Full notes
Full Generation Ship update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Base builders!
What changed
- Gameplay
- UI and audio
- Fixes
- Balance
- Performance
- Store
In this iteration there was a focus on the environment and many improvements in the interaction with the game.
New Room Concept
Every room now possesses distinct environmental values, introducing a rewarding or penalizing system for favorable or unfavorable combinations. The initial addition is the Noise factor, and we have exciting plans for future variables such as Appearance, Cleanliness, Smell, and Space.
Environmental Effects
These values influence activities in the ship. For instance, a loud factory floor might extend the time needed for a meal, while extreme conditions could prevent crew members from sleeping, impacting their mood.
Others will completely stop the activities like sleeping the bed. If the level reaches a certain level, persons can’t sleep anymore.
If that happens, some items will cause some thoughts to the person, making a longer negative impact on the mood of the person.
Environmental Factors
There are various ways to influence the ship's environment:
Active Item
Most interior items generate noise when active, contributing to the overall environment.
Finished Item
The completion of certain items can have direct effects on room characteristics, offering another layer of strategic planning.
Placing UI
Understanding the impact of interior items is now more intuitive with the new placement system. It provides a summary of the room's overall effect and displays changes over each affected interior item.
Global Interior Item Placement
With uniform rooms, the need for distinct room types is eliminated. Interior items can now be placed directly without the need to edit the room first.
Automatically add missing doors
When placing rooms next to rooms it will now automatically detect when there is a door missing and place it.
Changeable Recipes
Interior items can now feature changeable recipes. For instance, a gas releaser can switch between Oxygen, Nitrogen, or CO2.
The crafting UI has also been revamped for a more integrated and understandable experience.
New Supply UI
The supply UI has received a visual overhaul for enhanced usability. Now table-based and featuring a search bar, finding what you need is quicker and more straightforward.
Game element Context Menus
Another improvement are contextMenus for the game elements. You can now just right click on an element like an interior item or a person, to show up their context menu. If you select a person before, it still shows the PiMenu for that target, to e.g. grab the resources out. It also got the usual double confirm buttons to prevent unwanted actions as its known from the buttons.
New Objectives
While our original plan to introduce the story has been postponed due to substantial gameplay changes, we've laid the foundation for it. This iteration includes a new game setup mechanism, accompanied by a refreshed New Game menu.
Full ChangeLog
Fixes
Rare situation where person was stuck in an activity
Duplicate UnitSymbol for Skills in Tooltip of Supply Popup
First Person camera did not allow walking through doors
Slot items visible when person overview is hidden.
Updated Storage Values when they are changing live in UI
Wrong shown storage count in special cases
wrong no energy problem at hygieneArea
Problems for construction places were not readded when the resource got unavailable.
Fixed can't put resources to storage in special cases
Fixed PiMenu Sound for group selection
Fixed very long Crafting Duration timewarps were around 3s wrong
Fixed where Doors in interior p lacing were not moving on bad positions.
Prevent Doors could be droped over special interior items.
Layout of Task Icon at special case with problem and assigned person
Dismantle priority was dynamic when changing the priority while in dismantle mode
An exception at license the widget
Door update wrong when autoplacing doors
Some rooms got too the wrong state in some special cases
Icon of newly created Blueprints were not updated in BuildMenu when the async generating is finished
Wrong ProgressData was shown for constructions in waiting for resoruce state
Fixed Some I18nLabels were not linking to the correct TranslatorElement
Fixed some Lipsyncs were out of date
- Translate ElementNot updated content when the list was filtered
ForceLive was not done in a special case
Timewarp not Stopped when unloading Dock
Some not wanted Transport Priorities are fixed
Showing Empty box in special cases where it should not be
Fixed situation when cheating it could happen that the person had unwanted empty resourcetype in a slot
Idle Persons not using not available area
Exceptions when deleting the last savegame
Fixed error on HistoryGraph without data
Fixed Bad sorting of resource recipes e.g. for generator
Markers of GaugePanels were not updated in the first rendered Frame when they are shown
Closing Arrived Persons Hint will stay closed now
Better Layout for Too fast in Tutorial Popup
New Room Button is not highlighted anymore, when a blueprint is selected
Flickering Out of Bounds indicator for Tutorial
Fixed Problem when Person has too much water, getting to an activity loop
Fire spreads out too fast.
Some Serializing issues for Productivity items
Quality of a resourceBox was shown wrong in some special cases
Maybe wrong translations when pluginmanager initialized twice
Rounding Errors on some special cases lead to not exact amounts
Persons idling didn't do tasks with priority 1
Checking now for available Path to the target rooms with pimenu
Some Choose Popups were not opening
Interior Item Prototype didn't respect ship spinning
Rare case where resource Value can get nan
Error Logging when trying to render a path between 2 elements without a usable connection.
Person not putting things to dismantled storage
When working of door, the person was wrong rotated
Added
Click sound when hopening PrimaryObjective
Rightclick on the Recipe Queue priorize the item
Added Amount of Available Interior Items to the Interior item Build Menu.
Added first Difficulty setup to prepare for easy and hard mode
Primary Objective Popup
Make Intro and Tutorial skippable
New Game Dialoge
Focus a room is now related to the room size
Added Person Slot Icons to the Person Overview Element (lower right)
FullScreenMode Option is translated
Contextmenu for Interior Items, using the PiMenu
Added Double Confirm button for Pi Menu
Cheat for Instant destroy an Interior Item (Ctrl when clicking the button)
SupplyShip overview got a panel with the current Cargo for easier identify
Created custom search field and used it everywhere
Added Fancy Tooltips with headline separation
Cheating input resources with shift ctrl interior place
Changable Recipies for interior items
Scrollbars to blueprint list
Ask for automaticaly adding door, when a room is placed at another room without a door.
Shortcut 1-9 now defines different speed option
Added a Task Tooltip
Support for overtaking Worker Slots
Support Overtaking Service Tasks with the pimenu
Added TaskPanel to all Selection Panels
Improved
Store last used Tutorial and intro settings of NewGame Setup
Updated and reduced the tutorial to a minimum. Interactive help will be added soon to cover the rest.
Sorting in Person Selection Panel is now aligned with the rest of the UI
Improved PiMenu interaction
Better Layout of Lists
Interior editing now shows blocker areas in space from other rooms
New Design for Bexed Value Label
SupplyPopup Resource Table now supports leftclick to add and rightclick to remove (including the modifiers)
Implemented Maximum amount Resupply with delta to Supply)
Make WorldUIElement for Interior Item preview Scalable to the camera distance.
Timewarp behavior switching between speed and timewarps
RecipeChooser now using Table layout with categories and filters
Changed Blocking Graphics to a nicer one
Show the location of existing blueprints and set this by default if choosen.
Translator updates now the language files for easier changing the file by hand
Add interior Items now can switch rooms to drop.
Show all problems of a mission instead of just a single one.
Game Feedback dialoge is now always on top
Construction/Maintenance Bars scale dynamic to the distance
Changed Group hotkey usage to Alt+1 and so on, to have space for speed change
Construction Sides show now all Problems instead of just the first one
Make Help windows easy closable
Support larger amount of options
Highlight best connection in resource overlay
Performance improved for Path checks
PiMenu entries of Person with Interior Items can now use Transportslots even more
Replaced expensive simulation method to gain simulation speed on large ships
Balancing
More Resources from Missions
Supply from Earth now can now be setup in difficulty level
Perons can now carry half a box per transport, independent from the weight
Canceling Crafted items needs to be emptied the containers now first
Reduced BoxSize and content to half
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support!
If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!
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Source
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