Fixed a bug where walls near airlocks would sometimes not be removeable When colonists turn into zombies, the zombie is now given their head. Log messages will now always use 2 digits for time (displaying 06:02 instead of 6:2) Patch Notes- Colonists will now remove bugged out carried items (like when they all start carrying bread or fish). Objects now show their actual palette color when being repositioned Fixed some issues with dragging and dropping job tasks Adjusted door line of sight colliders so that lights don't bleed through them So if a colonist was holding biomass, they would eat it before they ate any cake that wasn't in their inventory ![]() Colonists will now eat food out of their inventory before eating food anywhere else on the station. Dead colonists no longer make friends (or enemies) Fixed access positions of the Therapist 9000 (this doesn't backport to already placed Therapist 9000's) Fixed a bug where unassigned job task notifications were inconsistently displayed Dead colonists can no longer be upgraded/promoted Fixed distribution booth's build menu search text ![]() Slimes can now be manually fed food (or whatever) via context option Organs no longer display "took damage" messages when they're dead Fixed the "clean up slime" error message so that it says the required laborer level is 3 (previously it said "requires laborer level 1". I think you'll keep the upgrade if you've already upgraded it. Removed the "no power" upgrade from the cryptominer. Fixed a bug where wall objects that go through walls, like thermal exchangers, could be placed on walls that already had objects. Reduced amount of power generated by the solar panels from 3 per second to 1 per second Generators now produce 2 power per second. Generators will now turn on immediately when a battery is low, and they'll store any unused fuel. Fixed a bug where objects from a different save would sometimes show up in a new save For more really useful information on the entire virtual shebang, check out our E3 stream schedule and visit our E3 2021 hub to keep up to date with the news.Patch Notes- Fixed a stack overflow when placing wall objects It will also be on GOG, but it doesn’t have a game page there yet.Į3 2021 will take place from June 12th to 15th, with other events around it. Starmancer will be available in Early Access on Steam on August 5th at a price of £ 17 / $ 20 / € 20. When the developers first launched the game’s Kickstarter campaign, they said Starmancer was influenced by Dwarf Fortress, which is cool. You can customize your space station, give missions to your people, trade with other factions, and much more. Fair warning: your colonists have insane levels too, and keeping many of their friends away from them could lead to “grueling rampages” according to the Steam site. This could lead to mutiny, but then you could just open more airlocks and drop the ringleaders. For example, your people get sad when you throw their friends out of an airlock. It depends on you!Īs with many of these types of games, the goal is to create a utopia for these people to live in. Or you can go rogue and let the aliens in. In Starmancer you play as an AI overlord who has to grow people to populate a space station and then take care of them so that they are not eaten by aliens. In space, not everything has to look metallic and harsh. ![]() ![]() In many rooms there is only normal wallpaper and in the bedroom you can even see a jukebox. I like the look of Starmancer because it doesn’t look too futuristic either. 7 s one thing I admire about management Sims in space, it’s that they’re usually very colorful.
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