Landing Zone Ghosts, Power Rework and Blueprint Flipping
Dev build: landing zone ghost, power storage and burst rework, blueprint flipping, Fast and Express Logistics Bays, 20 other changes
0.50.0.72
Landing Zone Ghosts, Power Rework and Blueprint Flipping
Improvements
Landing zones show a blue ghost of the next ship to land there, or of the last one that did
Power rework: Capacitors and Batteries charge only from spare generation, bursts last 0.25 s, and a mass driver pays before loading, waiting at 0% instead of wasting a load. New power panel rows, a storage gauge and rebalanced numbers
Shift+H and Shift+V flip a held blueprint or structure
Fast and Express Logistics Bays unlock with the Fast and Express Cargo Barges and hold more in their barge port
A Deconstruct Station button beside Copy Selected Station (click again to cancel)
Mass drivers get a laser colour picker and a Follow destination toggle
Cargo barges lose their engines and ride a faint heat haze
Clearer hover and selection markers inside a station's outline
Armor blocks show valid slot markers next to a held building
Cargo hold hover names its items, and the Assembler panel shows its production percent
Updated credits
Fixes
A client's Knights Guardian, Frenzy and Plasma casts no longer get dropped when the host runs behind
Three desyncs: a player rejoining after a long absence, cutting and pasting a landing zone, and placing a different building over an unbuilt ghost
A station ridden through an Ancient Portal lands on its pad, and a row placed while flying leaves no gaps
A new station grid stays unpowered until its first power calculation, so an unpowered Exploration Center no longer clears fog
An emptied cargo hold shows no icon in Alt view
The research bar no longer reads ahead
The console key doesn't open the console while you type
Upgrading a Logistics Bay keeps what its output port holds
Attack wave ships no longer freeze at camp after a chase, and destroyed spawners' ships no longer pile up there. Old saves are cleaned on load