0.94.37: Rebalancing Update

The Crust

Automate a lunar base as you become the savior of humanity exploring the future on the moon. Mine, craft, research, and trade resources with Earth in this gripping narrative basebuilder.

Hi Crusties, We're back from a little vacation and getting to work. Today we are releasing a new patch that rebalances some game parameters, expands the Laser Cannon mission, adds a new Pioneer Monument module and a new cargo pod model. [url=https://discord.com/channels/670425270615932951/872780269197852732/1298035667888246794]Here’s[/url] more about the rebalansing [h2]Patch 0.94.37[/h2] [h3]Added:[/h3] [list] [*] A monument dedicated to Kickstarter backers has been added. [*] The quest for building the Laser Installation has been expanded: [list] [*] The "Laser Cannon" mission now activates at a later stage, after completing the main storyline. [*] A new stage with a contract offering science points as a reward has been added to the "Laser Cannon" mission. [*] The "Laser Cannon" mission now features new dialogues between characters that occur at each stage of the construction process. [/list] [*] A timer for confirming module deletion has been added—deletion now requires holding the demolition button for half a second. [/list] [h3]Fixed:[/h3] [list] [*] Fixed the logic for hiding interface elements for vehicles and points of interest on the global Moon map. [*] Fixed a bug where colonists ignored beds and other points after eating. [*] Fixed rare instances of drones getting stuck after loading. [*] Fixed rare cases of transporters getting stuck during module breakdowns and demolition. [*] Fixed a crash caused by resource extraction at the south pole. [*] Adjusted the logic for notifications about indoor conditions—previously, notifications would disappear at 0% oxygen in a room, but now, if a colonist is present, the notification remains visible. The upper threshold for displaying the oxygen notification has also been changed from 20% to 50%. [*] Fixed the module interface update when another module breaks down. [/list] [h3]Balance:[/h3] [list] [*] Decreased the wear rate of all modules by approximately 25%. [*] Increased the construction speed (action) of modules from 11 to 15. [*] Increased the repair speed of small modules from 0.8 to 1.0. [*] Increased the speed of demolishing modules and debris. [*] Increased production speed when there are no colonists in modules with workstations. [*] Reduced the base cost of components in credits from 1750 to 1400. [*] Reduced the arrival and departure speed of the heavy cargo capsule. [*] Reduced the base cost of modular terminals from 5330 to 5030. [*] Reduced the base cost of control blocks from 18160 to 17660. [*] Changed the maintenance resources for the parts factory (microchips to titanium plates). [*] Changed the maintenance resources for the fuel generator (concrete to components). [*] Changed the maintenance resources for medium solar panels (steel to silicon). [*] Changed the maintenance resources for the rolling mill (steel to silicon). [*] Added research to improve the production efficiency of the modular terminal factory. [*] Added new research to reduce module wear by 25% and 50%. [*] Increased the capacity of small batteries from 10 to 25. [*] Increased the capacity of large batteries from 50 to 100. [*] Increased the fill and discharge rate of the small water tank from 20 to 25. [*] Increased the discharge rate of the small oxygen storage from 25 to 50. [*] Increased the discharge rate of the large oxygen storage from 50 to 100. [*] Decreased the fill rate of the small oxygen storage from 50 to 25. [*] Decreased the fill rate of the large oxygen storage from 100 to 50. [*] Reduced the generation of science points by the rover in both movement and stationary modes. [*] Decreased the frequency of science point generation updates for the rover. [*] Added new contracts from HygieaNeoGen offering quick science points as rewards. [*] Added quick science points as rewards in contracts during the late game stages. [*] Reduced the cost of upgrades for the Mono-regolith purifier. [*] Reduced the research costs for the rare minerals purifier, microchip factory, and concrete plant. [*] Reduced the internal input and output storage of the assembler and constructor from 32 to 16. [*] Improved the efficiency of colonists with high skill levels; efficiency growth relative to skill is now nonlinear. [*] Reduced the research cost for automatic repair. [*] Increased the number of titanium plates required for the production of the Mobile Drilling Unit. [*] Increased the number of components required for the production of the Ice Harvester. [/list] If you want to learn more details about the game development and influence it, join our [url=https://discord.gg/the-crust style=button]Discord server[/url] Note: this update is incompatible with previous saves, we recommend starting a new game.