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Build 76: Blueprint Folders, Bigger Batteries and More Steady Multiplayer

Highlights

  • Blueprint folders. The Blueprint panel has folders. Create, rename and delete them, nest folders inside folders and step back with the path row. Drag a blueprint onto a folder, or pick one from the Folder dropdown in its details. Search looks through every folder, and your existing blueprints stay where they were, at the top level.

  • Bigger batteries. Batteries hold 30 kWh, up from 5, and charge and discharge six times faster.

  • Barge Loading Bays. A logistics bay's barge port is now the Barge Loading Bay and holds 2, 5 or 10 stacks by tier. Fast bays draw a flat 2 kW, Express bays 5 kW.

  • Coloured lamps that light your base. Lights take any colour from the mass driver laser picker, glow with a soft halo and light the structures around them in their own colour. Display settings has a Max lamp lights slider, from Off to 144, and picking a graphics quality sets its default.

  • Plasma bolt splash. The Plasma bolt splashes 30% of its damage onto every other enemy within one tile of its target, which still takes the full hit. Its base damage is 15% lower. It now starts at your hull's edge, grows and crackles with its Oracle damage level, and a hit draws a growing ring with lightning arcs.

  • Large blueprints paste. Pasting a large blueprint places every structure instead of doing nothing.

  • Steadier multiplayer. Fixed desyncs where a host running at a low frame rate, like a Steam Deck, fell out of sync a few seconds after something was deconstructed or removed. More of the game now updates in step with the simulation instead of every rendered frame, removing a cause of desyncs when one player runs at a low frame rate.

Improvements

  • Riding a big station is much lighter on the frame rate. On a large base the game ran about 20 to 25% more updates per second while flying it.

  • Landing zone ghosts are orange, with brighter buildings and a dimmer outline. Placing a landing zone shows the same ghost, in red where it can't go, instead of the blueprint of the ship that will land there.

  • Recipe tooltips show the output count in the title, like "Organic Compounds Recipe x7", and the time of one whole craft.

  • Shift-click copy and paste, blueprints and rebuild ghosts keep a light's colour and on/off switch.

  • Power distributors get the mass driver's Follow destination toggle.

  • Ctrl+click on a mass driver takes from its launch chamber first, then its landing pad.

  • The FPS overlay's hotkeys no longer clash with danger ping (Ctrl+G) and Take All Ships (Ctrl+H). Its mode key is now Ctrl+U.

  • Everyone gets the dark sky. The light sky option is gone, and the game is about 80 MB smaller.

  • The main menu shows the build number and when that build was made.

  • Desync recovery covers more cases where a game could fork again right after recovering, and the multiplayer desync check costs about an eighth of what it did on big saves.

Fixes

  • Older saves load with the right items again in hauler stop conditions, pending obelisk rewards and a Singularity Power Station's burning fuel.

  • Saves loaded and saved again on Build 72 to 74 had Singularity Engines burning the wrong item, so they overheated and blew up. Loading such a save now clears the wrong fuel from those engines and cools them down.

  • Mass drivers rearm after every shot again, and one short of launch power waits at Charging 0% after rearming.

  • Fixed a desync after a recovery when the host placed a blueprint while the recovery was running.

  • Heat and power receivers keep their link when a mobile relay station docks into or out of a beam line, and receivers that lost it repair themselves. A heat receiver takes heat from whichever transmitter aims at it.

  • Haulers' scheduled stops get the same numbers in every player's game.

  • A host whose relay connection dropped can host again without restarting.

  • A single player save loaded before Steam finished signing in no longer turns you into "Player 0" and forgets your Steam account.

  • Chat starts empty in each new game and keeps its lines through a resync or reconnect.

  • A crafter fills its own input before passing items on, so a greenhouse substrate loop can be jumpstarted.

  • A pasted and rotated mass driver no longer links to a target out of range.

  • The banners above the hotbar, like the held blueprint hint, no longer block aiming and placing behind them.

  • Copy and cut drags over big bases no longer add to a long session's memory growth.

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