Starmancer Early Access 0.1.48 was a patch deployed on 11 October 2021
New Stuff
Colonists no longer heal in beds automatically (you have to make them)
Medkits and Mental Stabilizers are now used instantly (colonists will no longer take them to tables to eat them)
Revamped the negative morale system. Colonists now get an "upset" perk when morale is low. After 24 hours, this becomes one of the low morale perks (permanently).
Mental stabilizers now remove all negative morale modifiers, which also makes it handy for curing the upset perk
Simplified morale into Good Memories and Bed Memories. Memories no longer stack. Food, toilets, beds, and free-time objects now contribute positively to morale. Most bad memories can be "removed" by providing something good to the colonist. An example: Sleeping in a bed will provide a morale buff and also remove the penalty from sleeping on the floor.
Increased colonist walking speed
Colonists now eat Biowaste at 25 hunger. Previously they would only eat Biowaste when hunger was 0, but this was also when they would start snacking on other colonists
Fixes
Floors are no longer used for rec room free-time. This fixed a bug where the rec room setting seemed to do nothing. It also improves the fallback free-time state where colonists wander to a random floor
Colonists no longer display the hour-glass wait when they pass out
Beauty no longer negatively affects morale, but it still positively affects morale
Slimes now default to fully fed, so they start friendly
Adjusted item ordering so that order count is decremented when production starts and incremented if production fails. This fixes an issue where the player will order 1 item and colonists will drop off additional required items when production starts
Fixed a bug where the wrong number of items were unrequested when cancelling a production order
Fixed selection material issues with wrecks
Rug wrecks (from fire) are now removed instantly when queued for deletion, because rugs can be deleted instantly (and there's a good chance that the player placed them in an inaccessible location)
Target dummy no longer requires power
Fixed a bug where walls would have the wrong rotation after moving an object from 1 adjacent side to another, if the object removed walls (like airlocks)
The O2 bar is now hidden when colonists are away on missions
Autosaving will no longer occur during the load screen. This would happen if you loaded a save while the autosave timer was almost finished. It could also happen if loading took too long
Fixed a bug where some objects could be used before they were constructed (this might not have fixed every occurrence).
The first crafting option in the context menu will no longer be grayed out if production can't start (the recipes that you select in the second part will still be grayed out)
Fixed a bug where the distribution booth didn't work
Hated job tasks now default to unassigned
Fixed a bug where colonists would become uninterruptible after using airlocks
Health can no longer become negative
Morale is now displayed in the attribute window (bottom of the colonist window)
The early access pop-up will no longer be shown on subsequent game launches
Moved free-time objects to a new build menu category, "Free-Time"
External floor is no longer used for eating
Fixed a visual issue with the standard window
Fixed a bug where planter boxes had the wrong material during construction
Zone tool is now easier to find with an icon that stands out more
Fixed a bug where colonists could walk through locked doors
Removed limp as a starting perk
Removed ego level from the attribute window (bottom of colonist window)
Eating animation is now the same duration as eating
Colonists now travel through airlocks much faster
Fixed a pathfinding bug that would cause an infinite loop (and would often crash the game or result in colonists appearing "frozen"). This occurred frequently if you sped up the game, because the bug was caused from high delta times
Preview content
There is now "preview" content available by going to the options menu and enabling "Enable Preview Content". Please test out new content for bugs, balance, and fun. Once it's stable, we'll move preview content to live. Preview content is subject to many changes before going live.
Added internal organ system. An internal organ is damaged anytime a colonist is damaged below 5 health.
Lung: Periodic damage when damaged. Colonist can't breathe when destroyed
Stomach: Chance to cause incontinence when damaged. Colonist can't eat when destroyed
Liver: Required to process alcohol and space rock. Sometimes damaged from eating alcohol or space rock. Consuming alcohol or space rock while the liver is destroyed will cause poison damage
Heart: Small chance to be damaged from any damage source. Chance to cause bleeding when damaged. Instant death if destroyed
Brain: Damage can add various mental perks, such as maniac, depressed, and incompetent. Instant death if destroyed
Added Organ UI to the health tab
Added medical desk, with recipes to create medkits and mental stabilizers from Goolerium
Added Healing Booth. Must be stocked with medkits. Restores health, heals internal organs, and removes zombie, cuddler, and slime infections. Also removes bleeding
Added Slime Grower. Creates slimes from Goolerium
[Experimental] Disabled terrain generation. Terrain will make a return as a "net" type mechanic when mining