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Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals. - Misc: Improved the animation of both inserters. - Fixed: Removed SteelBlock from ModernBuildingPart recipe. - Fixed: Deactivating mods in the mod screen having no effect. - Fixed: Camera rotation keys not being locked in menus. - Fixed: Lag every few seconds due to donation receiver process not getting terminated. - Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions. - Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign. - Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign. - Content: Added the catapult robot (tier 2) which fires projectiles at enemies. - Content: Added the healing robot (tier 3). - Content: Added 3 new music tracks for the dark biome. - UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list. - Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have... - no sheep and no clay (tier 1) - no iron ore (tier 2) - no carbonate (tier 3) Changed the recipes of some buildings to adjust to this. - Balancing: Spawn modifiers now effect minimum spawns as well. - Balancing: Spawn modifiers now effect the content of minable things like geodes. - Balancing: Spawn modifiers now effect if something can be imported via the shipping port. - Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet). - Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data. - Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter. - Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused. - Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains. - Story/Modding: Added CampaignLoadoutInfoFixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands. - Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues. - Fixed: AutomatedBasicWorkplace having no recipes. - Fixed: Player longer able to assign output stockpiles after last patch. - Fixed: A number of smaller fixes.
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