Bigger Batteries, Barge Loading Bays and Coloured Lights
Dev build: 30 kWh batteries, Barge Loading Bay sizes and power, lights in any colour, recipe output counts, 14 other changes
Bigger Batteries, Barge Loading Bays and Coloured Lights
Improvements
- Batteries hold 30 kWh, up from 5, and charge and discharge six times faster
- Logistics bay barge ports are now Barge Loading Bays, holding 2, 5 or 10 stacks by tier. Fast bays draw a flat 2 kW, Express bays 5 kW
- Lights take any colour from the mass driver laser picker and glow with a soft halo that tints nearby structures
- Shift-click copy and paste, blueprints and rebuild ghosts keep a light's colour and on/off switch
- Recipe tooltips show the output count in the title, like "Organic Compounds Recipe x7", and the time of one whole craft
- The Plasma bolt starts at your hull's edge, not behind the ship, and grows and crackles with its Oracle damage level
- Power distributors get the mass driver's Follow destination toggle
- Ctrl+click on a mass driver takes from its launch chamber first, then its landing pad
- Landing zone ghosts show their buildings brighter and their outline dimmer
- The FPS overlay hotkeys no longer clash with danger ping (Ctrl+G) and Take All Ships (Ctrl+H). Its mode key is now Ctrl+U
- Desync recovery covers two more cases where a game forked again right after recovering
Fixes
- Heat receivers take heat from whichever transmitter aims at them, even when their own link back to it was lost
- Mass drivers rearm after every shot again, and one short of launch power waits at Charging 0% after rearming
- A crafter fills its own input before passing items on, so a greenhouse substrate loop can be jumpstarted
- A host whose relay connection dropped can host again without restarting
- Chat starts empty in each new game and keeps its lines through a resync or reconnect
- A pasted and rotated mass driver no longer links to a target out of range
- Copy and cut drags over big bases no longer add to a long session's memory growth