Patch 0.94.55 - New music tracks, QoL improvements, and localization fixes

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.

Hello Crusties, Today we released Patch 0.94.55 as we continue progressing toward the major Update One! This patch improves colonist AI behavior, adds mirror flipping for certain modules, introduces new music tracks, fixes numerous bugs, and enhances localization across all languages. [h2]Patch Notes 0.94.55[/h2] [b]Added:[/b] [list] [*] Introduced the Heavy Cargo Pod: visuals, animations, and sound effects updated; [*] Added 4 new music tracks; [*] Replaced cargo pod icons; [*] Updated UI localization for the following languages: French, German, Spanish, Portuguese, Polish, Italian, and Japanese; [*] Refined material for the Backer Monument; [*] Enabled selectors for large modules; [*] Added mirroring functionality for the Smelter and Rolling Mill. [/list] [b]Fixed:[/b] [list] [*] Improved colonist AI behavior: [list] [*] Colonists now better interact with modules, considering factors such as full storage and power connection; [*] Colonists vacate modules marked for demolition; [*] Resolved an issue where colonists ignored their assigned workstations in modules. [/list] [*] Updated the Backer List: removed duplicate names and added missing entries; [*] Fixed a crash caused by constructing underground conveyors directly adjacent to a warehouse output; [*] Resolved operational issues with the Electrolysis Plant; [*] Adjusted the LOD (Level of Detail) setting to function correctly; [*] Fixed drone navigation errors when working with an Ice Extractor placed near walls; [*] Fixed a queueing issue with trucks at the Cargo Dock during save/load cycles; [*] Fixed navigation errors on the upper level that caused drones to get stuck in specific terrain locations; [*] Adjusted splitter behavior logic; [*] Fixed icon display in the Small Vehicle Plant when loading saves; [*] Process indication at factories now reset properly when new construction begins; [*] Fixed issues with the Heavy Vehicle Assembly Bay: [list] [*] Module is only active when connected to the power grid; [*] Vehicle construction speed now scales correctly with game speed; [*] Save/load during construction functions as intended; [*] Mobile Drilling Rigs no longer get stuck in the module's structure; [*] The icons of different units are displayed correctly; [*] Vehicles departing from craters now cannot instantly teleport to their destination. [/list] [*] Fixed a visual bug with the large cargo capsule after loading the game; [*] Several minor fixes. [/list] [b]Balance:[/b] [list] [*] Increased the maximum possible generation threshold for resource deposits by 100% underground; [*] RITAG wear rate reduced by a factor of 10; [*] The maximum power of solar panels has been reduced by 5 units; [*] Balanced contract rewards for parts, modular terminals and control units; [*] Balanced the number of science points of contracts. [/list] [b]In Progress:[/b] [list] [*] New Helium-3 scanning mechanics; [*] New Helium-3 mining mechanics; [*] Helium-3 Harvesting Vehicle; [*] New modules: Railgun for probe launching, Fusion Core, Bio reactor, Blockchain Module, and AI Science Module; [*] Expedition Center upcoming improvements: [list] [*] Construction of multiple entities; [*] Being able to cancel expeditions and contracts without penalties; [*] Ability to dismantle the Expedition Center. [/list] [*] Vehicles and Cargo Dock systems rework: [list] [*] Multiple Cargo Docks; [*] Designate the vehicle to certain module to work with; [*] Assigning specific truck routes to designated docks. [/list] [*] Introduction of a simplified difficulty selection at the start of Story Mode (first iteration); [*] Expanded sandbox settings accessible from the menu; [*] New notifications for colonist: health, food, sleep, and oxygen. [/list]