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- Balance: Electric components and water extract now require oil. - Balance: In the claim territory-objective you now only need 80% of the tiles. (before 90%) - Balance: Made drones a bit slower. - Balance: You now need MinedCarbonate to build an oil pump (oil wells only exist on tier 4+). - Campaign: Added a bonus objective to mission 5 encouraging the player to automate charcoal production. - Campaign: Added additional objectives to mission 5 to lead you to the required materials for the ship construction. - Campaign: Rebalanced mission 6 and made the combat robot production optional (you can now also buy the enemy territory). - Campaign: The objective asking you to gather/produce food now only require one item each. - Combat: The healing robots heal a random friendly injured unit in range with a higher amount. (before it was an aura effect) - Combat: When sending your robots into enemy territory, they will now stop and fight when an enemy comes into range. Especially relevant for things like the catapult. Clicking on friendly/neutral ground will result in a regular move-command. - Content: Added a cute 2x2 depot. - Content: Added music for tier 4. - Content: Added/replaced a bunch of new descriptions. - Fixed/Campaign: Removed the malachite block objective from main mission 6. - Fixed: Bug when depot tries to clear a tile but depot is full. - Fixed: Centrifuge and ore crusher now use energy. - Fixed: Colonists ignoring tile limit when unloading after last patch. - Fixed: Double arrows from ship/cargo port to stockpiles etc. - Fixed: Error in missing ingredient warning. - Fixed: Game adding (invisible) extra foundations to zones after saving/loading. - Fixed: Height of buildings placed on foundations. - Fixed: Height of shipping port. - Fixed: Logistics & Power not enabled for gorillas. - Fixed: Made sure that you can find enough ancient building parts in mission 8. - Fixed: Made the game a bit more lenient with certain errors in mods. - Fixed: Mouse clicks in the lower part of the screen sometimes not registering. - Fixed: Possibly fixed a bug that could lock the game when you clone a building that is being destroyed. - Fixed: Problem where inserters would not serve an automatic workshop when some of the ingredients are already served. - Fixed: Reservation issue with unloading from boat in the last patch. - Fixed: Robots counting towards colonist limit. - Fixed: Selecting your boat no longer gives you a type filter panel. - Fixed: Settlement text in colonist screen is now in orange when there is a problem. - Fixed: Workshops no longer get a warning for being under construction. - Fixed: You can no longer build disabled buildings via the encyclopaedia. Also added a temporary dialogue to mission 7 to tell you what's going on. - Fixed: Zone colors partially resetting when loading. - Gameplay: At the beginning of a map, when assisted mode is enabled, colonists will automatically unload and equip tools from the ship. - Gameplay: Colonists can now bring fuel to power generators. To do so, link an input stockpile (as you would do with an automated workshop). Also added a warning when the generator is neither served by an inserter, nor a stockpile. - Gameplay: Colonists now avoid food/drinks that are linked to a workshop, e.g. milk used to make chocolate milk. They will still consume it when there is nothing else though. (This replaces the former 'forbid consumption' feature.) - Gameplay: Depot exit hoppers now accept all goods by default. - Gameplay: When an item on an exit hopper is no longer accepted by that hopper, it is now brought back into the depot. - Gameplay: You can now "centrifuge" rubble to get iron, copper or gold. - Gameplay: You can now build train tracks and conveyor belts using cargo from your ship. - Gameplay: You can now crush rocks into rubble. - Gameplay: You can now instabuild things like inserters using cargo from your ship. - Gameplay: You can now unload goods from your ship to the logistics system! - Misc: Automated workshops don't start a new production job when the priority is set to pause. - Misc: Changed the bug report button icon. - Misc: Made the loading process with mods a bit more forgiving when expected types are missing. - Misc: Rearranged the workshops so that every building fits on the same page. Automated workshops now all have a "(a)". - Misc: Removed some recommendations from campaign missions. - Misc: Removed the lightning effects when playing at fast game speed. - Misc: The quarry now gives you rocks and clay with equal probability. - Misc: Tier 2-Sprinklers are now upgraded from tier 1-sprinklers. - Misc: When a type is added in a depot, depot exits of that depot will now accept that type as well, unless they are already set to accept something. - Misc: Wild animals are now more likely to stay outside of your area. - Misc: You can now place a shipping port over minables (like the other buildings). - Misc: You can now zoom out the camera further. - Misc: Zooming the camera now feels less 'floaty'. - UI: Added a hint message when you've reached maximum zoom. - UI: Added a toggle button to the encyclopaedia that hides/shows things like wild animals, rocks etc. that are not usually what you are looking for. - UI: Added inserters to the hopper-building panel. - UI: Added item prices to encyclopaedia. - UI: Added output arrows to auto farms/groves. - UI: Redesigned the cargo port ui panel. - UI: Right-clicking on an item in a type filter now takes you to the corresponding encyclopaedia entry. - UI: Some layout improvements for the encyclopaedia. - UI: The attack-enemy-camp button is now highlighted when an attack is in progress. - UI: When alt-clicking a combat robot, the game now selects all bots of the same type. - Visual: Depots now lift items to the correct target height. - Visual: Depots should now rotate items correctly in many cases. - Visual: Fixed items floating slightly in stockpiles built on foundations. - Visual: Foundations are no longer built under shipping ports. - Visual: Horse carriages now idle by going to random other stations, not the nearest one.
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