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Patch 0.99.95

Patch 0.99.95

Added

  • Added a capsule with resources from CRUST in the "Place to Live" quest.

  • Added the ability to quickly clear resources from a conveyor by hovering over it and pressing the M key.

  • Added a tooltip about energy shortages in the Flight Control Center when in auto-trade mode.

Fixed

  • Fixed a bug where in some cases contracts would not appear in the active list.

  • Fixed a bug where the tooltip for the purchase timer of resources, modules, or colonists would display information about resource shortages.

  • Fixed a bug where upgrading an Underground Conveyor while holding Shift would trigger the upgrade twice.

  • Fixed a bug where the Fuel Factory would start working incorrectly after being upgraded.

  • Fixed a bug where in some cases the second column of the side resource panel would be empty upon opening.

  • Fixed a bug where in some cases, after disabling the Large Vehicle Assembly Facility and re-enabling it, the Mobile Drilling Rig would not continue construction. Also fixed the same bug when constructing a drone in the Small Vehicle Assembly Facility.

  • Fixed a bug where the "Place to Live" quest tracked the construction of the Pharmaceutical Factory instead of the Medical Center.

  • Fixed the localization of the "Active Flights" text.

  • Fixed the height of the conveyor hologram.

Changed

  • Changed the description of the Tech Center.

  • Now, when changing the resource type in the Refrigerator, previously stored items drop to the tile in front of the module.

Balance

  • Slightly reduced the impact of drone count on CPU; overload now starts at 21 drones.

  • Changed the research positions of the Medical Center and the Pharmaceutical Factory.

  • Reduced the research and construction cost of the Medical Center.

  • Slightly increased the research and construction cost of the Pharmaceutical Factory.

  • Balanced the cost of some research in the social branch.

  • Increased CPU consumption of the Medical Center: 0 → 5.

  • Increased CPU consumption of the Pharmaceutical Factory: 3 → 10.

  • Added food distribution points to the Kitchen: 14 → 18.

  • Added food distribution points to the Industrial Kitchen: 17 → 24.

  • Added food distribution points to the Refrigerator: 4 → 32.

  • Balanced the starting skills of colonists.

  • Increased the capacity of all gas veins on the base by 40–100%.

  • Increased the Gas Extractor's power consumption: 12 → 22.

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