Maia
simon  [developer] Feb 9, 2018 @ 10:11am
[LIVE] Hotfix Windows 09 Febuary + (Colonist item assignment/ownership menu)
Getting close to the full 0.66 now!

Biggest change you'll see in this update is the middle click menu. Which allows you to set a sort of ownership of items. Although optional for game balance it allows you to ban colonists from using an item. They are free to ignore it in a life-or-death situation, but if they are in a good mood and sane they will obey. This could be useful for a lot of things. Here's some uses that can add a level of entertaining micromanagement:

  • Giving colonists their own beds.
  • Having two workshop set ups and splitting them between colonists.
  • Banning everyone from all but one ration box so it gets eaten first for more efficient space usage.
  • Only allowing colonists with construction skill to use the smelter so you get double outputs and less fires.
  • Banning colonists from going outside to fix a wind turbine.
  • Setting up a secondary base by banning it's occupants from all your main one's equipment.

As with the building priority settings all game balancing is done assuming the player will never use it. So you shouldn't need to rely on it to play the game.

Other changes.

  • Middle click to prioritise un built items.
  • Shadows on more GUI labels for easier readability.
  • Solar still rates slowed down
  • Millimetre wave research perk added.
  • Colonists now only generate research in one field whilst sleeping.
  • IMP robots can now peek into toilets.
  • Tiny memory leak in detail grass rendering fixed.
  • Several code sanity checks to prevent edge case crashes.
  • Relationships form slightly quicker.
  • Colonists will mention less people that they don't know well in emails.

Other changes since 0.65:

  • Mouse over info for different terrain types.
  • Mineral mining is now deterministic from world seeds.
  • Sound latency reduced.
  • Need for data input balanced.
  • Research data added to inventory lists
  • Fix for uninitialised research data issue.
  • Needs for top level building facilities reduced.
  • Added delay to colonists pulling out glowsticks or putting them away as they got really indecisive if your power supply was varying and it was migraine inducing.
  • Fix for uninitialised tutorial marker flag giving the player an easy base in missions.
  • More info in console AIdump command.
  • IMP robots will now pick up materials left outside and bring them to storage.
  • Check when starting a path find that the first node is within the world.
  • Extra bullet proofing of email code.
  • Crash fix for bases with no airlock.
  • Room ambience changed to only play one room tone at a time.
  • Room ambience will fade out faster (and is now more audible).
  • Colonists will now place less importance on going to the toilet
  • Toilet door animations fixed.
  • Creature wandering behaviours now leave an 8m safe zone around map edges.
  • Fix for lighting bug on skinned objects caused by transformations effecting vertex normals.
  • Utility robots, protobirds and chickens using an item will quit out early if object is destroyed during use.
  • Larger solar panels are prioritised over portable ones when building.
  • Object placement hologram colours now lerp smoothly between different warning and error states.
  • Object placement errors and warnings are now less likely to get stuck on an incorrect warning state.
  • Fix for colonists carrying hologram glowsticks.
  • Colonist glow sticks less bright, more attenuation.
  • Fix for base randomisation and generation issues.
  • Colonists less likely to put raw food packets into storage room.
  • Tutorial world seed changed, for a easier layout.
  • Interaction point holograms are now more visible at higher resolutions.
  • Noise class now carries its own random generator for better world generation results.
  • Colonist food preparation needs reduced.
  • Building material stockpile need reduced.
  • Aesthetic item need made more fuzzy.
  • Entertainment need made more fuzzy.
  • Fixes for colonists duplicating some build orders involving surface walks.
  • Room storage shelf picking for colonists more spread out through a room.
  • Fix for one frame delay on weapon carrying animations.
  • Fix for toilet door animation problems.
  • Get next meaningful item in action sequence now returns a handle to the entity.
  • Super capacitor and flywheel build importance reduced below that of power generators.
  • Room parameters initialised on startup to prevent lockdowns.
  • Utility robot will now properly aim at target.
  • Lights added to individual utility robot sparks.
  • Worklight food creation (when placed in hydroponics) need increased.
  • Chicken egg creation time doubled.
  • Fix for broken mining order colonist choice where colonists placed the dig markers and doors somewhere really stupid.
  • Psychologist light modification choice now only changes settable lights. Chance that all lights are randomised.
  • Increase in IV drip build importance.
  • If there are 2 chickens they try to avoid asphyxiation.
  • Colonist should face towards smelter when using it.
  • Nanoprinter interaction point moved back slightly.
  • Fix for crash if colonist tries to store something on a room shelf that you delete as they are placing.
  • Colonist AI code cleanup.
  • Fix for specular issue when MSAA was enabled.
  • IMPs now have a decaying mood that can only be satisfied by work.
  • If IMP mood becomes too low they will sulk and kick items which may damage them.
  • Doors now spark when damaged.
  • Sparks can now cause items such as beds and chickens to ignite.
  • Individual sparks can now emit light (Added to doors and worklights).
  • Worklight sparks randomised.
  • Worklight flicker brightness reduced.
  • Colonist inventory added to mouse-over infotips
  • Colonist infotips updated with more hints to make the medical info useful for non EMTs
  • ECG RR interval readout fixed.
  • Colonist should face towards smelter when using it.
  • Solar array infotip spaces added.
  • Chicken asphyxiation deaths.
  • Chicken survival traits and preferences added.
  • Colonists waiting in the airlock will perform idle animations such as yawning and looking around.
  • AI agents will avoid idling in awkward corners of rooms.
  • Suited colonists will now perform a repair animation.
  • Airlock waits are reduced in length and by potential distance to cut down time wasted.
  • Anything living now gets a short wait command if the door they are near gets locked.
  • Fix for colonists remembering dogs as people.
  • Additional text for colonists reporting on meals.
  • Tutorial seed changed.
  • Shadow added to text in emails.
  • Airlock loading issue fixed.
  • Door flipped lighting issue fixed.
  • Potential fix for colonists getting too scared of dead alien bodies to do anything else.
  • Insect lighting optimisations. Number of insects reduced.
  • Screen Space Ambient Occlusion massively improved, more detailed and optimised.
  • Colour bleeding optimised.
  • Bilateral blurs tweaked.
  • Mission timer changes.
  • Removal of 8xMSAA option (Too many drivers die when this is enabled due to the huge VRAM cost).
  • Optimisation to deferred lighting tile passes.
  • Game random functions fixed to be conistant over different platforms.
  • Lights are no longer culled if camera is inside them.
  • Engine compression added for more texture types.
  • When placing items the prev and next key text is now based on the key bind.
  • Menu now locked at 60fps.
  • A lot of small tech changes behind the scenes.
  • Behind the scenes UI changes for new colonists item assignment system.
  • When an email is being written. Left clicking will immediately draw all the text on screen.
  • Utility bot no longer suffers from a glitch where its short ranged signalling system defers jobs to other bots that turn out to be itself.
  • Interaction points (the blue person holograms) when placing items now cover a 1m circle. This makes it harder to place stuff too close to walls and get colonists stuck.
  • The bounds of an item being placed are now tested against the room pathfinding grid, rather than just the items center. This means things are less likely to erroneously intersect walls.
  • The pathfinding mesh map around all wall types has been refined to sit tighter to walls and is consistent in all directions. This should fix issues with some wall items being unreachable.
  • In the colonist panel on the bottom left. If a colonist needs attention the colour of their name will be yellow. If they are unconscious it will now be red.
  • Fix for key binding settings order mistake for different placement modes.
  • Dormant insects stop creating light.
  • Fix for insects floating upwards whilst resting.
  • When a colonist placing an item there will be some sounds now.
  • Fix for lack of grass on polar maps.
  • Fix for too much grass causing crashes on some small high flora map generations.
  • Workshop fires caused by unskilled colonists using the smelter have been reduced by half.
  • Flywheels now specify their energy storage is in KW seconds.
  • Flywheel and super capacitor storage increased a bit.
  • Airlock priority increased
  • Airlock interaction points are now on the outside until built. (making it easier to do room intersects)
  • Tutorial tweaked for clarity.
  • Sections added to the tutorial for the colonist and warning panels.
  • Border added around room options panel
  • Room options panel alignment issues fixed.
  • Light brightness options added to more rooms
  • Harvest early option added to hydroponics.
  • Plants starting to get blight have higher priority for harvest.
  • Blight emails now point out you may need less planters.
  • Colonists will sleep for longer.
  • Colonists will place items on the top shelf in storage and work down.
  • Fusion reactor degradation fixed.
  • Repair robots can now fix fusion reactors.
  • Bulkhead door placement stickyness fixed.
  • Repair jobs advertised by equipment to utility bots earlier. Colonists later.
  • Utility bots have randomised preferences as to what sort of work they want to do.
  • People fighting fires in space suits will return to airlock if the fire goes out and cools down enough to prevent autoignition
  • Event email spam on loading fixed.
  • Hurricanes tweaked for bigger impact.
  • Solar events more sporadic.


If you appreciate the amount of fixes going in, don't forget to leave a review!

More info on the dev site: http://dev.maiagame.com
Last edited by simon; Feb 12, 2018 @ 7:56am
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Showing 1-3 of 3 comments
Vash Feb 9, 2018 @ 12:36pm 
Woo! New update! (also, 1st)
Jarreth29 Feb 9, 2018 @ 2:27pm 
Good job Simon
I can't wait to test new stuff!!!
simon  [developer] Feb 12, 2018 @ 6:09am 
No problem. 0.66 is basically ready to go now. Just getting a few little tweaks.
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Showing 1-3 of 3 comments
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