Landing Station Crash Fix, Turnable Landing Zones and Holo Pads
Dev build: landing station connector crash fix, landing zones with their own facing, holo pad markers, battery rebalance, 8 other changes
Build 77
Landing Station Crash Fix, Turnable Landing Zones and Holo Pads
Fixes
A connector built next to a station that is still landing now waits for it to touch down before connecting. That stops a station being left half landed with some buildings still flying, and removes what caused a crash both players in a game hit at once. A save that already has a half landed station lands those buildings when it loads
Deleting a connector no longer loses its items. They go into an Inventory Box on its tile, and your construction bots bring it home
The colour picker for lights and mass drivers opens on screen, and you can drag it by its title bar
Improvements
Landing zones with the same name each face their own way. Turn one with R like any building, and ships still treat every zone of a name as one stop. Old saves load with nothing moved
A held landing zone (Q, copy, cut or blueprint) shows the orange ghost of the station that last landed on it, turned with the zone
Landing zones are marked by a holo pad: an octagonal pad with a hazard striped rim, an arrow pointing where the station's command core will face, and blinking front lights
Holding a blueprint that forms one station shows the green connection point diamonds, like a single building does
Hovering a connector shows the items on it
Deconstruction boxes are smaller than Ancient Treasures and steel grey with a cyan glow, so you can tell them apart
Alt view icons sit on a dark backing and shrink when zoomed far out, and every cargo hold shows the item it holds most of
Display settings are grouped into Screen, Graphics & Performance, and Appearance
Batteries hold 24 kWh, charge at up to 96 kW and discharge at up to 120 kW. Capacitors hold 25 Wh at up to 320 kW. A battery saved above 24 kWh is cut to 24 kWh on load