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- Balance/Gameplay: Auto-farms and auto-groves now require energy to function. - Balance: Copper coils now require only one copper block. - Balance: Reduced the energy value of all fuels. Also increased the time it takes a power plant to consume fuel. - Balance: The solar cell now requires ModernBuildingPart and ElectronicComponents. - Balance: Your colonists now level up faster. Also made the effect of higher levels a bit stronger and increased the base speed of executing tasks. - Content: Added the cargo train station. It has only one track and is slower but comes with 20 spots. - Fixed: "No good accepted"-warning when depot is under construction. - Fixed: Autofarms/groves not carrying away harvested stuff in some cases. - Fixed: Boat cargo limit set to 100 when resuming a save from an earlier version. - Fixed: Bug in conveyor/road layer that can block a nearby tile. - Fixed: Cargo on trains not reserved by the train. - Fixed: Construction should no longer get blocked by items that were moved to the construction site via inserters. - Fixed: Conveyor part consumption when you have a part of the parts on the ship, a part on the map. - Fixed: Depot crane sometimes refusing certain exit hoppers after reloading. For reasons. - Fixed: Depot hoppers not clickable after reloading. - Fixed: Displaced items still blocking conveyor belts in some cases. - Fixed: Encyclopaedia sometimes closing after opening it via right-click. - Fixed: Fixed the bug allowing you to click through the confirmation dialog on the world map even harder. :) - Fixed: Food&Drink tooltips no longer show disabled/deprecated items. - Fixed: Hopper heights on shipping ports. - Fixed: Items getting stuck mid-air when high conveyors ore ramps are destroyed. - Fixed: Items in logistics system not carried from train stations to depots. - Fixed: Items on auto-workshop input tiles are now reserved, preventing kubis from taking them away. - Fixed: Items that somehow "disappear" from a depot are no longer brought back by the crane going on an adventure. - Fixed: Maybe fixed items getting stuck mid-air in train stations after reloading. - Fixed: Possible reservation issue related to upgrading buildings. - Fixed: Removed premature duplicate building-complete-message when upgrading. - Fixed: Sitting position and size of arbor bench. - Fixed: Some tiles staying reserved after a shipping port is deconstructed while a ship is arriving. - Fixed: Stockpile status is now copied when cloning a depot. - Fixed: Trains losing their cargo after reloading. - Fixed: Trains potentially getting stuck after skipping a station. - Fixed: When an item is near to its destination while loading, it is now freed from the logistics job. Might fix some occasional weirdness after reloading. - Fixed: When the track to the next station is gone (e.g. when it was deconstructed), the train now searches for a new way. - Fixed: Wrong conveyor belt model chosen when a bridge crosses another belt. - Fixed: You can no longer build trains while the factory is under construction. - Gameplay: Auto-farms and groves now also propagate their output to connected depots [assist mode]. - Gameplay: Colonists now directly equip tools from the ship. - Gameplay: In assist mode, placing an inserter connected to a workshop will now propagate the required/provided goods to connected depots. - Gameplay: The colonists' housing needs are now either 100 or 0 fulfilled, depending on whether they have a house. This is more logical and causes them to look for available houses sooner. - Gameplay: The order in which items are stockpiled is now more balanced. - Gameplay: The order in which items are stockpiled should now be more balanced. - Gameplay: Train stations can now directly unload onto exit hoppers. - Misc: Clarified the tooltip for the happiness effect. - Misc: Deprecated the non-automated 3x3 horse station. Reduced the requirements for the automated version to match the lower version. - Misc: Removed the "wait until full"-option at the train station. It does not work well with the logistics system and can cause trains to wait indefinitely for no (player-)apparent reason. - Misc: Removed the mockup scenarios from the list. - Misc: Set the overflow hopper threshold to 50% which is more useful in most cases. Also, it no longer counts tiles with hoppers. - Misc: When auto-unloading tools, colonists unload high-quality ones first. This should prevent excess tools around the ship. - Misc: When you destroy a train, items it has loaded are now placed on the ground (instead of disappearing). - Misc: Wild animals that get stuck (usually because they run out of territory) now despawn after some time. - Misc: You can now place the blueprints of extraction buildings even if you don't have the necessary resources yet. - Performance: Many different performance optimizations. Should increase late-game FPS by about 15-20%. - UI: Added suggested buildings when selecting auto workshops and farms. - UI: Left-clicking on a construct-objective now puts you in the construct-mode (if possible). Right-clicking opens the encyclopeadia entry. - UI: Reduced the frequency of thought bubbles. - UI: Right-clicking on a production recipe now takes you to the ency-page of the first output. - UI: Self-destroying messages now disappear faster. - UI: The energy panel is no longer shown while a building is under construction. - UI: When selecting an exit hopper, you can now quickly turn it into an overflow hopper (and back). - UI: When the inventory/colonist management/message log are open, you can close them by pressing the respective key again. - UI: When you alt-cancel click on a thing marked to be mined, all objects of that type will now be un-marked. - Visual/Misc: Removed the weird first step of the building upgrade process. - Visual: Fixed the raft enemies use to escape. - Visual: Fog effects are no longer visible through the fog of war. - Visual: Redesigned the input/output boxes of auto-workshops. - Visual: Redesigned the train station. - Visual: Updated the models of the smelter and orecrusher.
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