Nine new languages
- 繁體中文 (Traditional Chinese)
- ไทย (Thai)
- Українська (Ukrainian)
- Polski (Polish)
- Türkçe (Turkish)
- Español de Latinoamérica (Spanish, Latin America)
- Čeština (Czech)
- Magyar (Hungarian)
- Ελληνικά (Greek)
They join 简体中文, 日本語, 한국어, Русский, Deutsch, Français, Español de España, Português do Brasil and Italiano. Everything you read is translated: menus, machines, research, transmissions, achievements, DOCS and the Code Lab lessons. Your code stays the same in every language, so a script you write or share works for everyone.
To switch, open Settings > Language and pick one. The game doesn't follow your Steam language on its own. On the main menu the game reloads in the new language, and during a game it saves and reopens your colony in it.
These translations were made with the help of AI, through the same pipeline as the first nine: every line is translated with its context, checked again in a separate pass that did not write it, and game terms stay the same on every screen. Some lines may still sound off. If one reads awkwardly or uses the wrong word for a game term, please tell me in the Steam discussions or on the Discord, with a screenshot if you can. Reports in your own language are welcome.
New in this version (0.1.36)
Late game
- Mk IV Oxygen Generators, Pressure Generators and Heaters produce 2.5 times as much, so the last stretch of the atmosphere needs far fewer machines and far less uranium.
- A Fuel Rod in a Mk IV machine lasts its full 10 days; it used to run out a few hours early.
- A Reactor's core now reaches its full working temperature instead of stopping a couple of degrees short.
Scripts
- When you fix a Library and apply it, the scripts its error had stopped start again with the fixed code, and the result lists them.
- In the Biology Lab, self.specimen shows the fragment, name, rarity and recipe of a specimen whose fragment is already cataloged, as a Bio Collector's cargo does; extract() still needs analyze() first.
- The Computer's Scripts tab shows the text a script sets with set_status as it changes.
- In the editor, completion works on a Library object's attribute whose type is another class of the same Library.
Interface
- The Power page's sections fold, like those of the Production and Storage pages, and a folded section still shows how many machines it holds and when one needs you.
- Script tabs can show the name you gave a machine, Control Room card or automation instead of its file name: Settings > Editor > Script tab names.
- The Settings window widens to fit its tabs, so the tab row no longer scrolls.
- Settings > Editor > Code Font also lists the monospace fonts installed on your computer.
Stability
- On Windows, the colony keeps running while the game is minimized and another program is busy; before, the simulation could stop and the game could fail to save.
Also new since the last post (0.1.35)
- On Linux, the game now starts when Steam was installed from the Snap Store on a Wayland desktop.
- On Windows, Shift+Tab outdents in the code editor instead of opening the Steam overlay, F12 saves one screenshot instead of two, and the overlay no longer vanishes, stops opening or stays frozen over the game.
- On Windows, clicks no longer go through the game while Razer Cortex is running, and full screen is a borderless window, so Alt+Tab leaves the game reliably.
- With external editing on, a script's file is the one named exactly like the script, capitals included.
- PyCharm no longer lists every name twice in completion, and the scripts folder now includes settings for the ty type checker.
- Sorting or searching hundreds of your own objects no longer stops the script for exceeding its step limit.
- Unsaved code recovered from an earlier session no longer interrupts you at load: it waits under Recovered edits in the Pause menu.
- A script's Variants tab can update outdated copies, loading a variant's latest saved code on the machines still using an older copy.
- With Single editor window chosen in Settings, you can drag script tabs into a new order.
- The info button on Shop cards, a new one on Research cards, and a selected Inventory item show the ID your scripts use and link to the matching DOCS pages.
- Machine datasheets in DOCS say exactly how much power a machine draws and when.
- Battery holders now have an index, the slot to pass to swap_batteries().
- The Vault Crab's Mandible Claw is now called Crab Pincer.
Your saves, settings and scripts carry over.
Thank you for playing, and for helping the game feel at home in your language.