
Hello Commander, Our first patch since Feeding the Future is here! We’ve improved how grids handle shortages, reduced Small Farm maintenance costs, and made it easier for Colonists to change trains at Large Stations. The update also includes several more bug fixes and quality-of-life improvements.
Check out the full patch notes below:
Balance changes
Changed the behavior of grids when there is not enough supply to cover the demand. Instead of turning the whole grid off, buildings will be disabled in stages depending on their priority - first, all low priority buildings will shut down; if there is still not enough resource to cover the remaining buildings, the medium priority ones will shut down; finally, if there is still not enough for the remaining buildings, everything will shut down
Reduced the maintenance cost of the Small Farm
Small Farms are now affected by the same things that affect the conventional Farms
The Mineral Treatments upgrade is now available for Hospitals. It still does not apply to the Medical Center spire
Bug fixes
Buildings
Fixed an issue where refabbing a building destroyed the resources stored inside it
Fixed an issue where Faction Likes/Dislikes related to shifts were triggered for buildings with automated shifts
Fixed an issue where extractors that were turned off and back on could immediately put surrounding buildings into needing maintenance
Fixed an issue with doubled icons for selected recipe in the Replicator spire
Fixed an issue where a wrong warning message was displayed for Open Farms during Toxic Rains
Fixed an issue where Trains would get deleted when demolishing their Train Station; they are now returned as prefabs
Fixed an issue where destroyed Universal Tunnels became useable again by saving and reloading the savegame
Passage entry points can now be built on Capital City edge hexes
Indoor and outdoor vacant work slots are now listed separately in Domes' info panels
Buildings that can be constructed only once, such as Wonders, no longer show the "for all" control hints for priority, upgrades, etc.
Only one Panoramic Restaurant can now be placed in Diamond Domes in order to avoid severe overlapping
The Hanging Gardens now properly receive a bonus from the Exotic Mineral Structures upgrade
The Curetato can now be grown in the Small Farm
Domes' Oxygen consumption is now removed after the Domes are actually opened, not when the Breathable Atmosphere terraforming threshold is reached
Added a better breakdown of all Dome stat modifiers in the 'Services' rollover of the Dome
Space Elevator UI is broken when opened from the Underground
Colonists
Fixed an issue where Colonists would not take Sanity damage when working in out-Dome buildings
Fixed an issue where Colonists would move to work in turned off Domes. Turning off a Dome will now fire workers from the affected workplaces
Fixed an issue where Colonists would stay for a full visit in a service building after it had switched to an inactive shift; they now properly leave the building and try to visit another time
Made some improvements to Colonists' migration logic. Colonists can now change Trains at Large Stations in order to reach their destination
Children are no longer taken for expeditions that require Colonists
The effect of Heavy Workload on a building's Performance now scales with the number of workers, relative to the overall work slots
Research and Techs
Fixed an issue preventing the 'The Boundaries of Knowledge' achievement from being unlocked
Fixed the rollover of the 'Mysteries' entry in the Research UI when it's unlocked through a non-main mystery
When the 'No Politics' game rule is active, the Independence Tech cluster is hidden. The Human Alteration cluster remains, as it can be unlocked through other means (events, mysteries, commander profiles)
Politics
Fixed an issue preventing the 'Political Animal' achievement from being unlocked. Laws hidden due to prerequisites, as well as such that cannot be active at the same time as others now don't count for the achievement
Fixed an issue where enacting or revoking a law would make the Politics screen jump back to the top. The screen now stays on the selected policy
Faction tasks no longer target specific Domes and can be fulfilled for any Dome
Building Codes' now applies its maintenance modifier to prefab-built buildings too
Resource Subsidies' now grants a discount instead of a free resource, and its penalty was reduced
Double Rations' now grants Morale instead of Comfort
Clarified the description of 'Right to Rest' - it now properly mentions that residences restore Colonist Sanity
Added voting prediction to Laws which are currently being prepared
Added a text clarifying that the selected Law is being prepare
Rockets, Shuttles, Rovers, Drones
Fixed an issue where certain Rockets would not get fully refuelled
Fixed an issue where a Trade Rocket could get stuck due to offers being generated for an invalid Trade Pad
Fixed a case where a Rocket could become unselectable with the cursor when its liftoff timer was interrupted
Fixed an issue where Shuttles wouldn't load Elevators with custom resource settings
Fixed more instances of interrupted Drones that drop resources in inaccessible places
Resources no longer pile up in the middle of the outside ranches
Rockets marked for salvaging can no longer pick a destination, have their cargo edited or appear as available in the Planetary View
Japan's Wasp Drones will no longer jump over or fly through tall buildings and obstacles, but will rather go around them
Resupply
Fixed a case where Traits would get clipped in the passenger filters
Fixed an issue breaking the UI when using the Space Elevator from the Resupply menu while in the Underground or on Asteroids
Added a control for adding/removing a 100 units of a resource in the automated payload UI
The 'Mars' section now lists available resources on both the surface and in the Underground
Fixed an issue that allowed ordering of Food through the Space Elevator when the 'Hunger' game rule is active
Notifications
Fixed an issue where the map wouldn't be changed when selecting a Water Shortage notification
Fixed an issue where the 'Power Shortage' notification would not be displayed after changing maps
Fixed an issue where the 'Power Shortage' notification wouldn't cycle through all of its contents
Fixed an issue where repaired rovers were not removed from the 'Rover damaged' (Logistical Problem) notification
Fixed an issue where salvaged rovers were not removed from the 'Rover damaged' (Logistical Problem) notification
Fixed an issue where rovers were not removed from the 'Heavy drone workload' (Logistical Problem) notification after recalling all Drones
Fixed an issue preventing the cycling of Colonists with controller in notifications
Domes in the 'Missed Meals' notification now display an indication if they are on another map
Realigned the Tech icons in Tech-related notifications
Command Center
Added 'Pack/Unpack Drones' buttons for Rockets in the Transportation menu
Colonist stat values below 30 are now shown in red in the Domes menu
General UI, Controls, Texts
Basics tutorial: Fixed an issue that prevented the opening of the Infrastructure tab in the build menu, blocking the progress of the tutorial
Improved the readability of rollovers displayed over other texts and UI elements
The 'Last Sol' statistics for service and other buildings now means the last three shifts, not the previous calendar day
Added appropriate Lake images in the Encyclopedia (previously all Lakes used the image of the Huge Lake)
Improved the Delicacies encyclopedia entry by adding more visuals and emphasis
Clarified the Agronomist's crop growth bonus - it targets only Farms and Small Farms
Fixed an issue where the WASD keys would not pan the camera when the secondary arrow key bindings were changed
Added back the "Toggle Resource Icons" key binding. In order to avoid accidental presses and confusion, there is no default key assigned to it; players who wish to use it can set their preferred key in the options
Added new loading screens
Added an animation behind the autosave text
Fixed an issue where buildings would remain clogged after a dust storm event