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- Balance: Geodes now contain more ores. - Balance: Increased the amount of ores in mountains. - Balance: Increased the colonist limit in the later campaign. - Balance: Increased the time it takes for needs to advance by 50%. - Balance: Made trains faster. - Balance: Mushies can now also be grown in the tundra. Also, they now grow at night. - Balance: Oil pumps now have the same building recipe as quarries and require energy. - Balance: Quarries are now twice as fast. - Balance: Reduced the energy generation of the treadmill. - Balance: The monuments, portals and extractors in mission 8 now require electronic components. - Balance: You can now only import produced goods that are at least 2 tiers lower. - Campaign: Added the story dialogue for mission 1. - Campaign: Removed the social buildings part 4 from mission 7 as well as the carbonate resources. - Content: Added a 1x3 depot. Useful for feeding one ingredient to automated workshops. - Fixed: Arrows on conveyor distributor pointing in wrong directions when belt is rotated. - Fixed: Arrows on conveyor distributor with output priority not showing after loading. - Fixed: Automated farms etc. not disappearing after getting "deconstructed". - Fixed: Automated workshops no longer show a warning for missing output stockpiles if they produce nothing (e.g. monuments). - Fixed: Items being loaded on train stations should no longer get stuck mid-air when reloading. - Fixed: Maybe fixed stockpiles disappearing after reloading in some cases. - Fixed: When an item is displaced, corresponding logistics jobs are cancelled. - Misc: Border markers are now consistently in the enemy color when your territory clashes with an enemy camp. - Misc: Deprecated the ancient building parts. - Misc: Moved the input boxes for the monuments from the corners to the edges. - Misc: The monuments in the last mission now have 4 inputs each, so that you can easily connect them regardless of where they spawn on the map. - Misc: You can now place hoppers on tiles that are in water (for the cargo port). - Misc: You now get a message when trying to shuffle an enemy camp but have no money. - Performance: Made inserters and conveyor belts more efficient. - Performance: Made inserters more efficient. - Performance: Misc. smaller performance improvements. - Performance: Possibly fixed an issue causing regular lags after playing for some time. - Performance: Warning flags are now recalculated only once every 5 seconds. - UI: Building charge panel no longer shows while building is under construction. - UI: Changed the look of selected/unselected buttons a bit to make them easier to distinguish. - UI: In the objective panel there is now a new panel that helps you keep track of nearby enemy camps and their buy out requirements. - UI: Increased the opacity of the zone color overlay to make them easier to distinguish. - UI: Made the text in buttons a bit bigger. - UI: The fan-favorite "forbid consumption"-button is back! - UI: When placing an inserter, the arrows now appear in red or green if you are placing them in a correct/incorrect position. - UI: When using the delete tool, hoppers are now prioritized over depots. - UI: When you place an inserter the wrong way, there is now a warning. - UI: You can now set priorities to manual power generators (treadmills) and disable them that way. - UI: You can now sort the inventory by type, name, count and change. - Visual: Buildings like bonfires are no longer built on foundations. - Visual: Made the pickup animation of cranes smoother. - Visual: Power lines are now a bit thinner.
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