Update log
Full The Crust update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, community!
Extracted changes
- Performance
- Gameplay
- Balance
- UI and audio
We’re happy to announce the release of a new Big FPS & QoL Update! In this one, we focused on optimization and also introduced several useful new features. Let’s go through them one by one.
Optimization
In this update, the conveyor systems have undergone significant changes. We have optimized the way resources are displayed in warehouses and on conveyors, and we have implemented a system for automatically merging and splitting conveyor sections, resulting in a significant increase in FPS—on average, approximately double that of the previous version. The exact increase in FPS depends on your device's specifications.
Module naming
We’ve added the ability to assign names to modules. This makes it easier to manage capsule and rocket dispatches for contracts - simply select the appropriate Flight Control Center or Launch Station when sending resources.
Flight Control Center buffer management
With the addition of cargo pods landing at the Flight Control Center, managing resource unloading became necessary. You can now freely choose between drones and conveyors for handling deliveries.
Rover, Cargo Truck, and Rocket upgrades
Applying researched upgrades to rovers, cargo trucks, and rockets now requires credits. You can upgrade rovers and cargo trucks via their interfaces, and rockets at the Launch Station.
Auto-trading at market price
When setting up auto-trading, it can be difficult to choose a price that is both profitable and attractive to buyers or sellers. To simplify this, we’ve added the option to trade resources at market price, which updates dynamically while searching for deals.
Available contracts filter
We’ve also added a new contract filter that shows only the contracts available at your current reputation level with an organization.
Organization Contract Access
Speaking of organizations, cooperation with some of them will now require meeting certain conditions (no spoilers!). In this update, this mechanic applies to 5 organizations, with more to follow by the full release. Connections don’t come easy :)
This update also includes various bug fixes and balance improvements.
Full Changelog v0.99.85
Added
Added a new point of interest with barter contracts.
Added the ability to assign names to modules, making it easier to select the appropriate Flight Control Center or Launch Station when loading contracts (It is recommended to rebuild existing Flight Control Centers and Launch Stations to ensure proper functionality).
Added a “market price” option for auto-trading.
Added rocket, truck, and rover upgrades purchasable with credits.
Added upgrades for the Fusion Reactor, Fuel Generator, and Biogenerator.
Added income from the Data Processing Node to the Income & Expenses tab in statistics.
Added a filter for available contracts.
Access to some organization contracts is now unlocked after meeting certain conditions.
Added a drone logistics control option for resource unloading at the Flight Control Center.
Added food distribution to colonists in the Industrial Kitchen, along with additional serving slots in the Kitchen and Refrigerator.
Added repeatable research for converting science points into credits.
Added residential construction costs to the base capitalization calculation.
Added power consumption for Fundamental and Social Science Labs.
Added resource weight info to tooltips in the contracts menu.
Added the ability to transport oxides between outposts.
Added an indicator for the number of trips when assigning truck routes.
Added a capacity limit bar to the Underground Storage.
New encyclopedia page: Medical Center.
Added sound effects for many modules.
Optimization
Optimized resource rendering on conveyors and in storages.
Optimized conveyor segments: automatic merging and splitting.
Optimized loading of heavy UI
Source
