Major Update 0.90.65
Author: VEOM Studio,
published 4 months ago,
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]