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v0.2.40

v0.2.40

Agriculture

  • Updated cow barn backend to prepare for new cow system using young/adult/elderly cows.

  • Began work on the new buying system for cattle.

  • Disabled access to horse barns while we transition them to new system.

  • Began animal feed testing to ensure everything is working smoothly.

  • Made next integration of NPK operations in preparation for further launches.

Archaeology

  • Added pagination to sea anomalies.

  • Provided a buff to Archaeology in regards to salvage loot, with higher percentages of Blueprints and Historic items to be found, while Containers and Treasure remained the same, and Junk chances decreased.

Construction

  • Added notification for when a company creates an offer on a construction job.

  • Added notification for when a company replies to approve or deny a construction job.

  • Added notification for when a player built building completes for both the builder and the building owner.

  • New Structure: CCS Building. Cost $250m (Useless if you are under 1000RP!)

Logistics

  • New Structure: CCS Building. Cost $250m (Useless if you are under 1000 RP!)

  • Updated aircraft pages to only show loads that your aircraft can currently take, to match the way it is for ships.

  • Added shipping company information to bulk train load listings.

  • Continued work on certification program and related interfaces to begin transitioning vehicles and equipment to the new system.

Resource Acquisition

  • Added new search filter "Situ" to locate any Situ capable sites in a given city.

  • Slightly updated odds on subsurface resource acquisition and in-situ resource acquisition based on data from past few months.

Manufacturing

  • Fixed duplicated recipe of Dresser - Redwood.

  • New Recipe: Hydrogen Chloride, produced at Chemical Factory

  • New Recipe: Vinyl Chloride, produced at Chemical Factory

  • New Recipe: PVC Resin, produced at Chemical Factory

  • New Recipe: Mine - AP, produced at Armament Factory (RR)

  • New Recipe: Mine - AT, produced at Armament Factory (RR)

  • Recipe Change: Sulfuric Acid now produced in Chemical Factory

  • Recipe Change: Car Battery now produced in Electronics Factory

  • Recipe Change: Ammonium Nitrate now produced in Chemical Factory

  • Recipe Change: Brick now produced in Ceramics Factory

  • Recipe Change: Arsenic-Trioxide now produced in Chemical Factory

  • Recipe Change: Chlorine now produced in Chemical Factory

  • New Recipe: Blowout Preventer, produced at Specialty Factory

  • New Recipe: Bookshelf - Oak, produced at Furniture Factory

  • New Recipe: Steel Wire, produced at Steel Factory

  • New Recipe: Diamond Wire, produced at Specialty Factory (RR)

  • New Recipe: Diamond Saw, produced at Specialty Factory (RR)

  • New Structure: CCS Building. Cost $250m (Useless if you are under 1000RP!)

  • New Recipe: Ethanol, produced at Bio Fuel Factory

  • Updated/Activated Recipe: Space Goop, produced in Specialty Factory (RR)

  • Updated/Activated Recipe: Specter-S CIWS uniform, produced in Textile Factory (RR)

  • Updated/Activated Recipe: American Football, produced at Generic Factory

PMC

  • Made a squad name mandatory in squad creation

  • Added ability to edit an existing squads name.

  • Added ability to mass train operators based on their role, along with specifying which training you want that role to train on.

  • Developed framework for vehicle to/from mission deployment in preparation for live fire missions going live.

The Beyond

  • Added ability to name a ship.

  • Updated ship overview page to highlight ships nickname in green.

  • Fixed invalid redirects for failures to purchase from Galactic Market for items.

  • Added success and failure messages for Galactic Market purchases.

  • Added ability to list a ship for sale, must be idle at a station.

  • Added ability to purchase a ship from the Galactic Market.

  • Began updating framework to allow for removal of modules when designing a new ship model, but this system

Zoology

  • New Structure: Small Zoo - 50 Animal exhibits

  • New Structure: Medium Zoo - 150 Animal exhibits

  • New Structure: Large Zoo - 500 Animal exhibits

  • Began work on UI interface for zoos which is where most all zoology actions will occur from.

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