interest (POIs) would stubbornly become locked after loading if a truck happened to be en route. [*] Addressed issues regarding colonist selection behavior in the colonist panel. [*] You can't check the location of completed contracts anymore. They're done-zo! [/list] [h2]Adjustments[/h2] [list] [*] Implemented inflation for science points within 'Crust Solutions', where prices now increase in line with current research progress. This change aims to encourage the construction of personal labs. [*] Contract changes: [list] [*] Capsules now exclusive to moon-to-earth contracts, following C.R.U.S.T. directive. Moon-to-moon contracts limited to cargo trucks. [*] Contracts designed for either the moon or Earth now spawn precisely according to their intended locations. [*] Added a batch of new urgent contracts. [*] Contract eligibility with certain organizations now demands a higher reputation threshold, with the trade-off being more lucrative rewards. [*] Revamped the generation of lunar contracts and shortened the maximum spawn distance. [*] Adjusted the generation to offer fewer simple lunar contracts. [*] Lowered the chances of encountering science points on difficult and late-game contracts. [/list] [*] Reduced the rate at which maintenance decreases for disabled and idling modules, ultimately resulting in significant resource savings over time. [*] Increased initial silicon amount in starting resources in sandbox. [*] Tweaked the efficiency of small and medium solar panels to ensure more balanced energy output. [*] Adjusted the pricing for constructing small and medium solar panels. [*] Adjusted prices for conveyors: [list] [*] increased price of underground conveyors. [*] Increased price of 2-4 tiers of conveyors. [/list] [*] Adjusted the fuel mesh to a bigger scale. [/list]