You are now able to connect your domes together by constructing Passages. These transportation tunnels allows coloniststo move freely into adjacent domes and utilizing the workplaces and services available there.- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem isresolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.- These passages are fragile, and your Colonists may die if hit by a meteor while in the PassageNew Buildings & Related Changes- New high-end automated storage building which can take over 4,000 units of separate resource is available for yourColony.- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the lategame.- A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of thesurrounding structures- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water TankYou can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact thedifficulty, making the mission easier or harder.- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.- No Disasters: Disables all disasters (excluding those coming from mysteries).- Hunger: Can't import food from Earth.- Inflation: Import prices increase over time.- Long Ride: Rocket travel time to and from Mars is three times longer.- The Last Ark: Can call a Passenger Rocket only once.- Amateurs: No specialist applicants.- Rebel Yell: Colonists periodically become renegades. Crime is more severe.- Chaos Theory: Tech fields are fully randomized.- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase powerconsumption even more.- Armageddon: Meteor rating set to a new Max level for all locations on Mars.- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.- Twister: Dust Devil rating set to a new Max level for all locations on Mars.Other fixes and improvements:- Added upgrades to the Mohole Mine and the Excavator to increase production- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs- Better alignment for traits in school- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists- Fixed overlapping of deposits (from random map generation and anomalies)- Storages and Depots are divided in subcategories of the Build Menu- " Milestone failed" message alignment fix- Fixed air producers (wrong) production in some cases- Fixed calculation of challenge bonus in milestones- Fixed Triboelectric Scrubber not rotating after first clean- Fixed TOS to no longer reappear when changing language- Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work- Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist- Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props- Fixed upside-down positioning of shuttles- Fixed an issue where colonists became starving from eating uncooked meals- Androids now have no initial specialization- Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers- Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain- Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion- Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets- Fixes on Polymer Factory production (now depends on its workers)- Fix for some edge cases of automated routes for Transport Rover- Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)- Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used- Fix for colonists and drones to stop going through Spires- Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)- Buildings are now considered to be in dome range if one of their hexes is inside dome range- Updated University description- Clarified immigration policy texts- Various performance optimizations- Various stability improvements- Various sound FX tweaks- Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items- Added "GlobalEffects" mod item- Default mod preview image format is set to PNG- Kept backward compatibility with mods that use the old tags system