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Content & Gameplay - Content: Added decorative rays, fish and seaweed to the game. Thanks to MoeGraph. - Tutorial: Replaced and added the ore processing example scene. - Gameplay: Since most automation mechanics are now much more mature, I'm removing betanium from the game. Quarries, conveyor belts etc. no longer require it and it will no longer spawn. - Gameplay: Adjusted the map generation parameters. Maps are a bit bigger but there is more ocean. Also the islands are biased to be a bit more square. In effect, cases where the land (almost) touches the edge of the map are reduced and more of the map is buildable. - Gameplay: Shipping ports can now operate in "automation mode". While in automation mode, the shipping port will ignore import stockpiles. Instead, it will import what exit hoppers placed on the port want. Forever. Added two new warnings to help explain how it works and prevent problems. - Gameplay: Inserters no longer deliver to tiles where something is being constructed. - Audio: Added more sound effects. Also, ambient noises from animals are now less loud. Misc - Modding: Added the no-production-target map modifier. - Modding: You can now overwrite existing localization strings via modding. - Modding: Added the parameters SpawnerInfoFixedRotation, BirdInfoNextTargetMaxDistance and BirdInfoRecalculationThreshold. - UI: Made the mod list in the main menu scrollable. - UI: Added indication arrows which show where inserters pick up and drop stuff. Also applying it to a couple of other objects like depot hoppers. - Misc: You can now debug-remove single items by holding alt while clicking on the encyclopedia button in the info panel. - Misc: Updated to Unity 2018.4.14f1. - Misc: Added some more helpful error messages and metrics. Fixes - Fixed: Bug causing inserters to get stuck in some cases. - Fixed: Animals rotating at funny angles when changing their height. - Fixed: Light staying overexposed after lightning storm in some cases. - Fixed: Things floating on rough desert terrain. - Fixed: Colonist icons not updated in the enemy flag panel in some cases. - Fixed: Conveyor belt effects not being spawned on tutorial maps sometimes. - Fixed: When a train station etc. is deconstructed, items on that station are now unreserved. - Fixed: The screenshot message is now delayed which should prevent overlaps with Steam screenshots. - Fixed: Idle automatic workshops are now shown as idle when selected. Also, the production panel is now updated immediately when the workshop is clicked on. - Fixed: Colonists and robots trying to supply automatic workshops with no input requirements (like oil wells). - Fixed: Save game time getting stored in UTC (instead of local time). - Fixed: Some smaller issues. - Fixed: Items in high capacity stockpiles moving around after loading/saving. :) - Fixed: Error when you connect an input stockpile and then remove all tiles from it. - Fixed: Depot exit/entry hoppers can now be built on sand (as long as it is on a depot/shipping port). - Fixed: Stone road intersections requiring extra stones. - Fixed: Bug causing colonists to steal from automatic workshops in some cases. - Fixed: Stone roads getting built instantly when dragging. - Fixed: Fun interaction between logistics and inserters allowing colonists to steal, causing really odd bugs. - Fixed: Item and fence height for high pier foundations. - Fixed: Pasture animal deserialization trying to restore dezoned pasture zones. - Fixed: A few reservation/serialization issues. - Fixed: When an item is on a train and its logistics job becomes invalid, the item is now dumped at the next station. - Fixed: Possible bug causing colonists to try invalid logistics jobs (when the timing is unlucky). - Fixed: Bug in depot serialization/deserialization. - Fixed: Stale track segment reservations after serialization/deserialization. - Fixed: Reservation conflict with semi-automatic workshops. - Fixed: Some cases where invalid logistics jobs were not cancelled. - Performance: Improved the performance of the road laying tool a lot (especially when you have many roads).
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