[b]Hello Crusties,[/b] We have just released a new version of The Crust 0.93.15, which optimizes several important systems, resulting in improved FPS performance on large bases. Additionally, we’ve fixed some bugs and improved the balance of the economy, colonists, and fuel generators. If you’ve experienced FPS drops on your large base, try continuing your saved game in Beta version 0.93.15 or start a new game. [b]Full list of improvements:[/b] [h3]Performance[/h3] [list] [*]Optimized task allocation for cargo drones. [*]Optimized logic for wear and tear updates. [*]Optimized solar panel rotation and energy generation functions. [*]Optimized water and electricity notification logic. [*]Optimized production capability update logic. [/list] [h3]Added[/h3] [list] [*]Added additional conveyors for the Expansion Center module. [*]Added conveyors for the Small Equipment Factory. [*]Added hints for module upgrades. [*]Added conveyor outputs for the Large Equipment Factory. [*]Added confirmation windows for exiting to the main menu and exiting the game. [*]The resource side panel is now visible when the dialogue window or contract offer window is displayed. [*]Improved visual design of microchips. [/list] [h3]Fixed[/h3] [list] [*]Module upgrades now save correctly. [*]Increased the percentage of useful resources in regolith extracted from wall excavations. [*]Streamer Mode adjusted; removed track that interfered with Twitch publishing. [*]Fixed a rare crash caused by conveyors in a specific case. [*]Quest dialogues now save correctly. [*]Canceling the HEMISCO contract no longer interrupts the entire quest. [*]Added the ability to save/load with F5/F6 while a dialogue is displayed. [*]Story contracts no longer cause a soft lock if the player has the maximum number of active contracts. [*]Fixed negative resources in the shop when adjusting quantity with a slider. [*]Fixed fractional resources in the shop. [*]Fixed the maximum number of contracts, which wasn't working after saving. [*]The rover is now correctly highlighted at the orbital level when clicking on a notification. [*]Tabs in the colonist settings interface now display as selected when highlighted. [*]The progress bar on drilling drones when they are mining a vein is back in place. [*]The energy deficit number in the tooltip notification now accounts for generators. [*]Fixed negative resources in the shop. [*]Story contracts can now always be accepted. [*]Fixed incorrect status of colonists who left on an expedition. [*]Fixed display of data on water and oxygen consumption and production. [/list] [h3]Rebalance[/h3] [list] [*]Increased priority for building rooms for regular robots. [*]Changed the order and cost of capsules. [*]Research map rebalanced. [*]Added additional connection points for the Large Solar Panel. [*]Increased the timer for researching the story point of the relay. [*]Oxygen capacity balance in rooms. [*]CPU module balance. [*]Oxygen consumption balance for colonists. [*]Balance of natural oxygen depletion. [*]Increased base efficiency of the fuel generator from 90 to 100. [*]Increased efficiency of fuel generator upgrades from 105 to 135. [*]Reduced research costs for the fuel generator. [*]Reduced costs for fuel generator upgrades. [*]Increased base fuel price in the market from 250 to 300. [*]Increased cost of the multi-purifier. [*]Increased energy consumption of the multi-purifier from 28 to 30. [*]Increased research cost for the multi-purifier. [*]Reduced energy consumption of the mono-purifier from 6 to 4. [*]Reduced upgrade costs for the mono-purifier. [*]Reduced research costs for improving the speed and carrying capacity of the cargo drone. [*]Balanced costs for upgrading the Equipment Factory and Microchip Factory. [*]Balanced construction costs for large modules. [*]Balanced volume of certain sound effects. [/list]