Added a capsule with resources from CRUST in the "Place to Live" quest.
Added the ability to quickly clear resources from a conveyor by hovering over it and pressing the M key.
Added a tooltip about energy shortages in the Flight Control Center when in auto-trade mode.
Fixed
Fixed a bug where in some cases contracts would not appear in the active list.
Fixed a bug where the tooltip for the purchase timer of resources, modules, or colonists would display information about resource shortages.
Fixed a bug where upgrading an Underground Conveyor while holding Shift would trigger the upgrade twice.
Fixed a bug where the Fuel Factory would start working incorrectly after being upgraded.
Fixed a bug where in some cases the second column of the side resource panel would be empty upon opening.
Fixed a bug where in some cases, after disabling the Large Vehicle Assembly Facility and re-enabling it, the Mobile Drilling Rig would not continue construction. Also fixed the same bug when constructing a drone in the Small Vehicle Assembly Facility.
Fixed a bug where the "Place to Live" quest tracked the construction of the Pharmaceutical Factory instead of the Medical Center.
Fixed the localization of the "Active Flights" text.
Fixed the height of the conveyor hologram.
Changed
Changed the description of the Tech Center.
Now, when changing the resource type in the Refrigerator, previously stored items drop to the tile in front of the module.
Balance
Slightly reduced the impact of drone count on CPU; overload now starts at 21 drones.
Changed the research positions of the Medical Center and the Pharmaceutical Factory.
Reduced the research and construction cost of the Medical Center.
Slightly increased the research and construction cost of the Pharmaceutical Factory.
Balanced the cost of some research in the social branch.
Increased CPU consumption of the Medical Center: 0 → 5.
Increased CPU consumption of the Pharmaceutical Factory: 3 → 10.
Added food distribution points to the Kitchen: 14 → 18.
Added food distribution points to the Industrial Kitchen: 17 → 24.
Added food distribution points to the Refrigerator: 4 → 32.
Balanced the starting skills of colonists.
Increased the capacity of all gas veins on the base by 40–100%.
Increased the Gas Extractor's power consumption: 12 → 22.