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Major Update 0.90.65

The conveyor system has been completely overhauled! Each tier now has a unique and visually distinct appearance. Your production lines have never looked better! Important Note: Saves created before this patch will no longer be loadable.

New Features & Additions

  • New visuals for each conveyor tier: making it easier to identify and manage your logistics.

  • Complete Conveyors Culling Between Levels: Optimized performance with improved conveyor culling.

  • Meteorites for Sandbox Start: Salvage valuable resources from meteorites in sandbox mode to kickstart your progress.

  • Big Solar Panel is now animated!

  • Added tooltips to the Conveyors panel buttons, now displaying conveyor throughput for easy reference.

  • Added a new notification about unused science points.

  • Urgent contracts now will show their location type on the Contract Offer UI.

Fixes

  • Yep, you guessed it. We fixed those conveyor corners that couldn't seem to turn the right way. Now they're back on track, ready to roll without any funny business!

  • Fixed the issue where modules couldn't build near crater hills — turns out, they were just being overly cautious about steep elevation.

  • Resolved a crash triggered by disabled pathfinding when connecting conveyors to corners.

  • MDR mining fixes:

    • Fixed MDR pausing mining when full, failing to resume after cargo offload. Now, no more interruptions in your mining operations.

    • MDR now speeds up mining time with game speed, without multiplying the output. Mining efficiency remains consistent.

  • Fixed Regolith Extractor animation resetting on cycle start.

  • Fixed Vein Scanner mode movement to prevent sticking at the edge of its range. While some jittering may still occur at the boundaries, overall movement is now smoother.

  • Fixed Contract location mismatches in UI.

  • Fixed tooltips getting stuck when opening the pause menu.

  • Resolved an issue where Points of Interest (POIs) would stubbornly become locked after loading if a truck happened to be en route.

  • Addressed issues regarding colonist selection behavior in the colonist panel.

  • You can't check the location of completed contracts anymore. They're done-zo!

Adjustments

  • Implemented inflation for science points within 'Crust Solutions', where prices now increase in line with current research progress. This change aims to encourage the construction of personal labs.

  • Contract changes:

    • Capsules now exclusive to moon-to-earth contracts, following C.R.U.S.T. directive. Moon-to-moon contracts limited to cargo trucks.

    • Contracts designed for either the moon or Earth now spawn precisely according to their intended locations.

    • Added a batch of new urgent contracts.

    • Contract eligibility with certain organizations now demands a higher reputation threshold, with the trade-off being more lucrative rewards.

    • Revamped the generation of lunar contracts and shortened the maximum spawn distance.

    • Adjusted the generation to offer fewer simple lunar contracts.

    • Lowered the chances of encountering science points on difficult and late-game contracts.

  • Reduced the rate at which maintenance decreases for disabled and idling modules, ultimately resulting in significant resource savings over time.

  • Increased initial silicon amount in starting resources in sandbox.

  • Tweaked the efficiency of small and medium solar panels to ensure more balanced energy output.

  • Adjusted the pricing for constructing small and medium solar panels.

  • Adjusted prices for conveyors:

    • increased price of underground conveyors.

    • Increased price of 2-4 tiers of conveyors.

  • Adjusted the fuel mesh to a bigger scale.

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