Experimental 1.0.18352
Additions
A new campaign with 3 large missions when playing as human with the end-game feature "Allow Race Selection" (needs a new game to get started)
Show a popup similar to the research one when a single piece of technology gets unlocked via something other than tech research (i.e. when first picking a Robotics Datacube)
Add more custom icons for integrated component distinct from socketed components
Changes
When copying one or more building(s) by pressing C, automatically start a construction cursor with it
When clicking on a building with a construction cursor, offer to either configure an upgrade or to just apply the copied settings
Have more helpful confirmation message when trying to paste the settings of a unit onto a building or vice versa
In the construction site interface, don't list items unrelated to the ingredients under "Requirements", instead, if there are any unrelated items, show a full inventory where items can be dragged out
Round movement speed increase numbers of foundations up to nicer numbers (111% => 115%, 143% => 150%, 167% => 175%)
Make player built Command Center bots have deployment functionality (matching player built human Landers)
Mothership Repair, return the repair ingredient required most, instead of ingredient order
Item tooltip: List integrated production/mining components as " on " instead of just the name of the integrated component alone
Item tooltip: Don't show a padlock icon for the production component as it can be misleading especially if the production is unlocked much later in the tech tree (or a mission expects the player to acquire items via other means)
Item tooltip: Show additional hint that Anomaly Particles can be caught in anomaly slots when mining blight crystals nearby
Item tooltip: Don't show the "Research Required" line when items can already be made or acquired in ways other than production (i.e. mining/extracting/converting/re-simulating/catching)
Item tooltip: Show "Research Required" above the producer list, change text color from red to yellow
Item tooltip: Show "Re-Simulated by" only if the Re-Simulator has been unlocked in the tech tree
Item tooltip: Consider 'Robotics Datacube' a known (and not locked) item even if it is only seen as a ingredient requirement (of 'Gateway Technology') but not yet unlocked
Item tooltip: Add a hint to how the items Blight Bar, Human Datacube and Alien Datacube can be discovered (besides just "Research Required", similar to how the Robotics Datacube has a hint already)
Item tooltip: Don't show padlock icons for yet unknown ingredients of items that themselves have been unlocked via research
Unit/building tooltip: Show item slots of integrated components (i.e. integrated anomaly containers or satellite launchers) alongside regular item slots part of the unit/building
When clicking the "Research" button in the System Index on an integrated component, find the research of the building/unit the component is integrated on
Remove the 'Human' prefix in front of names of units and buildings unlocked by the human tech tree or built by the human faction
Rename a few components for consistency ("Repair Component" -> "Repairer", "AOE Repair Component" -> "AOE Repairer", "Small AOE Repair Component" -> "Small AOE Repairer", "Robot Re-Simulation Component" -> "Re-Simulator Component", "Drone Component" -> "Internal Drone Port", "Alien Power Nova Component" -> "Blight Power Nova Component")
Add to description of tech "Human Data" about it granting the faction wide blight shield (similar to "Blight Stability")
Don't show map pins and notification about missions when playing as non-robots in a multiplayer game with a robots faction also existing
Make side mission explorables spawned for a robot faction in multiplayer not interactable for non-robot factions (i.e. abandoned mining base)
Remove race color backgrounds behind icons of integrated components on registers and in the System Index
Only show Re-Simulator cutscene for robot factions
Add "How to Play" pages to codex when playing as a human or alien faction
Change name of "Re-Simulator Core" (ingredient of "Human Simulation Core", etc.) to "Simulation Core"
Instead of unconditionally unlocking Simulation Core and Human Simulation Core when picking up a Dense Anomaly Cluster, only unlock it when it is picked up by a robot faction for step 4 of the 'Human Discovery' mission (non-robot factions unlock it via regular research)
Remove Blight Bar unlock on the Blight Research tech because it already is unlocked previously by Blight Discovery
Make the 4 buildings that spawn for the "Human Building" explorable be placed in random corners (instead of always having the warehouse in the north-east)
Make scanning for special things with radars like the mothership not be instant but require the usual radar work time
Increase chance of an Anomaly Particle getting caught by a nearby unit by 50% (chance of catching it locally at the miner is unchanged)
Increase visibility range of the Human Lander to 20 to match the range of its integrated power field
In the System Index, on a page about a technology, show the button to go to the tech tree
Behavior instruction 'Compare Number': List when searching for '>', '<' or greater/larger/less/smaller
Behavior instruction 'Activate': List when searching 'Launch' or 'Land', add list of supported components to explanation text
Add additional Fresnel effect to stealth shader to avoid a stealthed unit being completely invisible when playing with effect quality set to 'Low'
Fixes
Avoid new bugs potentially spawning after enemies have been turned off via the in-game settings
Maintain any internal re-simulated flag on components when relocating a building
Fix upgrading an existing building or construction site with a new construction from the build menu
When customizing a new building construction or unit production or blueprint, have integrated production and mining components have their registers linked to the visual register (i.e. Human Refinery or Miner Mech)
Fix logging of Lua error when selecting empty tile to shoot
Fix Lua error getting logged when destroying the Anomaly Base right as it is executing a "Make Producer" instruction
Make map setting unlocked at the end of the main game story only appear when customizing settings on the main 'Freeplay' scenario (or a modded version of it)
Even if the map setting was unlocked at the end of the main game story in the full game, don't show the option when playing the demo version afterwards (as it doesn't do anything in the demo)
Fix spelling to always be "Re-Simulator" (and not "Resimulator" or "Re-simulator")
Fix health bar being shown near the ground instead of on the unit for the Human Shuttle
Fix rendered items on buildings/units not updating when swapping two stacks with each other
Fixed inventory slots not appearing on some human buildings