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