Devblog #1: The Return of the Starship
Patch 0.2.10 Live Now!
Moonshine, It's Everywhere
The Wilderness Is Live!
New Update: The Wilderness Available on Earlier Access!
Upcoming Content! The Wilderness
Patch 0.1.56 - The Unnamed Update
This patch is just fixing up the last of the worst bugs.
We also rebalanced generators and solar panels.
We're currently working on adding asteroids around the player's base, which is pretty neat. You can see this and help shape the game on the weekly dev stream.
Every Friday at 11:00 AM (GMT-4. New York City Timezone)
Weekly Dev Stream Link
Here's a WIP image of resource nodes:
Patch Notes
- Fixed a stack overflow when placing wall objects
- Fixed various crashes
- Fixed a bug where objects from a different save would sometimes show up in a new save
- Generators will now turn on immediately when a battery is low, and they'll store any unused fuel. Every fuel creates 2000 power. Generators now produce 2 power per second.
- Reduced amount of power generated by the solar panels from 3 per second to 1 per second
- Fixed a bug where wall objects that go through walls, like thermal exchangers, could be placed on walls that already had objects.
- Removed the "no power" upgrade from the cryptominer. I think you'll keep the upgrade if you've already upgraded it. Sorry :(
- Fixed the "clean up slime" error message so that it says the required laborer level is 3 (previously it said "requires laborer level 1". This was a lie)
- Organs no longer display "took damage" messages when they're dead
- Slimes can now be manually fed food (or whatever) via context option
- Fixed distribution booth's build menu search text
- Dead colonists can no longer be upgraded/promoted
- Fixed a bug where unassigned job task notifications were inconsistently displayed
- Fixed access positions of the Therapist 9000 (this doesn't backport to already placed Therapist 9000's)
- Dead colonists no longer make friends (or enemies)
- Colonists will now eat food out of their inventory before eating food anywhere else on the station. So if a colonist was holding biomass, they would eat it before they ate any cake that wasn't in their inventory
- Adjusted door line of sight colliders so that lights don't bleed through them
- Fixed some issues with dragging and dropping job tasks
- Objects now show their actual palette color when being repositioned