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
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New visuals for each conveyor tier: making it easier to identify and manage your logistics.
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Complete Conveyors Culling Between Levels: Optimized performance with improved conveyor culling.
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Meteorites for Sandbox Start: Salvage valuable resources from meteorites in sandbox mode to kickstart your progress.
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Big Solar Panel is now animated!
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Added tooltips to the Conveyors panel buttons, now displaying conveyor throughput for easy reference.
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Added a new notification about unused science points.
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Urgent contracts now will show their location type on the Contract Offer UI.
Fixes
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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!
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Fixed the issue where modules couldn't build near crater hills — turns out, they were just being overly cautious about steep elevation.
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Resolved a crash triggered by disabled pathfinding when connecting conveyors to corners.
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MDR mining fixes:
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Fixed MDR pausing mining when full, failing to resume after cargo offload. Now, no more interruptions in your mining operations.
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MDR now speeds up mining time with game speed, without multiplying the output. Mining efficiency remains consistent.
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Fixed Regolith Extractor animation resetting on cycle start.
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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.
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Fixed Contract location mismatches in UI.
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Fixed tooltips getting stuck when opening the pause menu.
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Resolved an issue where Points of Interest (POIs) would stubbornly become locked after loading if a truck happened to be en route.
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Addressed issues regarding colonist selection behavior in the colonist panel.
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You can't check the location of completed contracts anymore. They're done-zo!
Adjustments
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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.
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Contract changes:
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Capsules now exclusive to moon-to-earth contracts, following C.R.U.S.T. directive. Moon-to-moon contracts limited to cargo trucks.
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Contracts designed for either the moon or Earth now spawn precisely according to their intended locations.
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Added a batch of new urgent contracts.
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Contract eligibility with certain organizations now demands a higher reputation threshold, with the trade-off being more lucrative rewards.
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Revamped the generation of lunar contracts and shortened the maximum spawn distance.
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Adjusted the generation to offer fewer simple lunar contracts.
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Lowered the chances of encountering science points on difficult and late-game contracts.
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Reduced the rate at which maintenance decreases for disabled and idling modules, ultimately resulting in significant resource savings over time.
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Increased initial silicon amount in starting resources in sandbox.
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Tweaked the efficiency of small and medium solar panels to ensure more balanced energy output.
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Adjusted the pricing for constructing small and medium solar panels.
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Adjusted prices for conveyors:
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increased price of underground conveyors.
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Increased price of 2-4 tiers of conveyors.
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Adjusted the fuel mesh to a bigger scale.
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