This version fixes the crash on save and a few other issues, it has improvements in the save algorithm - now you can save the game during the dialog box and load it in the same place. Also this version adds a few QoL improvements and a small FPS optimization for very large factories.
Added
Added confirmation to exit to the main menu and from the game
Improved saves - now dialog boxes are saved at any stage.
Fixed
.
Fixed save error - LowLevelFatalError [File:Unknown] [Line: 42] FMemoryWriter does not support data larger than 2GB.
Optimized storages, with disabled drone logistics
Small optimization of logistics
Fixed significant increase in maximum length of underground conveyors after loading
Fixed loading of Battery and Rieteg improvements
Story contracts can now be accepted even if the limit is reached
Other changes
Increased the timer for researching a plot repeater
Increased the amount of oxygen in the rooms
Added additional connection points for the large solar panel
Changed the order and cost of capsules
Increased the size and changed the visual of titanium on the conveyor belt
Small changes in the balance of production chains
Update 0.92.99
Hello Crusties,
We have worked on your feedback and brought new update. In this version, we have expanded the number of outputs for regolith in the Cargo Dock, increasing its maximum throughput capacity by 4 times. Soon, we will add the ability to build multiple Cargo Docks and Exedition Centers. This update also fixes several bugs, including the save menu issue, introduces several QoL improvements that have been actively discussed, and brings many balance changes. The campaign with the construction of the laser cannon is now smoother and more predictable.
It looks like we have managed to fix a major issue that caused crashes when saving large bases. To solve it, we had to make significant changes to the save architecture, so this version is still under testing and will be available by default soon.
Also today, we updated The Crust Soundtrack by adding 7 new tracks, including a new one that is not yet in the game. We are starting to send keys to all Kickstarter backers who have the Digital Soundtracks reward.
Added:
3 additional outputs in the Cargo Dock to increase its throughput capacity
Global work time settings for colonists
Ability to select transport by clicking on the notification
New additional quests
Improved AI of hauling drones, they now distribute evenly across all task types
Behavior of unpaid colonists
Indication of the selected conveyor tool
Indication of module upgrade level
Research map is now fully open
"Send Expedition" button now signals the start of an expedition
Notification of idle hauling drones
Updated and added new Steam achievements
Improved visual of resource delivery by robots to some modules
Updated 3D model of the Cargo Dock
Balance changes
Cost of the Medical Block
Research costs
Science points awarded for the first "Farhad" research
Colonist salaries
Composition of resources and rewards for some storyline contracts
Colonists now default to working 70% of the time
Single bed now locked by default
Minimum science point generation for rovers increased to 50
Lowered oxygen shortage notification threshold
Reduced slag requirement for farm production by half
Increased price volatility range for most resources on the market
Increased available volume of all resources on the market
Increased base battery capacity for rovers
Increased base basalt mining speed
Increased base speed of hauling drones
Increased reward for completing the fifth stage of the laser cannon
Increased mining efficiency of mining drones
Increased time on some timers in storyline tasks
Increased timer for laser cannon construction by 100 days
Increased social science points in the quest for building residential facilities
Increased oxygen consumption by colonists
Increased CPU requirement for large modules
Enhanced research effects for increasing basalt mining speed
Reduced basic price difference between buying and selling some resources
Reduced construction cost of bunk beds
Reduced resource requirement for stages 4, 5, and 6 of laser cannon construction
Fixed
Game did not pause during video playback
"Main Menu" and "Save" buttons are blocked during saving
All achievements are now attainable
Capsule getting stuck on the platform in certain cases of contract cancellation
Crash when opening the load menu
Crashes caused by hauling drones
Work time settings for colonists now saving correctly
Display of days for indefinite contracts
Hauling drones generating negative resources
Issue where the capsule from the Landing Platform would not launch in some cases after loading the game
Modules not connecting to electricity inside buildings
Lowered oxygen shortage notification threshold
In progress
Crash when saving large bases (fix is in testing phase)
Rarely сolonists getting stuck on the way to expeditions (temporary solution added: save and reload the game)
ALT+TAB disables the LMB until pressed ALT+TAB again
Ability to have multiple Expedition Centers and Cargo Docks
Option to cancel expedition loading
Option to dismantle the Expedition Center
Multiple scenarios leading to the blocking of the Expedition Center
Rare crash scenarios
Optimization of RAM usage
Patch 0.92.84
Hi Crusties,
I have good news, we have fixed the three causes of crashes that were causing the vast majority of problems, as well as optimized RAM and improved performance in wireframing mode.
Crash Fixes: Resolved the main reason of crashes related to the digging queue, cargo drones, and upgrading underground conveyors.
Room Detection: Fixed a critical bug that was completely disabling room detection.
Optimization Improvements:
Significantly boosted performance for conveyor connector widgets.
Enhanced performance in wiring mode.
Quest Completion: Fixed a bug that could prevent quests completion.
Module Registration: Adjusted the update process for modules inside rooms.
Resolved the problem with the "Harsh Driller" achievement.
Fixed small issues in the colonist settings interface.
Update 0.92.75 - New colonist time management UI and bug fixes
Hello Crusties,
Today we are publishing v0.92.75 update, which includes many bug fixes as well as an experimental expansion of the colonist management functionality. You can now balance the mode of each colonist to get the most out of your production and research base.
0.92.75
Fixes
Fixed a bug with robots getting stuck when demolishing a resource elevator
Fixed indoor navigation errors, so colonists no longer get stuck on their way to some modules
Fixed game freezing in some situations when there are no free cells in the rooms
Fixed a crash when loading equipment factories with resources
Fixed problems with robot priorities when working with warehouses after loading saves
The priorities of robots in relation to the expedition center have been corrected; now robots correctly perform other tasks during the construction of the expedition center and loading expeditions
Fixed a bug with saving very large factories
Minor changes to contracts
Minor edits in some interfaces and texts
Fixed demolition of the conveyor elevator in hologram mode
Drastically increased wall building priority (WIP)
Fixed colonist status in the laboratory
Changed the order of tasks in the quest “A Place to Live”, now during the construction of the room are given tasks to search for and extract ice
Fixed situations when the repair button did not disappear after it was clicked.
Fixed the display of repair resources in the tooltip
A few minor UI corrections
Balance
Changes to the research map
Balance of the cost of the expedition center
Kitchen production balance
A new mechanism for reducing the parameters of colonists, now the reduction is non-linear.
The balance has been changed, now the colonists work more and idle less.
Increased capacity of the multi-resource warehouse
Some colonist professions under development are closed with a corresponding overlay
Changed construction materials for some modules
Adjusted repair cost of the story truck
Small Edits in music tracks
New
Added a mode for managing the work time of colonists; now you can increase or decrease the work time of a colonist per day.
Added grouping of numbers to credits
The research map is now completely open, all research displays full information about itself
Added video tutorials on manual and automated unloading of a mobile drilling rig
Patch 0.92.63
Fixes
Fix for older saves where Private lab disappeared
Colonists now eat and sleep correctly
Fixed colonist getting stuck when moving to some modules
Fixed visual issues in tooltips for water/oxygen/batteries
Adjusted conveyor building mode placement
Balance changes
Adjusted balance of colonist stats depletion
Adjusted weight of expensive resources
Adjusted prices of cargo capsules
Adjusted balance of different market characteristics
Reduced research cost and construction cost of the Expedition Center
Patch 0.92.59
Hey Crusties!
We're continually working to improve your experience. Check out what's new in version 92.59:
Fixed: - Some save-load game crashes, related to Vehicle Workshops bug, that was causing the crash.
Later!
P.S. It might says 58 version, do not pay attention to it.
Patch 0.92.57
Fixed:
Expedition functionality has been fixed
Balanced robot priorities when working with the expedition center
Fixed the issue of too frequent notifications about energy shortages
Fixed a rare crash when a normal robot and a robot loader collect the last piece of regolith
Electricity shortage notification now works correctly
Improved:
Added detailed descriptions for each energy parameter
Visual improvements to titanium oxide and silicon oxide
Patch 0.92.54
Fixes
Fixes broken POIs after loading saves from previous versions of the game.
Drones and resources can now be bought together.
Now the sell button will not be blocked if the resources sent in the selected capsule recoup its cost.
Now resource veins do not appear very close to the elevator
Ballance
The time to find and deliver colonists to the base has been increased in the colonists rescue task.
The base battery capacity of the rover's battery has been slightly increased
Reduced cost of conveyors of all levels
Slightly increased cost of underground conveyor
Slightly reduced % of slag in regolith refining
The probability of high % of aluminum and titanium in resource veins is slightly increased.
Reduced the number of complex urgent contracts in the early stages of the game
Balanced food and energy consumption by colonists
Patch 0.92.50 and Developer Appeal
Hello Crusties, In the last few days, we have seen an overwhelming number of people joining our social channels, Discord, and playing our game. To all of our fans, new and old ones, we would like to say thank you so much from the bottom of our hearts. Your support means a lot to our entire team. Months prior to the release, we were working non-stop and overtime to deliver the best possible experience to all the fans of the genre and everyone who waited for the game's release. At some points, we even thought that once the game was released, we would be able to breathe again. Well, we were wrong. It seems like the amount of work has now quadrupled, but all this overwhelming support keeps us going and keeps us motivated. You guys are amazing and awesome. We will do our best to provide the best possible experience for you in our game and continue developing the game along with all of you and your suggestions. By the way, did you know that you can leave your suggestions on our website: https://idea.the-crust.com/? Once we take care of all the critical issues and bugs, we will start working on your ideas, and the most voted ones will be prioritized, of course. So make sure to leave your vote and feedback!
Now, we know that some of you have experienced issues with certain elements of the game, and we are doing our best to fix them as soon as possible. Some things take a little time to fix, but we will do our best to address all of them. Below, you can find the list of issues that we have already addressed and fixed:
Patch 0.92.50
Fixes
Fixed a bug where you could borrow money when upgrading conveyors
Fixed check for auto-saves triggering in the main menu
Fixed an issue where a private lab could not be used several times in a row
Fixed private lab disappearing if you save immediately after using it
Now active research in a private lab blocks it exactly for the duration of the acquired science points
Fixed a bug with fractional numbers and large numbers of bulk resources
Fixed a problem with shipping a large amount of resources to build a laser cannon that caused it to be impossible to complete due to excessive quantities.
Improvements
Added green points to the contracts branch, along with the market research task
Research map is now partially open, allowing you to plan your technical development
Removed the global task “get navigation data” in the contracts branch
Added “disable autosaves” option in game settings
Small optimization to reduce RAM requirements
Improved fonts to be more readable in some game interfaces
Added new condition and trait cards for colonists
Updated descriptions of some colonist cards
Added new points of interest to the story mode
Changed the balance of some research in the social branch
The guys on discord helped us reproduce the memory leak and we are already working on fixing it.
Here are the issues we are currently working on fixing:
Fixing some crashes
ALT+TAB disables the left mouse button until ALT+TAB is pressed again
Adding the ability to cancel resource loading in the expedition center
The power grid deficit number sometimes displays incorrectly
The low power notification sometimes briefly triggers when resources are low
Balancing robot priorities, as they sometimes choose inappropriate tasks
Fixing a rare situation where a contract failure does not return resources
Working on optimizing memory usage
Balancing the costs of conveyors, contract rewards, and the cost of research points
If you experience an issue, please make sure to join our Discord and let us know about it (https://discord.gg/the-crust). We are doing our best to check every public source where we can be contacted, but when it comes from many different sources, it becomes a bit challenging to manage it all. We sincerely appreciate all your help, and we promise to do our best to address everything. Also, if you enjoy the game, please consider leaving us a review. This is very important for us and for the game. Your voice matters! The more reviews the game has, the bigger reach it will get, and the more things it will allow us to add to the game in the future. We are committed to creating an amazing game, and we need your help along our journey.
Patch v0.92.35
Patch 0.92.35
Corrections
Starting from this version, the tutorial can be skipped after you completed it once.
in the tutorial, the appearance of a highlight hint where you need to build solar panels has been corrected, now it appears together with the dialogue
Replaced all fonts in the game with more readable ones.
Fix for modules registration in a room while loading.
Fixed loading a save if saving occurred during cinematic.
Fixed a bug where the main menu did not open after the intro video.
Fixed truck getting stuck in ECC if the truck was full upon arrival.
“Paid laboratory” has been renamed to “Private laboratory”
In the story, the launch of the “Private Laboratory” was moved to the moment immediately after studying the “Repeater” point of interest
Fixed Medical block module production
Balance changes
CRUST Solutions now opens before starting the "laser gun" quest, after completing the main story
The timer for delivering the Hope-2 crew to the base has been increased
Refund of credits for removing a conveyor has been increased, research has been adjusted for 100% refund
Fixed some errors in the balance of futures contracts