Full notes
Full Space Station Designer update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello! We continue making progress on the development of Space Station Designer, and today we're proud to unveil Space Station Designer v. 0.5.20, which includes a series of improvements and additions. Please read on for the details, and if you're interested in the full changelog, please visit this live document: [Public] Space Station Designer - Release Notes
What changed
- Gameplay
- Maps
- Workshop
- UI and audio
Space Station Designer changes
Acquisition of Research Technologies
From this version onwards, research technologies can only be acquired using research points, and the tech tree has been updated accordingly to reflect this.
We've added a new research module named 'EVA Experiments Research Facility'. This module is included as part of the 'Base Space Station Technology' and, thus, available from the start of the campaign.
The module is available in the 'Free Builder' mode, too.
New Campaign Objectives
The Campaign Objectives we introduced as part of the previous update were very well received. However, we were asked to add more granular objectives during the initial stages of the campaign, so we've reworked the whole diagram and added a series of new early objectives. The end goal is the same, though: "Acquire the 'Expansion in LEO' research technology."
Maintenance and maintenance boost areas of influence
In the previous update we introduced three Maintenance-related research technologies and modules, including 'Intermediate' and 'Advanced' versions of the Airlock module and three new 'Maintenance Workshop' modules. We also introduced two new game mechanics: the 'maintenance area of influence' and the 'maintenance boost area of influence'.
Airlocks provide a mechanism for astronauts to go outside the station and fix failed modules within a certain 'maintenance area of influence' distance. If a module experiences a failure and it's not within the 'maintenance area of influence' provided by a nearby Airlock, astronauts won't be able to repair it, and sadly it will have to be replaced altogether. Because of this, it's advisable to install Airlock modules throughout the station to ensure that nearby modules can be repaired, should they experience a failure.
The 'maintenance area of influence' provided by Airlock modules is now clearly communicated as part of their information card:
In addition to the Airlock modules, we introduced three variants of the 'Maintenance Workshop' modules as part of the previous update. When a module fails, and assuming said module is within the "maintenance area of influence" provided by an Airlock-type module, it will benefit from a greater chance of a successful repair. This information is also clearly communicated in the information card:
Note that modules can be both inside the 'maintenance area of influence' provided by an Airlock and outside the 'maintenance boost area of influence' provided by a Maintenance Workshop. Again, all this information is clearly communicated via the tooltips in the information card:
Cooling and electricity modules proximity
In the previous update we introduced the initial structure for a system that checks the proximity of all modules with nearby electricity and cooling modules. For this update, we've implemented the whole system. This includes tooltips in the information cards:
And the following rules, which will apply to all modules located far from an electricity/cooling module:
All modules types, irrespective of what type they are, will be more prone to failure in general.
Manufacturing, Research and Industrial R&D modules won’t produce any output.
Space Tourism modules cannot be selected when setting up a space tourism group.
Modules won't be available when setting up new Commercial Services/Leasing engagements.
Quality of Life
Source
Changelog.gg summarizes and formats this update. How we read updates.
