Moonshine, It's Everywhere
The Wilderness Is Live!
New Update: The Wilderness Available on Earlier Access!
Upcoming Content! The Wilderness
Patch 0.1.56 - The Unnamed Update
This patch is just fixing up the last of the worst bugs.
We also rebalanced generators and solar panels.
We're currently working on adding asteroids around the player's base, which is pretty neat. You can see this and help shape the game on the weekly dev stream.
Every Friday at 11:00 AM (GMT-4. New York City Timezone)
Weekly Dev Stream Link
Here's a WIP image of resource nodes:
Patch Notes
- Fixed a stack overflow when placing wall objects
- Fixed various crashes
- Fixed a bug where objects from a different save would sometimes show up in a new save
- Generators will now turn on immediately when a battery is low, and they'll store any unused fuel. Every fuel creates 2000 power. Generators now produce 2 power per second.
- Reduced amount of power generated by the solar panels from 3 per second to 1 per second
- Fixed a bug where wall objects that go through walls, like thermal exchangers, could be placed on walls that already had objects.
- Removed the "no power" upgrade from the cryptominer. I think you'll keep the upgrade if you've already upgraded it. Sorry :(
- Fixed the "clean up slime" error message so that it says the required laborer level is 3 (previously it said "requires laborer level 1". This was a lie)
- Organs no longer display "took damage" messages when they're dead
- Slimes can now be manually fed food (or whatever) via context option
- Fixed distribution booth's build menu search text
- Dead colonists can no longer be upgraded/promoted
- Fixed a bug where unassigned job task notifications were inconsistently displayed
- Fixed access positions of the Therapist 9000 (this doesn't backport to already placed Therapist 9000's)
- Dead colonists no longer make friends (or enemies)
- Colonists will now eat food out of their inventory before eating food anywhere else on the station. So if a colonist was holding biomass, they would eat it before they ate any cake that wasn't in their inventory
- Adjusted door line of sight colliders so that lights don't bleed through them
- Fixed some issues with dragging and dropping job tasks
- Objects now show their actual palette color when being repositioned
0.1.55 - The Uneventful Update
More bug fixes.
Looking to start working on new content once all these bugs are handled.
Please keep using the in-game report tool. We do read them and it automatically uploads your save file, which makes fixing bugs much much easier for us.
Thanks!
- Tyler
Patch Notes
- Colonists will now remove bugged out carried items (like when they all start carrying bread or fish).
- Log messages will now always use 2 digits for time (displaying 06:02 instead of 6:2)
- When colonists turn into zombies, the zombie is now given their head.
- Fixed a bug where walls near airlocks would sometimes not be removeable
- Colonists will now more reliably take their helmets off when walking through airlocks that have a wall/window in front of the exit floor (this fix is not retroactive, currently placed airlocks will still be broken)
- More objects will now count their items towards objective completion (waste reycler and food brick factory)
- Cannibals no longer eat biowaste
- Fixed various null references
- The UI state is no longer saved (autosaves while the escape menu is open would re-open the escape menu after loading, etc)
- Colonist heads will no longer detach if you pick them up while they're sleeping
- Fixed a bug where sometimes colonist corpses couldn't be walked to
- Added a custom status when incubation tank is growing a colonist
- Fixed a bug where you could "grow colonist" when there were no colonists to grow.
- Possibly fixed a bug where colonist torsos would look weird when they died.
- Colonists will no longer occasionally appear dead after being grown.
- Fixed a bug where sometimes objects didn't get unclaimed.
- Lights are more correctly refreshed when repositioned now (this was an issue with the distance to the light being cached by the floor)
- Windows will now be lit correctly after loading
- Added colonist status text for fighting fire (and a unique icon)
- Added extra internal space to crop boxes, so that high level farmers don't abandon excess seeds/food
- Fixed Big Fuel
- Notifications will no longer slowly drift towards the black abyss of space
- Fire is now removed if it's created on an inaccessible floor (like the core)
- Save time is now included in game saves (previously it used the date the OS date that the file was created, which caused issues when redownloading saves from the cloud)
- Tomatoes are no longer reharvestable
- Fixed a bug where items weren't unreserved if an item transfer failed
- Fixed a bug where item caches would be removed even when they still had some items
- Item crates on floors will more consistently be removed now (looking at you, ice)
- Removed the "no water" notification from the sink
- The log now displays the total day count instead of the current day in the game-month
- Fixed a bug where the core eye would disappear if you loaded a save from within a game
- Fixed a bug where the same kat message would be shown twice after loading
- Ship now requires an empty inventory before doing missions
- Airlocks no longer give away free oxygen when placed
- Internal floors now correctly replace external floors
- Colonists now stop bleeding when their bodies are removed
- Dead colonists no longer create "Dimple is unhappy" messages
- Fixed a bug where colonist perks weren't restored after they were regrown
- Possibly fixed a bug where colonists would randomly explode
- Possibly fixed a bug where entities would wander to the same floors
- Batteries are no longer usable as free-time objects
- Slimes will now fight zombies
- Adjusted how currency is formatted so that 4999 will display as 4.9k instead of 5k







