Update 0.92.75 - New colonist time management UI and bug fixes
Author: VEOM Studio,
published 3 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//41126789/0694545597e776b1627c25ef09c21f1aed8736b2.png[/img]
Hello Crusties,
Today we are publishing v0.92.75 update, which includes many bug fixes as well as an experimental expansion of the colonist management functionality. You can now balance the mode of each colonist to get the most out of your production and research base.
[h1]0.92.75[/h1]
[h2]Fixes[/h2]
[list]
[*] Fixed a bug with robots getting stuck when demolishing a resource elevator
[*] Fixed indoor navigation errors, so colonists no longer get stuck on their way to some modules
[*] Fixed game freezing in some situations when there are no free cells in the rooms
[*] Fixed a crash when loading equipment factories with resources
[*] Fixed problems with robot priorities when working with warehouses after loading saves
[*] The priorities of robots in relation to the expedition center have been corrected; now robots correctly perform other tasks during the construction of the expedition center and loading expeditions
[*] Fixed a bug with saving very large factories
[*] Minor changes to contracts
[*] Minor edits in some interfaces and texts
[*] Fixed demolition of the conveyor elevator in hologram mode
[*] Drastically increased wall building priority (WIP)
[*] Fixed colonist status in the laboratory
[*] Changed the order of tasks in the quest “A Place to Live”, now during the construction of the room are given tasks to search for and extract ice
[*] Fixed situations when the repair button did not disappear after it was clicked.
[*] Fixed the display of repair resources in the tooltip
[*] A few minor UI corrections
[/list]
[h2]Balance[/h2]
[list]
[*] Changes to the research map
[*] Balance of the cost of the expedition center
[*] Kitchen production balance
[*] A new mechanism for reducing the parameters of colonists, now the reduction is non-linear.
[*] The balance has been changed, now the colonists work more and idle less.
[*] Increased capacity of the multi-resource warehouse
[*] Some colonist professions under development are closed with a corresponding overlay
[*] Changed construction materials for some modules
[*] Adjusted repair cost of the story truck
[*] Small Edits in music tracks
[/list]
[h2]New[/h2]
[list]
[*] Added a mode for managing the work time of colonists; now you can increase or decrease the work time of a colonist per day.
[*] Added grouping of numbers to credits
[*] The research map is now completely open, all research displays full information about itself
[*] Added video tutorials on manual and automated unloading of a mobile drilling rig
[/list]