Major Update 0.9.1.0 - Gameplay Overhaul

MegaFactory Titan

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 0.9.1.0 is out! It heavily alters existing gameplay patterns and overall rebalances the game for a much better experience. Significant changes have been made to the early game. If you have a save that is an hour or two old, it is highly recommended you start over. [h2]Reworked Early Game[/h2] You start with a batch of fuel and a combustion powerplant instead of renewable energy sources. Renewable energy you must work up the tech tree to get. You can also purchase fuel subscriptions from the Conflux Market. Your starting structures are different, with far fewer choices early game. Instead, you receive care packages from time to time with starting item choices over the first hour. You receive care packages of random bonus goodies every so often throughout the entire game. [h2]Population Dynamics Changes[/h2] Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave. However, you now start with Electrolyzers, which can turn Water into Oxygen, and all nearby world tiles have water ice, so you immediately set up a Water Ice to Oxygen supply chain. Your headquarters is now just a large, high quality habitat, so you don't need other habitats early on. There is no more concept of "unassigned" workers, you just hire directly into each habitat or headquarters. Your workers now consume necessities slowly over time rather than every dawn, and you can track it in the habitat UI now. Leaving trash and waste byproducts at your habitats will increase unhappiness. Keep your living spaces clean! [h2]Main Mission Changes[/h2] The Raiders faction no longer triggers based on your progression through the main missions. Instead, they trigger based on net worth, tech level, and other factors. Later main missions also do not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well. [h2]Breakdowns[/h2] When most structures become damaged beyond a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them. Some structures like gun turrets, and all vehicles remain operable no matter the damage. Some production structures, and most powerplants, suffer random breakdowns from time to time, and need to be repaired with a Repair Drone. Early game crises are now more likely to just damage your structures until they need repairs, rather than outright destroy them. This means you can recover faster, as long as you have a robust Building Frame supply chain set up. [h2]Storage Priority / Infinite Loop Control[/h2] Do you like to set up Maglev loops? Well, now you can avoid infinite looping of resources between two storages with Storage Priority. Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping. [h2]Production Queues[/h2] Structure and Vehicle Producers (like the Prefabricator) now allow you to queue up production. This replaces the old "Production Limit" option that they used to have. [h2]Multi-output Producers[/h2] The Mega-sized producers now have the ability to have multiple different outputs selected at once. This doesn't increase their speed, but it increases their flexibility. For example, a Mega Smelter could now smelt either iron, copper, aluminum, and concrete, just not all at once. [h2]Mining Heaps[/h2] By default now, mining vehicles simply dump resources they've gathered onto the ground in a mining heap, and cargo vehicles set to automatically gather from miners instead gather from mining heaps. You can still use the original behaviors (deliver directly to storage; have a truck gather directly from an excavator), but this has to be manually set up. [h2]Alert System[/h2] Certain notifications now stick around on the right side of your screen until you fix them. For instance, habitats running low on oxygen, or bankruptcy looming. Alerts on individual structures and vehicles now have a similar setup which is much easier to skim through. [h2]Graphics Improvements[/h2] Atmospheric scattering is now more accurate. The blue-ish gleam of the top of the atmosphere shows in the main menu, and in game, the hues of Titan's atmosphere are different, redder and yellower at sunset, going darker much faster. The hydrocarbon lakes sometimes reflect yellowish and other times reflect slightly bluish, all depending on the angle, time of day, and latitude. Sections of flat terrain now have decals to break up the monotony. [h3]Full Changelist[/h3] 0.9.1.0 (10/1/2024) Gameplay - Headquarters is now just a large, high quality habitat (high range, high population capacity). It's range covers one entire land plot. - Population is never unassigned. All workers work at your factory, and if you leave them at your headquarters, they can work near your headquarters. - You hire directly into each habitat, or layoff workers directly from each habitat. You can also move workers between habitats freely. - Workers consume food and necessities slowly over time, rather than all at once at sunrise. - Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave. - Hiring new workers adds a little bit of oxygen to a habitat. - Leaving trash and waste byproducts at your habitats will increase unhappiness. - When structures become damaged to a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them. - Some production and power structures suffer breakdowns from time to time, and need to be repaired with a Repair Drone. - Reduced the number of starter package choices you have. Instead, you are forced into some, and have to manufacture alternatives if you'd like them. - Additionally, all remaining starter packages are given within the first hour of play, not all at the start. - You have a fixed start, with a free plot of land and your headquarters already placed. If you don't like your start, you can sell your land plot and relocate your headquarters. - Players always get a batch of ice in their starting tile. - All nearby world tiles start with water ice. - No starting flues. - Ally factions are more spread out in time to when they show up. - You start with combustion plants rather than renewable powerplants. You have to research turbines and solar farms to use them. - Your landing rocket drops a cache of fuel for your combustion plants at the start. - Mega Smelters and Mega Factories now allow you to set multiple output types at the same time, instead of having an extra intermediate buffer spot. - Smelters are easier to make, and show up much earlier on the tech tree. - Added a number of starting items. - Luxury and underground habitats are harder to make. Makeshift habitats remain easy to make (and must be researched first). - You can purchase fuel subscriptions from the Conflux Market. - Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping. - Overflow destination option has been rolled into the storage priority system (but it still functions as it did before). - Every few days, you will get a care package with new stuff. - All early game weather crises are not nearly as destructive. Most will only damage structures rather than destroy them. Weather only becomes deadly in mid game. - Trade factions can once more request missions of you at random, but the frequency is much, much lower. You can still disable this too by talking to each faction. - Delivery Subscriptions deliver to your Stash rather than your HQ, since the HQ has limited space now. - Stash now has all the options that a Warehouse or Storehouse would (Storage Priority, Filters, Storage Caps), and can now receive resources. - Increased power of Comm Tower's internal heater, since it can't use external heaters. Tweaked heating on Hospitals as well. - Intersection speeds buffed. - Conflux Market frequently has a better selection of more relevant goods in their store. - Workshops and Tune Up Augmentations now also reduce breakdown chances. - Certain powerplants now accept augmentations. - Solar farms nerfed a bit. - Water Filtration Plant can turn Waste Water into normal Water as well as Potable Water. - Raiders do not immediately activate as soon as you complete the prior mission. They activate based on several factors, including your current tech level, net worth, and the like. - Wealth tax mission also does not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well. Graphics - Atmospheric scattering is now more correctly simulated for Titan. Sunsets and sunrises are much redder and yellower. Hydrocarbon lakes reflect bluer at peak daylight. Colors in general are fairly different. - Main menu scene now has proper atmospheric colors on Titan, with a blueish glow near the top of the atmosphere. - Terrain decals added to flat sections of terrain. - Some minor fog improvements. UI - Persistent alerts. Certain notifications now sit on the right side of your screen until you fix them. - Alerts on each structure/vehicle when selected are better organized and highlighted by urgency. - Scouter overhead icon is removed, since idle scouting units is now a persistent notification. - Structure and Vehicle Producers now allow you to queue up production. This replaces the old "Produce X" dropdown. - Producers use a list box to choose a production type. This list box is now searchable, so when building something at your prefabricator, for example, you can search for what you want to build. - You can't hire directly from factions anymore. Instead, at each habitat, you hire directly into the habitat. Same with laying off workers. - If your producer has a blocked output, it will specifically mention it in the error messages. - Producers, habitats, powerplants, and powerlines all have a "popped out" UI to handle how many options you have now, so you don't have to scroll as much to do what you want. - Slag tutorial specifically calls it slag rather than waste products. Fixes some new player confusion. - Overhauled most of the tutorials. Added several new tutorials. - Tutorial UI improved. - Finished tutorials are logged in the messages UI. - Escape clears current view mode. - Corrected sizing of various recipe UIs. - Habitats have bars showing how many necessities they have, and how long until they run out. - Habitat UI shows more info, such as average happiness, and better visualization of capacity fill. - Temperature bar UI improved to be clearer. - Turrets and combat vehicles have a button which lets them drop their ammo on the ground. - Added stats for population. - In the Tube UI, you can select the destination of a good and zoom to that destination. Other - Some typos fixed. - Many descriptions and tooltips tweaked. - Crash fix - Crash when filling in large amounts of land all at once. - Crash fix - Rare crash when accepting a mission right when a faction's trading post is destroyed. - Crash fix - Fixed rare mouse-related crashes. - Crash fix - Crash on launch when using OpenGL. - Bug fix - Fixed powerplants requesting more resources than they can hold. - Bug fix - Fixed Titanquakes not occurring on easier difficulties despite the crisis warning showing up. - Bug fix - Scavengers would sometimes freeze up, thinking they could break down a building that was unreachable. - Bug fix - Fixed Scavengers sometimes changing their mind halfway through breaking down one building to target a much further away building. - Bug fix - Automated spacecraft not launching in certain edge cases fixed. - Bug fix - Fixed tubes sometimes breaking intersections when an overpass is above them. - Bug fix - Fixed scavengers not delivering goods home sometimes. - Bug fix - Fixed normal maps on terrain. - Bug fix - Fixed research time being unaffected by pollution inefficiency. - Bug fix - Fixed the intro call immediately happening rather than waiting for a few secs when starting a second new game. - Bug fix - Fixed the flashing of the heater UI bar. - Bug fix - Destroying structures were not storing their contents to your stash. - Bug fix - Demolishing a group of structures was storing their contents to your headquarters rather than your stash. - Bug fix - Fixed various dropdown menu items being wrong. - Bug fix - Fixed an issue where a blocked good would get stuck and rather than using a blocked good, a storage would request the same kind and it'd get stuck behind the blocked good. - Bug fix - Fixed some model texture bugs. - Perf - Terrain sections do not generate while you are in the zoomed out minimap mode. - Perf - Load time improvements. - Perf - General UI performance improvements. - Perf - Many general game performance improvements. - Perf - Performance improvements specifically for massive save files. - Perf - Performance improvements specifically when placing tubes and structures in a large save file. - Perf - Performance improvements specifically for save files with large, complex tube networks. - Perf - Memory leaks related to mining fixed.