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Patch 27.7.2019 improves the logistics system and fixes more bugs.

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Logistics System Major rework of the logistics system.

  • The system now only reserves the next segment, not the whole way.
  • Stations restrict the number of tiles they offer for transit based on the number of targets to avoid deadlocks.
  • Paths are now prioritized based on distance (number of hops).
  • Carriages now prefer to pick from the smaller stack.

User Interface

  • Camera: F1-F4 are now initialized to your starting position.
  • Content/UI: Added (non-functional) stone walls. If you select them from the build menu, the game will place them in a connected way like roads.
  • UI: Added a confirmation dialog to quick loading exiting.
  • UI: By default, selecting something now only displays the arrows directly related to the thing. Hold alt to show all arrows.
  • UI: When placing a decoration building, the game now highlights the tiles that will be affected.
  • UI: Hovering over the idle colonist counter now shows what jobs are assigned and how many people are currently doing them.
  • UI: Simplified the way recipes are displayed. Input icons are only shown for ambiguous recipes. The tooltip now contains information on inputs and extra outputs.
  • UI: Disabled propagate to all for robot workshops.

Bug Fixes

  • Gameplay: Colonist now sleep until fully healed.
  • Performance: Improved performance of the upgrade workshop job generation.
  • Engine: Disabled dynamic batching and some other setting which may have led to crashes on some systems.
  • Fixed: Serialization of tool/weapon equip tasks.
  • Fixed: Produced robots not drinking oil and getting no drink value from it.
  • Fixed: Produced robots not belonging to your colony.
  • Fixed: Pathfinding bug related to foundations. This should fix a number of "x not getting built/produced" issues.
  • Fixed: Bug causing things to not get stockpiled in some cases.
  • Fixed: Modded scenarios disappearing after returning to the main menu. Also added the MockupTier123 scenario to the modding examples.
  • Fixed: Objects not correctly unreserved when a mining job is cancelled.
  • Fixed: Probably fixed black screen when zooming all the way out on huge maps.
  • Fixed: Deconstructing an inserter now frees the item it transports.
  • Fixed: Probably fixed an issue preventing colonists from returning after combat.
  • Fixed: Campaign save games should now correctly store the targets for a given island.
  • Fixed: Robot workshop not producing robots.
  • Fixed: Language settings having no effect after returning to the main menu.
  • Fixed: Audio volume setting not applied while the game is paused.
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