Added the new Skeo moon. You can visit it after you terraform an entire planet, using the interplanetary Travel Rocket. It's not available as a starting planet.
Added new "Underground pod" allowing to build a base underground (unlocks on Skeo)
New incubator T2 (unlocks on Skeo)
New tree planter T3 (unlocks on Skeo)
New rocket animals T2 (unlocks on Skeo)
Added new "Brojo" tree (unlocks on Skeo)
Added new interior lamp (unlocks on Skeo)
Magnetar quartz can now be crafted once you unlocked the recipe (unlocks on Skeo)
New drone T3 (unlocks via Systi)
New rocket oxygen T2 (unlocks via Systi)
Added a new animal for Skeo. (explore Skeo to understand how to create it)
Added a new spacesuit (find it in the world of Skeo)
Added new "animal 10" effigie (find it in portal wrecks)
Prime : New wreck in the Cascades sector
Prime : Improved the top of the Grand Canyon sector
Reworked values of insect / fish / amphibians farms :
Changed generation values & inventory size of Amphibians farm, aquariums & fish farms, butterfly farms & dome, animal shelter, tree spreader. We decided to increase the generation values of butterfly/fish/amphibians farms because most of the time, it was easier/quicker to just build tree spreaders, and there was not enough incentives to create living beings (except for mammals).
This will speed up a little bit the end game. But coupled with the fact that the pace of the game was slowing down too much by the end of a planet, and that there's now 3 moons to explore, it make sense to us in term of pacing.
Add "Slots Number" infos in the details popup, so it will be easier to know how many input you can put on generating machines (like animals farms).
Changed the inventory size of farms and aquariums to better correlate the level of the machine and the number of slots they have
Completely removed phytoplankton B & C from the game, replace with A (recipes & logistics)
Quasar quartz recipe changed, only require one algae now (3 previously)
Blazar quartz unlocks sooner
Megadome unlocks later
Rocket Insects T2 unlocks sooner
Increased chance of variant genetic traits to be looted
Autocrafter not displaying Toxicity objects anymore in creative if Toxicity is not unlocked, and not displaying quartz craft station before unlocking the station
Genetic extractor & synthetizer unlocks a bit later.
Fixed environment flickers when moving between pods
Added a button in the drone UI to stop all drones
Added new Lucia butterfly (unlocks on Skeo)
Drones T2 now require drone T1 in recipe,
Add generation for flower pot T2 / T3,
T2 rockets are now 6000% generation (5000% previously),
Rocket reactor T2 unlocks sooner,
Tree spreader T1 unlocks sooner,
Vegetable grower T2 grows a bit more quickly,
OreBreaker T1 consumes less energy. Energy generator requirement comes sooner in humble tutorial,
Silk generator now produces insects value,
Ore Extractor T3 unlocks a bit sooner,
Genetic extractor, manipulator and synthetizer are now in the biomass category in the construction menu,
Reduced tree seed creation time in the tree sequencer,
Incubator is a bit quicker to incubate,
Added sounds on some machines
Changed some machine description texts
Other various minor changes
Consoles : controller buttons can now be remapped in the options
T2 animals rocket now require 2 amber and 4 genetic traits
Reworked values of insect / fish / amphibians farms :
Changed generation values & inventory size of Amphibians farm, aquariums & fish farms, butterfly farms & dome, animal shelter, tree spreader. We decided to increase the generation values of butterfly/fishes/amphibians because most of the time, it was easier/quicker to just build tree spreader, and there was not enough incentives to create living being (except for mammals).
This will speed up a little bit the end game. But coupled with the fact that the pace of the game was slowing down too much by the end of a planet, and that there's now 3 moons to explore, make sense to us in term of pacing.
Let us know what you think about it.
Add "Slots Number" infos in the details popup, so it will be easier to know how many input you can put on generating machines (like animals farms). Activate it for machines generating animals, and containers.
Changed the inventory size of farms and aquariums to better correlate the level of the machine and the number of slots they have
Completely removed phytoplankton B & C from the game, replace with A (recipes & logistics)
Quasar quartz recipe changed, only require one algae now (3 previously)
Increased chance of variant genetic traits to be looted
Autocrafter not displaying Toxicity objects anymore in creative if Toxicity is not unlocked, and not displaying quartz craft station before unlocking the station
Genetic extractor & synthetizer unlocks a bit later.
New butterfly can be crafted in incubator
Magnetar can now be crafted in quartz crafting station
Skeo planet viewer fixed with the correct planet
Fixed environment flickers when moving between pods
Fixed delivery depot UI cropping new objects
Can't deconstruct underground pod anymore if linked to other base modules
Living compartment with dome can now be built underground. Improved underground building.