v0.2.19
Archaeology
Slightly updated helicopter flight patterns in preparation for future updates.
Conducted first internal testing of aircraft based multi-buoy drops.
Agriculture
Hotfixed issue with fertilizer spreaders and SP spreaders not working in some instances causing an error.
Added back aging and breeding for non-pigs. Pigs are still in timeout for rebellion.
Slightly tweaked fertilization timers for various fertilizing methods based on data.
Ran first full test of New Player missions successfully, this career path is now locked in pending documentation.
Prepared framework update for consumption and requirement of fertilizer items in order to fertilize.
Continued NPK framework to add in soil composition values of elements for proper soil nutrition.
Construction
Continued framework updates on getting fuel working at construction sites.
Rebuilt several starter missions based on new construction frameworks.
Tested several new construction jobs revolving around 'groundwork', we're analyzing the results and the algorithm here to make sure it's in a happy place for a release. This should provide more jobs to starter construction co's.
Logistics
Slight updates to aircraft landing algorithms to help prevent idle downtimes.
Updated flight calculation system that was causing some distancing errors on short hop flights.
Began testing flight scheduling program for airline/air cargo system.
Fixed several small bugs with Logistics starter missions.
Fixed bug that would rarely cause a semi to forget it had arrived in a city, after it had arrived.
Added in framework updates to "North Pole" system (Which will be used for other special type events) to help make transitions into and out of event periods easier with less 'my ship is stuck' tickets for people who may not be around at the end of a event due to rl.
PMC
Began early testing of 'Squad Training' programs.
Updated several 'missing' pieces of equipment that could be equipped but not used for their intended purposes in training.
Manufacturing
Fixed Hydrazine not showing up in global exchange.
Made adjustments to production algorithms in preparation for future updates.
Updated powerplant onlining code to handle various situations that weren't initially anticipated.
Slight updates to refinery distribution system.
Minor update to operations costs for refinery deliveries, shouldn't be enough to merit changes in current agreement pricing, just future-proofing.
Conducted review of oldest 100 recipes and plotted them into a sheet to prepare them for potential balancing and input updates.
New Player Experience
We are now officially past 50% on this goal, which is big, and puts us on track for hopefully pushing out the New Player Experience by the holiday season so you can share nauts with all your friends in a more meaningful way!
Resource Acquisition
Fixed issue that was causing some mine sites not to consume fuel properly.
Updated fuel deliveries to now deliver 60k liters of fuel directly to a mine site.
Verified fuel passes are working as intended without issue.
Performed several tests of various scenarios in regards to oil derrick contracting. Found a couple more potential issues, but confident we will be able to push this out as one of our split items.
The Beyond
Fixed issue when being redirected after a Galactic Market Purchase.
Fixed issue causing slight loss of location on multi-jump iterations.
Slight update to asteroid generation algorithm based on recent data.
Updated gas harvesting cutoff system to adjust properly when not enough remains to fill a ship
Prepared framework for offloading harvested gas.