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Genre: Role-playing (RPG), Simulator, Strategy, Indie

Starmancer

Patch 0.3.1 - The Sounds of the Void

0.3.1 - The Sounds of the Void



Added so many sounds. Warping is now performed in real-time in the void. Greatly improved the Job Matrix, use it for all your job needs. Increased starting colonist cap to 7. Added a free-time need, and many free-time objects.





Changes


- Warp travel time is no longer instant. Instead, you enter a warp field where your crew can enjoy some much needed down-time.
- Warpdrive must now be charged before you can travel.
- Solar Panels and Radar Dishes do not work in the void
- Nomads (pirates, space whales) now have a chance to spawn when you travel to a system.
- Added many many many sounds.
- Added free-time need. Colonists have a unique free-time preference and must perform an activity of their favorite type:
- Athletic: Uses Target Dummy and Treadmill
- Spiritual: Uses your core, Dragon Tree, and Shrines
- Entertainment: Uses TV, Jukebox, Arcade Machine, etc
- Creative: Uses Holocanvas Has a chance to generate Pigments.
- Intellectual: Uses Research Station. Has a chance to generate Upgrade Modules
- Added social need. Colonists restore their social need when seeing or talking to other colonists.
- Added loner perk. Colonists with this perk require much less socialization (but still some).
- Colonists can now deposit/withdraw items directly into/from liquid tanks, with no sink required.
- Increased cuddler speed from 1.0 to 1.5
- Objects no longer default to crafting infinite items, and instead default to maintaining a reasonable amount.
- Increased mini-dungeon spawn chance
- Doors in the Asteroid Mine are no longer locked. So that you can raid it for sulfur to make C4 and skip the Bypass Module (explosions > hacking)
- Colonists no longer puke while performing an action. Instead, they politely wait for their current state to finish, so that even more work can be done.
- Increased starting colonist cap to 7, because it was taking too long to reach Programming Terminal tier (which leads to bypass modules, and the ability to breach dungeons). Pirates now attack if you have 8 or more colonist slots
- Decreased chance for internal dungeon doors to be locked from 50% to 25%.
- Colonists now have a consistent snap and extreme snap effect ("break"). This is viewable when buying/growing, and as a generic attribute in the colonist's object window.
- Added Holocanvas. Creative colonists use this to paint.
- Added Kat Shrine. Spiritual colonists worship here.
- Increased default priority of "Transport Items" job, so that colonists move items around more quickly.
- Increased default priority of "Building" job, so that it's above "Transport Items".
- Reduced frequency of puking.
- Reduced amount of larva husks generated from cuddler infection.
- Grilled biomass and nutrition brick now add brick belly.
- Removed dangerous enemies from mini-dungeons (the type of enemies that kill everything early-game).
- Improved the Job Matrix window. You can now: assign/unassign all, set job as exclusive (no one except the exclusive colonist will perform this job), set multiple colonists as the "exclusive" performer (maybe you want 3 miners), view/change job priority, view hated/loved jobs, tooltips now display that colonist's job skill level, and good colonist choices are shaded in green
- Re-enabled slimes spawning 1 goo per day, because I missed farming them.
- Purple Slimes ("Big Toxic Slimes") now spawn 3 goo per day.
- Mang0 and Bouncer Bot now generate 1 silicon per day.
- Decreased build cost of Television, Jukebox, Casino Table, and Arcade Machine so that they cost around 15 metal and 1-3 electronics.
- Lifepod colonists now have a very high chance to have a bad perk, such as Maniac, Cannibal, and Arsonist.
- Colonists now take increasing damage when starving. Good luck outhealing it.
- You now start with 4 electronics, so that you can afford starting entertainment objects.
- Nerfed Murder Bots slightly, so that they don't insta-murder everything.


Fixes


- Increased cooldown between object inspection from 1 day to 7 days. My engineer was needed elsewhere.
- Doors now have an inspection duration of 30 seconds (was 2 hours)
- Fixed a bug where doors were killing performance, due to searching for a bypass module.
- Fixed a bug where entities trapped in a room would try to use every object in the map, even though they couldn't pathfind to any of them.
- Significantly improved performance when retrieving an agent's position (this improves performance everywhere)
- Colonist attribute entries (when buying and growing colonist) now display tooltips when moused over.
- Multiple colonists will no longer use the same object at the same time (unless it's supposed to have multiple claimers, such as the Casino Table)
- Possibly fixed a bug where the UI wouldn't refresh. (I've been unable to reproduce. Let us know if you still encounter it!)


What's Next


- I'm thinking colonist NPC's that spawn in dungeons. Return their head to your core to keep them forever.

Patch 0.3.0: The Pirate Incursion Update

Added pirates and mutiny



You can now change many gameplay settings when starting a new game, including: permadeath, colonist speed, and damage multipliers. You can also change these settings at any time while playing the game (from the escape menu)



Added a Job Matrix, so that you can view and assign jobs to all colonists at the same time.



Added Handguns. Weapons are now visually equipped/used.



Added support for changing languages (but no new language files yet).




Changes



  • Added prison posters to the prison dungeon.
  • Added "change language" button on the main menu. Press it to change the languages (we did not add any translations. This specifically is the ability to change language by the user at run
  • time)
  • Added fallback fonts to support a variety of character sets: Chinese, Cyrillic, Arabic, Korean, Japanese.
  • Language files should be placed in your install directory in StarData/Text. (search for "english.data" to easily find it)
  • Language file text order is now consistent, which makes adding/editing files much much easier
  • Added custom game settings. You can edit, add, save, and load settings files. Files are in xml, and can easily be edited in any text editor
  • Custom game settings are placed in your install directory in StarData/GameSettings. (search for "Easy.xml" to easily find it)

    • permadeath: If true, colonists cannot be regrown when the die (but the heads can be kept forever)
    • research duration multiplier: All research durations are multiplied by this value.
    • colonist movement speed modifier
    • npc movement speed modifier
    • colonist incoming damage: amount of damage colonist receives from all sources
    • colonist outgoing damage: amount of damage colonists deal in combat
    • asteroidSizeMultiplier
    • asteroidsPerMapMultiplier
    • colonist exp multiplier
    • colonist purchase cost multiplier
    • build duration multiplier
    • build cost multiplier
    • item price multiplier
    • start everything unlocked
    • skip tutorial
    • dungeons per map
    • dungeon size
    • enemies per dungeon
    • enemies per asteroid
    • starting colonist count
    • max colonist cap
    • resource nodes per asteroid
    • resource yield per node
    • TELL US MORE SETTINGS YOU WANT

  • Gameplay settings can be modified at any time from the escape menu.
  • Added new dungeon: Tech Hub.
  • Added Tesla Coil. It's a new type of trap/turret. Consumes 20 power per shot. Can be hacked.
  • Added a "nomad" system. Nomads are creatures, beings, ships, humanoids (etc) that wander around in the galaxy map. When they wander into your system they appear in your local starmap.
  • Current nomads: Space Whales, Pirates, Undead Horde.
  • Added a pirate system. Pirates attack every 2
  • 3 days that they're in your system. Successfully defeating all pirates in a wave will cause a new, stronger pirate wave to spawn.
  • Current pirates:

    • Recruit: Melee, No Jetpack
    • Rifleman: Ranged, Jetpack
    • Grenadier: Explosive, Jetpack, Long reload time

  • Your core can now be damaged. If destroyed, it's game over.
  • Pirates attack your core.
  • Added a basic antagonist system. First antagonist: Fanatic. Colonists with morale of
  • 10 or less have a chance to become a fanatic. This is hidden from you. Fanatics have a chance to make nearby colonists a fanatic. Once the number of fanatics outnumbers the number of non
  • fanatics, they strike. Attacking all non
  • fanatics and finally your core.
  • Food now awards health experience when eaten. Raw Food: 400, Cooked: 2000, Space Whale Meat: 4000
  • Added sprinkler. Automatically removes fire in a radius. Requires power. Requires Fire Suppression Foam. Crafted at Chemistry Table
  • Added steroids to Medical Desk. They award strength exp when consumed. They also make colonists angry.
  • Added Handgun, Handgun Magazine, and Handgun Magazine (large) recipe to the Workbench.
  • Handguns automatically add a magazine to the colonists loadout. You can manually remove this.
  • Added Handgun skill. Increases accuracy of handguns.
  • Shooting range now awards Handgun experience.
  • Added Melee skill. Increases hit chance and damage of melee combat.
  • Punching bag (target dummy) now awards strength skill and melee skill.
  • Maniacs now add shivs and handguns to their loadouts.
  • Weapons are now visually equipped and have a cute little attack animation. Equip bread for fun
  • Nerfed many skill sources so that colonists take longer to level up.
  • Increased duration of many actions. However, certain skills reduce the duration of specific actions. (mining is now longer. level up mining to make mining go faster)
  • Crops now require tending. They take 1 damage per day that they aren't tended.
  • Treadmill now awards some health experience (because cardio is good for you)
  • Colonists now contributes 1.0 power per excess speed at the treadmill (previously it was 0.5)
  • Beds and the Healing Booth are now used automatically to heal
  • Colonists now earn 25% more experience if they love a job that has that skill as the primary skill.
  • Colonists now earn 25% less experience if they hate a job that has that skill as the primary skill.
  • Reduced purchase cost of egos from 150 to 50 DNA frags
  • Removed the Robot Beacon (it was a MurderBot spawner, but the murderbots were just too mean).
  • Removed ice asteroids and planets from the starting system.
  • Starmancer core and some cosmetic unlocks are now permanent (persist across saves)
  • Added a Job Matrix, so that you can view and assigned jobs to all colonists at the same time.



Fixes



  • Waste recycler no longer requests infinite biowaste.
  • Fixed some instances where extra biowaste would be delivered to the waste recycler when there was incoming biowaste.
  • Farmers no longer take extra biomass/water when planting crops.
  • Locked doors are no longer purchaseable.
  • Reduced electronic build cost of many objects.
  • Radar dishes will now automatically scan when warping to a new system.
  • Radar dishes now automatically scan the closest star system first.
  • Floors near the core no longer leak atmosphere
  • The small turret now appears friendly when hacked.
  • Sorted the cheats in the cheater menu so that commonly used ones are in the front
  • Colonists are now pathfindable while in the top of bunk beds (fixed at least one source of this bug)
  • Colonists now return to base immediately upon activating lockdown.
  • Added in-world marker to objects that will be lost on warp (if you press "show me" in the warp warning)
  • Cheat right clicking crystals in the currency window now awards 1k crystals (previously was 100).
  • Healing Booth and Therapist Bot 9000 now only consume power when being used to heal (previously they would consume power while being inspected and any other time they were "used").
  • Fixed a few instances of notifications being really big or stretched out.
  • Colonists will no longer sometimes take their helmets off in a vacuum, resulting in instant death (they would do this in order to create container space for food)
  • Water in tanks will no longer decay into dirty water.
  • Objects now longer require immediate maintenance/inspection




What's Next



  • Quests
  • Faction System
  • Object Ownership
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?







Patch 0.2.20: The Into Breach Update

Many objectives in the tutorial now have a video showing you exactly what to do.

Airlocks in derelict stations are now locked, and must be breached with a security guard.

Heads, in Jar and Corpses can now be stored wherever items are stored.

Added a new Prison Ship dungeon, and drug rework (more details below).

Many many many dungeon objects are now purchasable and placeable as "decorations", so that anything you find can be replicated in your own base.

Also fixed many bugs



Changes




  • Added videos to many spots in the tutorial
  • Added more arrows throughout the tutorial.
  • You can no longer turn npc objects offline/online.
  • Added Bypass Module. Crafted at the programming terminal. Has 10 uses. Colonists with this item acquire a new context option, "hack", that deals 50 damage to bots.
  • Many doors are now locked in derelict stations, and require a guard to breach them. Breaching requires a Bypass Module.
  • Colonists assigned "security" are automatically assigned "Bypass Module" as a loadout item.
  • Breaching is now the only way to get into dungeons (also C4, removing the door, replacing a wall with a window and then removing the window, finding an opening, or picking up and dropping your colonists)
  • Reduced snap chance from .1 to .05
  • Colonists now restore morale through catharsis much more slowly.
  • Renamed "Metal Framework" to "Hull Framework" so that it's less confusing with "Metal"
  • Renamed "Star Fuel Station" to "Star Fuel Extractor".
  • Added dead body and head to item filter, so that BloklanderXD will be less lonely. (Medical > Waste). Also added the "Carry Dead Body" job task.
  • Increased build cost of additional ships to 200 Hull Material and 20 Electronics (first build is still free)
  • Added Prison Ship dungeon / derelict station.
  • Added Small Turret. It shoots colonists that walk in-front of it. Can be hacked with a Bypass Module to fire at enemies. Steal the ammo and it will also stop firing at you. You can also punch it.
  • Added Small Turret to the "cheater" menu. Type "cheater" into the build menu's search bar to view all cheats.
  • Added Tranquilizer. It spawns in the prison ship and whereever relics spawn. Instantly knocks out the target colonist. Has 3 charges.
  • Many many many (aiming for 100%) dungeon objects are now "decorations" and can be purchased and then placed anywhere you want. Decorations don't do anything, but they look interesting. A few examples: Ship Thruster, Trash Eater, Medilab Terminal, Extruder Crane, Magma Pit
  • Added context option to steal from unconscious colonists.
  • Colonists will now assist other colonists in combat. They must be friends with the other colonist, and they must not be friends with the target. They must also be conscious and reasonably close to assist in combat.
  • Added recipe to convert corpses into DNA frags at the Medical Desk. (you have to place a new desk to see the new recipes)
  • Added recipe to create pigments at the Chem Table. Ingredients: Red Cuddler Sac, Green Biomass, and Blue Jelly (you have to place a new chem table to see the new recipes)
  • Added Hotkey to activate the mining/harvest tool. Press F (U for other dvoraks among us). TELL US THE OTHER HOTKEYS YOU WANT
  • Reduced chance for colonists to become space rock users, space rock addicts, and alcoholics.
  • Space rock now awards +2/+5 morale (memory, "I used space rock" / active effect, "I'm spacing out...dude") now increases movement speed even more, restores sleep and hunger, and increases competency by 25. Also tastes delicious
  • Purple Mushrooms now award +2/+7 morale (memory / active effect). Mushrooming colonists are now pacifists. They remove all bad memories with a morale penalty of -3 or greater. Cures all madnesses, manias, nightmares, etc. Chance to have a "bad trip". Colonists experiencing a bad trip can go crazy and suffer from brain damage.



Fixes



  • Colonists with the snap perk "lazy" will now eat when hungry.
  • Monsters no longer destroy locked npc doors.
  • Monsters no longer get "stuck" on each other. Monsters will continue to block colonists, but not each other. Nothing blocks monsters anymore.
  • Dead and unconscious colonists no longer block pathfinding.
  • Updated FMOD, this should fix issues with audio on linux.
  • Space whale meat no longer displays as "rotten" in a living space whale (they live).
  • Explosives now display a warning in the hud before exploding (click to goto).
  • Fixed a bug where stars disappeared from the galaxy map sometimes. (a list was being reused, rip)
  • Placing an external object on an external floor will no longer remove the warp zone. (placing a solar panel on an external floor, for example)
  • Colonists will now spawn only 1 rainbow mushroom per day max (when puking).
  • Colonists no longer have a chance to get infected when performing star fuel missions.
  • Removed cuddler, zombie, and slime symptoms from generic viruses.
  • Treadmill no longer displays warp zones.
  • All "thin" tables (2x1) can now store and display 2 items.
  • Fixed build grid looking weird.
  • Colonists now restore morale through catharsis even when unconscious.
  • Agoraphobic colonists will no longer fly away in ships (because space is really really far from their bed)
  • Fixed a bug where walls would sometimes use external light colors even when inside.
  • Shamblers now deal direct damage to HP, in addition to organ damage.
  • Fixed a bug where sometimes carried items weren't dropped when a state was abandoned/failed.
  • Ore objective is now finished with ore outside player's base.
  • Camera bounds are now expanded if you expand your base beyond the border (so that you can pan the camera to the new objects).
  • Decreased amount of scrap that spawn at each node from 1-5 scrap to 1-2 scrap.
  • Increased chance for traders to have pigments.
  • Toilets now request offload of anything colonists poo inside them.




What's Next



  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?


Hotfix for 0.2.18 (crafting fix)

Quick hotfix

Fixes



  • Fixed a bug where colonists wouldn't craft at machines when they should have
  • Fixed a bug where colonists would attempt to craft at machines when they should not have
  • Colonists will no longer "see" themselves puke
  • Added a log message when items explode from heat


Have a nice holiday! Continue to submit bug reports and we'll fix em!

- Tyler

Patch 0.2.19: The Tutorial

When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker.



Changes



  • Colonists now have a chance to "snap" when their morale is low. This chance increases the lower that their morale is. When colonists snap, they acquire a random perk, such as graffti artist. Every extra snap increases the chance that the colonists will get an extra bad perk, such as pyromaniac, saboteur, and maniac. Every few hours, colonists gain +1 morale as "catharsis", capping at +15. Colonists "snap out of it" when their morale returns to positive. Snap count is reset to 0 upon: death, therapy booth use, memory wipe from memory pen. Snap count is reduced by 1 every 10 days. In this way, colonists will no longer stay upset forever, and the first few snaps are very forgiving.
  • Added new snap perks: Hider, Space Terror, Lazy, Crybaby, Binge Eater, Vomit, Dazed, and Militant Incompetence
  • Added tutorial
  • Added notification when no colonist is assigned mining, building, or scavenging
  • Slinkers now eat rotten food.
  • Colonists (and all lifeforms) now respond when they're attacked by another agent and it's a miss. Previously they would only react once they took damage.
  • Water now decays into Dirty Water in the presence of germs.
  • Dirty water now emits germs.
  • Biowaste and Puke now emit more germs.
  • Added "flammable" item attribute. Flammable items catch on fire when near fire or explosions. The item is destroyed when it catches on fire. Flammable items: Biomass, Goolerium, Most Food, and Biowaste.
  • Fire now triggers explosions when near to items with the explosive attribute.
  • Windows and the Water Recycler now cost Scrap instead of Metal Framework
  • Lifeforms (monsters, etc) now obstruct pathfinding (so they stop colonists and other monsters. colonists could become trapped. much fun)
  • Whale Meat is now flammable. Rotten Whale meat is now explosive. For the good people, this is dangerous. For the pirates, this is free explosive.
  • Galaxy map can now be opened always.
  • Colonists now lose relationship points when they see another colonist puke. Added a memory (-2 morale) when colonists witness someone else puke.



Fixes



  • Colonists will now store warpfuel in the warpdrive before putting it on floors.
  • Colonists no longer explore while lockdown is active
  • Larva husks in a hot room now grow into eggs much faster.
  • Fixed a bug where dimple was eaten by a worm while on the treadmill.
  • Fixed a bug where colonists would pretty much ignore lockdown all the time.
  • Colonist level up messages are now only displayed every 5 levels, and all levels above 40.
  • Colonists will no longer remain wandering outside your base after lockdown is activated. Now, during lockdown, colonists will only wander near your core (this is fun, because everyone gets to hangout).
  • Fixed an atmosphere bug with shelves.
  • Fixed a bug where fog-of-war would be created when placing floors near asteroids.




What's Next



  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?

Patch 0.2.18: A Polish Patch

This is just a small polish patch. Good performance improvements in this one. We also added a radar dish, chainable explosives, searching items by name, new star systems, and more.

Chainable Explosives


Searching For Items


Job Descriptions in tooltip



Changes



  • Reduced many instances of "stuttering". 3x speed is now more playable.
  • Colonists will now talk with many lifeforms (but the lifeforms don't talk back)
  • Those same lifeforms will now randomly display speech bubbles
  • Corpses now emit germs, and they're ugly
  • Added memory when colonists sleep in a noisy room
  • Eyeball portal now stores 10k power, and is removed when all power is drained
  • Chloropods now get aggressive when they see trees being chopped down.
  • Added a text search filter in the item selection window.
  • Added descriptions for all jobs in their tooltip.
  • Added destroyed star system. It's a star system with only scrap, and destroyed planets. High chance of space whales
  • Added "void star systems". It's a star system with nothing at all. No asteroids, etc.
  • Added radar dish. It's used to scan nearby stars, revealing their contents, such as lifeforms and traders. (this information is now hidden until the star is scanned)
  • Added many more attributes to items, such as "Human Edible", "Rotten", "Hot"
  • Gas Giants now spawn Hydra Gas, an item that can be sold to traders for money.
  • Explosives now chain react together
  • Fuel, Star Fuel, and Sulfur are now explosive.
  • Sanitizer can now be stocked with immune boosters. Doing so will provide immunity to any nearby colonists. (this invention is made possible by the Bloklander Corporation)
  • Added more scrap to starting system and reduced number of asteroids.


Fixes



  • Fixed a bug where chefs would cook food without destroying the reagent if the reagent food was in their inventory.
  • Thermal Regulator now correctly triggers its cooling animation.
  • Colonists will no longer consume anti-virals if "use anti-virals" is turned off after the colonist is infected.
  • Colonists no longer die instantly if their max health is under 1 (max health minimum is now 1).
  • Food dishes are now longer "biomassable"
  • The ship and solar panel now automatically place warp zone tiles so that they're not lost on warp.
  • Fixed a bug where "seemingly-random" objects would be displayed as "lost on warp"
  • Out of bounds message no longer references expansion permits.
  • Ship requirements no longer say "purchase with credits and an upgrade module"
  • Only the first 6 assigned colonists are now displayed in job task cards
  • Fixed a bug where colonists wouldn't use items that were stored on asteroids.
  • Fixed a bug where sometimes colonists wouldn't craft even when all items were available.


What's Next



  • Tutorial
  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?


* Remember to check out builds early on the "earlier_access" testing branch!

Devblog #4/5: Galaxy Map (0.2.16) & Warp Fields (0.2.17)

(I moved houses during the last patch, so I combined the previous patch and the current patch together into one post)

The Warp Field Update is live!



In this patch, we added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists.

The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger.

You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever).


Full Patch notes (0.2.16): Patch Notes
Full Patch Notes (0.2.17): Patch Notes
Devblog: Devblog Link
Stream (every Friday): Stream

I also recorded a video that covers similar topics (reading for nerds)



Thanks!

- Tyler



p.s. There's a new build on the earlier_access branch with some performance improvements

Patch 0.2.17: The Warp Field Update

Added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists.

Part of the intent with these balancing changes is to make the game a bit more challenging by removing your god-like ability to always control your colonists.



The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger.
You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever).




Changes



  • Added construction materials: Scrap, Metal, Electronics, Wooden (plant fiber), and Pigments (used to build cosmetics). Crystals are now used only as a tradeable currency.
  • Ship upgrades now cost a construction material rather than upgrade modules and crystals.
  • All mining in the ship now requires a mining drill (asteroids, planets)
  • Adjusted Kat messages to better connect with the intro scene and to be more helpful
  • Increased number of stars per galaxy region
  • Added currency display UI in the HUD. Select which currencies you want displayed in the HUD (Crystals, Upgrade Modules, DNA Frags, Building Materials). Currencies are displayed similarly to items.
  • Jetpack and helmet are now gear, and colonists must have 1 stored in their inventory to use them. You start the game with 6 helmets and 3 jetpacks. More can be crafted at the Gear Crafting Station.
  • Zombies now drop Rotten Leather. This is used to craft helmets.
  • Bots (Mang0, Bouncer Bot, etc) now drop Servo Motors. This is used to craft Jetpacks
  • Added Gear Crafting Station. With recipes: helmet, jetpack, and shiv (shiv is a basic weapon that does more damage than unarmed)
  • Removed the distribution booth. The model will be stripped for parts and sold off. (this object was added before you could context order colonists. It will return at a later date).
  • Added "security" task ("monster hunter"). Colonists assigned this task will automatically attack lifeforms marked with "terminate". Your own colonists can also be marked for terminate.
  • Cryptominer now generates "Crypto Hash" and sometimes "Rare Crypto Hash". These can be sold for money to traders.
  • Dreamcatcher now creates "dream capsules" and "rare dream capsules". These can be sold for money to traders.
  • Added "permission UI". Every colonist has their own set of permissions: Leave Base, Use Foreign Objects, Drink Alcohol, Fight, Permit Self-Defense, Heal Automatically, Use Antiviral. Let us know which permissions you'd like to see (they're easy enough to add)
  • Colonists now require 0 or greater morale to be drafted (previously -4 or greater). Context command now requires -4 or greater (previously -9 or greater).
  • Colonists now die immediately if they remove their helmets while in a vacuum.
  • Increased chance for colonist to contract disease slightly.
  • Cheat spawned colonists (type "cheater" in the build menu's search bar) now spawn with a helmet and jetpack
  • Rotten food can now be converted into Biomass in the waste recycler
  • Reduced goolerium dropped by slimes from 3-7 to 2-4 (to reduce the amount of goolerium that you could too easily become overwhelmed with)
  • Colonists no longer eat food instantly, and must once again eat at floors, tables, etc. Medkits can be used instantly.
  • You can no longer drop or eat items directly from a colonists inventory (in the inventory UI)
  • Added new dungeon, Magma dungeon.
  • Added sulfur to magma dungeon. Sulfur is now used to craft C4.
  • Removed excess recipes/items that weren't doing anything useful: Superheated Metal, Special Oil, Essence of Goo, Quantum Data Chip
  • Added silkworm to the worm lifeform archetype. 100% chance to drop silk. 3 silk makes 1 rough fabric, which is used to create helmets.
  • Many dungeon rooms now spawn with a liveable atmosphere.
  • Traders are now listed separately from "Outposts" in the galaxy map's UI (visible when mousing over a star sytem).
  • Colonists can no longer be drafted or ordered for the first 2 seconds of combat.
  • Decreased price of recipe cache from 5000 to 500.
  • Space whale meat can now rot (in warm rooms and in the presence of germs).
  • Colonists with a cuddler infection will now always like other colonists with a cuddler infection.
  • Redesigned cuddler perk so that it will better spread throughout the colony and spawn larva. (no longer causes puking, bleeding, or maniac). Now increases hunger (something has to feed the larva husks)
  • Cuddler and Zombie disease now has a small chance to add the maniac perk when acquired (the preceding line is a lie)
  • Reduced the frequency of puking from all sources
  • Changed virus transmissions so that the likelihood of transmission increases the longer that a colonist is near another colonist
  • Added "Chloropod" lifeform (and archetype). These tree lifeforms drop Plant Fiber when killed.
  • All garden and sand cosmetics (trees, bushes, cacti, etc) found in derelict stations can now be harvested for Plant Fiber.
  • Removed the base size system and replaced it "warp field extenders". You start with 500 of these (numbers subject to change). They're automatically placed when you expand your base. You can manually place them to claim any part of a map.
  • Added "Warp Field Extender", when powered, it increases the number of tiles that you can own.
  • Wilderness colonists can now spawn with jetpacks and helmets (rarely)
  • The Abyssal Eye Portal now has a cooldown of 60 seconds before it will damage a colonist again. It will now damage the same lifeforms that the rainbow mushroom damages. Reduced damage range from 4 to 2. Implemented eyeball portal attack animation.
  • Dungeon walls can now be painted
  • Power is now displayed as "per hour" rather than "per minute" (because it's easier to understand "2 / hour" rather than ".03 / min"
  • Objects that create power--treadmills, generators, and solar panels--now display the amount of power they create per hour
  • Added mesh, standard, and wood furniture back to the tech tree.
  • Moved overlays and zone tools into the build menu (as their own tab buttons)
  • Build categories are now visible when viewing the delete menu.



Fixes



  • Zombied colonists will now drop their items when they turn into the undead.
  • Lifepod colonists no longer spawn in full containers
  • Space floor generation is now correctly performed during warp and loading screens (this fixes one-time stuttering when generating pathfinding routes in new areas)
  • Food Brick Factory now has the "production order UI" (craft X amount, craft endless, craft until X)
  • Lifepod colonists no longer spawn in full containers
  • Space floor generation is now correctly performed during warp and loading screens (this fixes one-time stuttering when generating pathfinding routes in new areas)
  • Food Brick Factory now has the "production order UI" (craft X amount, craft endless, craft until X)
  • Venting an atmosphere will now set temperature to 0 (this fixed a bug where venting a hot room wouldn't work)
  • Door line-of-sight colliders are now much smaller, which should reduce the likelihood of colonists being unable to hit a nearby monster when fighting near a door.
  • Ships can no longer be assigned missions when not at base
  • Fixed a bug where colonists wouldn't put on helmets after moving an airlock
  • Fixed a bug where dungeon entrances could spawn in on top of other dungeons or the player's base (you would rarely see this previously, because dungeons used to spawn far away from each other and your base)
  • Increased bleed cooldown and damage cooldown
  • Fixed a bug where colonist's carry slot would get positioned at 0,0,0 (and be tiny) after loading sometimes.
  • Fixed a bug where rollrift was forever generating a route to themselves.
  • Contracts are now completable without a mining drill (or other location requirement).
  • Fixed some instances where crafting recipes would appear as a pink box in the context menu.
  • It's no longer possible to click on buttons that are "behind" the warp screen.
  • Objects that can be built by holding and drag (floors, wires, walls, etc) will now display relevant build warnings.
  • Colonists are now displayed in a consistent order in the HUD UI and a few other places (after loading, they'll be in the same order)
  • Replacing posters with other posters will now refund 100% of the build cost.
  • Fixed miscellaneous crashes.



* Remember to check out builds early on the "earlier_access" testing branch!

Hotfix for players that think it's fun to warp and not be stuck forever

- Fixed a bug where players loading an old save couldn't warp anywhere. rip

Patch 0.2.16: The Galaxy Map Update

Added galaxy map, traders, and space whales. Going forward, more "life" will continue to be added to the galaxy map.



In order to travel, you need "Starfuel", click on the local star in the starmap to create a "star fuel station".



Traders sell a bit of everything:


Changes



  • Added galaxy map. Warp around using starfuel. Hauler now starts unlocked.
  • Construct star fuel stations at stars (in the starmap) for starfuel (powers the warpdrive).
  • Stars now light the map based on their color.
  • Colonists no longer spawn alive on the map, and instead spawn in a crashed lifepod with a control module, a corpse, and some random items
  • Added trade ships. They sometimes spawn in star systems.
  • The loading bar while warping is now incremented at more intervals and has text updates.
  • Bioshroom now creates 3 biomass when harvested.
  • Added Space Whales. Harvest their tasty meat with C4. (more missions of this type to come soon)
  • Sinks (and toilets) can now be used as "output" for restocking other objects.
  • Added recipe to chem table that converts biomass, biowaste (for the DNA), and goolerium into DNA frags



Fixes



  • Fixed position of cuddler head when sleeping
  • Minor tweak to toxic mushroom animation
  • Changed the sprite of biomass mushroom nodes on asteroids
  • Fixed a bug where tooltips would become orphaned.
  • Thermal exchangers placed on external walls now use the system temperature.
  • Fixed a bug where colonists would often "double-back" to the ship when offloading (etc)
  • Intro music volume is now set to the music volume in the options menu.
  • Fixed a bug where crop seeds would be destroyed when planting crops.



What's Next



  • Construction Materials
  • "Change Language" button (for playing in not english)
  • Monster Hunting Job Task
  • Jetpack and Helmet are gear
  • Quests
  • Return of the gossip system?


* Remember to check out builds early on the "earlier_access" testing branch!