[LIVE] Hotfix August 9 2017 - Development branch

Window sizing bug fixes.



Full screen now works far better.



Rendering quality improved.



IMPs no longer get stuck sparking.



Flywheels can be clicked on to be put into charge only mode. Allowing you to store energy for emergencies.



PAUSE BUTTON added to the UI. Pausing no longer causes glitching, is compatible with the building UI. (Don't get too used to the bottom left placement, it's going in the top right soon)



UI changes to hide text and mouse attached objects when hovering over buttons.



Player now receives an email when they lose all their IMP robots.



Condenser now has visible running water when clicked on or used.



Minerals make dust clouds when dropped or clicked on.



Workshop table, bodybags, foot packets, grass and other items now have click reactions.



Numerous tweaks to AI and balancing.



As said in the title I have been working to rebalance the game to make it more interesting, challenging and to make the AI more responsive.



The core of this change is the day length has gone from 240 seconds to 360 seconds. This means that many of the core needs no longer eat up all the colonists time. It's feasible for a colonist to do an extra action a day now, so you will see more of the lower priority tasks getting a look in.



There are also some more subtle changes to do with needs. For instance colonists with hypothermia will find a running (or still warm) heater to stand in front of or prioritise condensers if they are further away from other water sources.



It does make solar power slightly less effective, but that's probably offset by the fact you can build flywheels easier and their increased charge from 0.62.



Obviously this is the biggest shakeup since smelting was added to the game so I'll keep it limited to the development branch until I get your feedback. Personally it's running great for me and I managed to build a pretty massive base quite quickly and completed all the research within 3 hours.



Large amounts of food creation balancing.



Food preparation bugs fixed.



All food KJ calculated more accurately based on the correct breeds and in many cases have increased substantially (potatoes and chickens are over double what they were).



Ration packs are now far more likely to be built



Colonist standard and binge meal sizes increased.



Condensers now advertise the high level "water purication" need (like the solar stills) so are better prioritised when building.



Many small optimisations and a huge amount of code cleanup. Potentially fixing a lot of bugs and likely preventing future ones.



Missing rain fixed.



Food trays appearing "unbuilt" issue fixed.



Colonists now simulate heat radiation and conduction due to convection on their skin.



Colonists put less direct heat into a room (as 20% is put into kinectic/mechanical energy)



Fix for missing animation causing a crash.

Don't forget last week's updates too.



Edit: Live on Windows and Linux nowww! (all branches)



I ran a 15 hour test last night with no major issues. It did throw up several tensions in the design that I am working to loosen.



Some changes coming to the development branch today:



Smelting priority tweaks.



Stockpiling bugs fixed.



Creation of hydroponics planters priority increased.



Bug fixed on determining food creation priority need.



Colonists with suitable skills (construction) will be able to produce twice as much building materials from the smelter.



Colonists are less likely to hoard materials.



Colonists can now binge on food if they need to make up more than one meal. This means they can eat 10000kj of energy rather than the usual 6000kj.



Colonist energy needs slightly balanced to account for heat generated by food digestion.



Wind turbines will take more damage before advertising repair task to colonists (although will repair bots will maintain the current level)

Yesterday's fixes.



Fix for black tiles being left when a door is removed.



Doors sat in the middle of rooms will now automatically be set to be destroyed by colonists.



Fix for missing text on the Fusion and Fission reactors.



Fix for IMPs not picking up fossils.



Desks now moveable by colonists.



Fix for colonists not filling up the storage room shelves with raw food once a prep station has become full.



Smelter now advertises it's need for minerals sooner after being emptied. This should speed up construction of building materials marginally.



Stockpile settings for building materials lowered so people get less stuck if they don't realise they should be managing it.



Stockpile settings panels now comes up when mousing over a room. Hopefully people will realise it exists now.



IMPs will now place minerals in the smelter. They cannot start it themselves however so you will have to manually - or wait for a colonist.

Live for Linux and PC users there are some nice changes gone in.Don't forget the day length has also changed due to this hotfix:and don't forget these changes since 0.62:There are a few more features held back for next week's 0.63 full release. If enough people can test this and ensure it's stable I will put another build up by the weekend.If you like the improvements do let me know. If there is anything still killing the game for you let me know. If you appreciate my attention to detail and feedback, please leave a review - they are demoralisingly low at the moment.