New resources can now be found in the top resource dropdown menu. Also added to in-game stats so shown on the end game screen. Few changes to production rates, so now more compost produced from sewage treatment item, algae bar water usage reduced.
Oh and fixed an interesting bug with airlocks. You could end up with more than 1 character in them at a time, and if they were going in different directions, then both airlocks would open!
Patch notes:-
Resource HUD now includes compost and real food split from algae bars.
End game stats show new resources gained & sold.
Algae farm reduce water usage now 2 was 3 per hour.
Fix: Airlock could open both set of doors if chars want to go each way - only open internal if airlock pressurised, external if not.
Nick
Trading Improvements - v0.7.0.32
New resources have been added to trading (waste/compost and real food). Few improvements with the trading board as well whilst i was updating. You now can't cheese mission/contract requirements, by repeatedly selling/rebuy. Now can only make one trade per resource for each trader (deal complete message displayed). All haulable resources quantity buttons now removed whilst trader bot active, message displayed for all haulables.
Patch notes:-
Waste, compost and new food added to trading board.
Improve: Real food improves morale more than algae bars, and food level increases quicker.
Improve: Help updated with sewage treatment, greenhouse info.
Improve: Can only make one trade per resource with each trader.
Fix: Characters could get blocked by ships docking at same time as char moving across area.
Fix: Trading board dragging resizing function buttons incorrectly.
Nick
Environmental Management Addition - v0.7.0.30
This update introduces a range of sustainability-focused additions, enhancing resource management and food production. New items are:- Waste storage - Collects waste from crew quarters and canteen. Sewage Treatment - Takes waste and air, and outputs compost and co2. Compost storage - Holds collected compost from above. Greenhouse - Takes your compost and allows you to grow real food.
These items give a more dynamic ecosystem, making use of waste, generating compost and giving another CO2 source.
Note previous food from the algae farm, has been renamed 'algae bar', with greenhouse food, named 'food'. The food storage and canteen items will now store both.
Patch notes:-
New waste storage.
New sewage treatment item - takes waste and outputs compost/co2.
New compost storage (haulable)
New greenhouse item - takes compost and outputs 'real' food.
Fix: Humans now wake up for emergencies.
Note:- Will probably be several little update over next few days as i test/balance input/output amounts from these new items. Also need to update help/tutorial as well.
Nick
Human Improvements - v0.7.0.28
Just a few little improvements with your human workers, as changes here due to the waste addition to the game. Humans will now visit crew quarters from time to time to use the bathroom facilities. This will create the new waste resource, but currently this is just vented to space. I've also added in the wander recreation exercise to human workers (was previously just visitors).
Also note a fix for human workers repeating recreation type more than expected. I found your human workers were addicted to just dancing near the jukebox! ːsteamhappyː
Patch notes:-
Humans now visit crew quarters from time to time to use the bathroom.
New waste resource added (from crew quarters and canteen). Currently just vented to space.
New vented message type for resources that need collecting but no storage (waste/co2).
Waiting for toilet negative morale addition. Increase negative morale modifier for more extreme problems (starving/no air).
Human workers can now choose wander recreation type.
Improve: Character now moves off item if idle.
Fix: Repeat recreation tracking incorrect. Too much dancing!
Nick
Build Menu Changes - v0.7.0.27
As i'm in the process of adding some habitation items, i've needed to update the menu categories to accommodate new additions.
I've split production, into extraction (mining / recycling items) and processing (refinery, electrolyser, sabatier reactor). And with services, i've split that into infrastructure (ship pc, droid maintenance, life support) and habitation (all the human activity items). Think that makes more sense than adding more and more items into the existing sections.
I've also removed the storage category, and have put the storage items into each category they relate to. However, if players prefer to keep the storage category as well, i could enable it as an option. Give is a try and see what you think.
Also running on smaller screens, i now make the build menu categories take up two rows, so shouldnt have issues with it going under the main menu.
Patch notes:-
Build menu update Services->Infrastructure/Habitation and Production->Extraction/Processing. Storage removed.
Build categories into 2 rows, if not enough screen width.
Help items updated into new categories.
Building walls and floor via dragging, now show the internal floor dimensions.
Fix: Couldn't select tiles just above the build menu. Item selection panel, was still preventing when not showing.
Message Improvements - v0.7.0.26
Few additions and improvements to notifications that appear in the message board in-game. New notifications when research has been complete. Production items that previous showed individual out of resource messages (cannons/recycle & scrap laser), now only show one, so message board not overloaded. Also new wasted resource message if item deleted, but resources not recovered (eg deleting a metal storage container, with no other storage to take the metal).
Patch notes:-
New research complete message added to message board.
Out of resources messages, now limited to one per item type.
New wasted resources message due to deletion added.
Tractor beam research text added to help menu.
Fix: HUD ammo count not deducting fired shots!
Nick
New Tractor Beam Upgrade Research - v0.7.0.25
Now have new research to unlock, the tractor beam upgrade. You can find this under the engineering section of the research window. Once unlocked, you can select a tractor beam and the upgrade menu will now be available. For 20 metal that tractor beam can be upgraded and once complete its range will be extended 30%.
Couple of fixes/improvements as well. Main menu background is now scaled correctly. Wasn't an issue if you had a 16:9 ratio, but a large black area for ultrawide monitors. Miner droids if destroyed had the chance of blocking a mining station if they were unloading, now fixed. Few other little things, in notes below.
Patch notes:-
Tractor beam upgrade added to research menu.
Tractor beam can now be upgraded if research unlocked (and gets 30% added to range).
New tractor beam upgrade job for workers.
Droid build time at droid maintenance increased.
More text displayed on main menu news panel.
Fix: Miner droids destroyed, may lock mining stations if assigned.
Fix: Background image of main/pause menu, not scaled correctly (especially wide monitors).
Nick
CO2 Fixes and Improvements - v0.7.0.23
CO2 generated from human workers / visitors has been fixed, output ratio was incorrect, but main issue was missed the scaling of co2 percentage of air to 0-100%, for display. May still need some balancing here (items that use CO2), but now in the right ball park.
Have also added in a latest news popup on the main menu, so you can see these notes for latest changes in-game.
Patch notes:-
Latest steam news shown on main menu if English language.
Improve: CO2 production varies depending on humans activity.
Improve: Human CO2 wear helmet level, now based on location co2 level, not ship average.
Fix: Human CO2 output rate increased.
Fix: CO2% level of air, needs to be scaled to 0-100% for habitat display bar / text and alarm check.
Nick
Visitor Sightseeing and Damage - v0.7.0.21
Visitors to your station can now cause damage as they pass by and use items. Visitors now also wander around your station, so using crew only door access to restrict them from your production items is a sensible option.
Patch notes:-
Visitors will now wander around your station sightseeing.
Visitors can cause wear and tear on items they are using or passing by.
Improve: Storage more likely to leak if some damage or visitor nearby.
Improve: Algae farm water usage reduced.
Fix: Airlock dock overlay now shows as red if docking disabled.
Fix: Large trader ships at airlocks had visitor spawn issues.
Fix: Visitors could become stuck if locked behind crew only doors. Now return to ship when access granted.
Nick
Fixes & Improvements - v0.7.0.19
Noticed an issue with the dock overlay, when selecting a docking connector. It wasn't taking into account ships docked on same connector, which block the dock at right angles.
Couple of improvements as well:- 1) You can now rotate build items/station placement with mouse side buttons, as well as pressing 'R'. This means the game should be playable just with mouse input. 2) Traders with larger ships, will generally carry more resources on board for you to purchase.
Can use mouse side buttons as alternative to rotate key (default 'R').
Larger trader ships carry more resources.
Fix: Docking overlay not right when docking connector selecting, not including own ships block area.
Fix: A trader that moves from an airlock to a repairbay, didnt retract landing gear (if that ship has that ability).