A factory building game set on Saturn's moon Titan. Survive the brutal climate and relentless pirates to build a thriving smart factory, and try to set up a profitable trade with Colonists and Governments, or perhaps even Rebels and Terrorists.
Update 0.7.0.0 is here! The difficulty has been rebalanced to be generally easier, especially on 'Normal' difficulty. A number of quality of life changes have been added. New gameplay content has been added too.
[h3]Difficulty Rebalanced[/h3]
Normal difficulty has been made less difficult financially.
'Rebuild Area' mode which allows you to rebuild all structures and vehicles in a large area all at once.
Your destroyed vehicles leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their settings prior to destruction.
A greater abundance of structures gives the players more options to make money, which makes the early game easier to survive.
Anti-Meteor Turrets are now cheaper, have longer range, and have very low maintenance costs.
Conflux Market faction has a much bigger stock of items to sell you for Crises.
Most cargo transports have more automation filters.
Type I Titanquakes are less devastating.
[h3]Spacecraft Logistics[/h3]
There are now multiple cargo spacecraft of varying sizes and speeds, each requiring different technologies, each using different fuels.
You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
Launchpads and Spaceports both function the same. Spacecraft are now built at Shipyards, stored in your inventory, and then deployed as you would deploy any vehicle.
The Orbital Exchange faction is now a spacecraft-focused faction. They start with 5 Suborbital Cargo Spacecraft and 5 Launchpads at game start, which lets them immediately spread out their factory and outposts across vast distances.
[h3]Maglev Intersections[/h3]
Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity. Intersections also allow multiple goods to attempt to pass through all at once, if possible. Goods entering an intersection have a free-for-all with all other goods entering in an attempt to get through, and can possibly achieve a much greater throughput than sorting houses or junctions could ever do, though entries and exits now need to be carefully planned for Intersections to achieve good results. They come in 2x2 through 5x5 variants.
[h3]More Structure Variants[/h3]
Factories, Smelters, Forges, Refineries, and Extruders have been split into Small and Large variants. The larger variants take up more space, are more costly, but have more augmentation slots. The Mega producer variants now instead have an additional recipe input cache built in as well.
[h3]Half-Automation[/h3]
Cargo vehicles now have two new 'half-automation' modes.
The first new mode allows automatically gathering from all automation-enabled structures and delivering them to a manually set spot. This is useful, for example, for supplying a research lab with everything it needs with a dedicated truck or two.
The second new mode allows gathering from a manually set spot for automatic distribution to your automation-enabled structures. This is useful, for example, for distributing a wide variety of goods from your headquarters, or from a foreign trading post.
[h3]Quality of Life[/h3]
Chasms can be filled in with Land Reclamation now.
When building/placing/relocating/duplicating/etc. and you have an error, your tooltip will give you a detailed popup of why you are having trouble. When building anything that comes in multiples, the tooltip will let you know how many you are placing, and how many you have left.
Missions will describe if and how their bonuses are retracted based on player behavior.
Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
Building Breakers never waste resources. If they run out of space, excess resources are dropped onto the ground in a small cache which can be picked up later by your trucks.
Building Breakers now have a mode to always drop resources on the ground.
Full Changelist
0.7.0.0
Gameplay
- Normal difficulty has been made less difficult financially.
- Cargo Rocket has been replaced with Suborbital Cargo Rocket, Orbital Cargo Rocket, and Heavy Cargo Rocket. Each operates on different scales, speeds, and requires different techs.
- You can now send spacecraft to storage like you would any other vehicle. Spacecraft can only be stored if they have landed on your launchpads.
- Spacecraft now follow the same rules as vehicle creation/production. When built, they are sent to your inventory, and you must deploy them to a launchpad or your HQ.
- New Shipyard structure, only for building spacecraft, no longer for loading or holding spacecraft. The Spaceport now functions as a large Launchpad only.
- Spacecraft can now be rewards for missions.
- You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
- The Orbital Exchange faction, instead of being maglev focused, now starts with 5 Suborbital Cargo Spacecraft and several Launchpads at game start, which lets them immediately spread out their factory across multiple locations due to this powerful logistic capacity.
- Novametrics is now maglev focused, in addition to its research bonus.
- Because The Orbital Exchange is now a more complex faction, it is no longer a demo faction. Instead, Mining Emirates is enabled in the demo instead.
- Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity, assuming no curving. Intersections also allow multiple goods to attempt to pass through all at once, if possible. They come in four different sizes now: Mini, Small, Large, Mega. Intersections do not interface with Maglev Catapults.
- Factory, Smelter, Forge, Refinery, and Extruder split into Small and Large variants. Large variants now just have more augmentation space than the small variants, but have higher maintenance costs and take up more space.
- Mega producer variants now have more augmentation space, plus an additional input recipe cache, rather than a power bonus.
- Some tubes, especially higher in the tech tree, are resistant to storms and quakes.
- Underground structures tend to be strong to storms and weak to quakes.
- Tall structures, especially stackable structures, are now weak to storms.
- Many other structures now have varying strengths and weaknesses to storms and quakes.
- Various other faction tweaks and rebalancing.
- You can now fill in chasms with land reclamation.
- Underground structures can no longer gain bonuses from floors.
- Vaporizer Stacks can now have upgraded input buffer sizes.
- The heaviest cargo transport options at game start and later in the game now supports much more filters, up to 5 unaugmented. Medium cargo transports have 3 filters by default. Lighter cargo options remain limited to 1 filter count, but are much faster.
- Building Breakers, if they have no space in their inventory, will simply drop a cache of resources in the location where they destroyed the structure.
- The player's Building Breakers will never leave behind wreckage. They will directly and fully flatten structures to the ground, so they don't have to break down structures twice.
- Anti-Meteor Turrets are cheaper, and have slightly longer range. They also now have very low maintenance costs by default, since they are rarely active.
- Mini Storages store slightly more.
- Powerlines have reduced maintenance costs.
- When your vehicles are destroyed, they leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their previous settings.
- Rebuilder Drone now has a chance to rebuild structures without requiring a replacement structure. This can be especially valuable when rebuilding your vehicles.
AI
- Half-Automation - You can now set cargo vehicles to have half-automation. They can either automatically gather from structures and deliver to a manually set spot, or they can pickup from a manually set spot and automatically distribute to your structures..
- Building Breakers auto-dropoff only at your warehouses. They will no longer consider allied trading posts.
- Building Breakers now have a mode to always drop resources on the ground, rather than collect resources in their inventory.
- Conflux Market faction has a much bigger stock of items to sell you for Crises.
UI
- New 'Rebuild Area' mode which allows you to rebuild all structures in a large area all at once.
- When building or placing things, your tooltip will show you what errors you have before you even attempt to place/build.
- Multi-build mode tooltips now tell you how many items you will place and how many you have left in storage.
- General improvements to build/place/relocate/duplicate/install/etc. modes.
- Better error messages for all build/place/etc. modes.
- When other factions fulfill their trade requests via other factions, they now leave behind an "expired mission" in the job board to let you know why it's gone.
- New 'Select' button for any units delivering to a storage building.
- Tooltip for chasms now.
- Missions will now specify if the bonus will go away if you research the technology before starting the mission.
- Infolinks sections made clearer.
- Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
- Upgrader UI now shows a more explicit description of what the upgrader does to adjacent structures.
- Added a tutorial for using the 'Rebuild Area' tool.
- Added a loading screen tip for the 'Rebuild Area' tool.
Other
- Some models tweaked.
- String tweaks.
- Bug fix - Fixed particles and other FX being rendered underneath the fog.
- Bug fix - Fixed being able to shoot down enemy warships in space with simple anti-air missiles.
- Bug fix - Fixed wreckage UI showing options that should only appear for undamaged structures.
- Bug fix - Fixed wreckage name changing based on properties prior to destruction.
- Bug fix - Fixed Rebuild button sticking around after rebuilding.
- Bug fix - Fixed producers of different types not copying across their outputs when they could.
- Bug fix - Fixed being able to deploy units on top of each other if the game was paused.
- Bug fix - Tubes were not throwing errors when diagonally entering an intersection.
- Bug fix - Fixed some strings missing in infolinks.
- Bug fix - Fixed some near zero maintenance costs.
- Bug fix - Fixed wreckage costing maintenance.
- Bug fix - Invalid icons for weather showing up.
- Bug fix - Wreckage of other factions are no longer controlled by that faction. This allows you to clear out the wreckage of your allies, and not have to attack the wreckage of your enemies to wipe them out.
- Bug fix - Infinite tube/wall farming glitch via duplication fixed.
- Bug fix - Filter augmentation not working.
- Bug fix - Fixed a rare edge case where an AI faction would have land that fits everything except its main base, and decide that it doesn't need any more land then, and then never build its main base.
- Crash fix - You can no longer zoom into meteors, causing a crash.
- Crash fix - Fixed rebuilding via the dropdown menu crashing sometimes.
- Crash fix - Crash when area demolishing storages without a main base to store goods to.
- Crash fix - Crash when hovering over destroyed entities.
- Crash fix - Crash with certain tube layouts.