Smoother Big Factories, Wardens That Heal and a Fairer Hardcore Start
Performance
- Big factories run smoother. The game spends less time each simulation step on moving parts that did not move, on station shields, on station power and heat, and on several other systems, so the frame rate is steadier and the simulation keeps up better on large bases. On one large test factory a frame got about 2.5 ms faster and the simulation ran about 3% faster
Changes
- Wardens heal the ships of your fleet without Repair Packs. They heal only ships; Repair Packs are for repairing buildings
- Hardcore worlds start fairer: a fixed ring of 5 enemy camps sits about 150 to 210 tiles from the start, no other camp is closer, and the extra camps fade back in further out. Only new Hardcore worlds change
- A Construction Tower without power no longer sends out bots. Below 10% of its power need it sends none, like a Logistics Bay
- A station that needs a ship takes it from the nearest Ship Yard that has one first, and only then from the nearest Ship Assembler
- You can place a Junction or a Cargo Hold on a Connector to replace it in one step. Items on the Connector go into an Inventory Box
Fixes
- Saving a calculation in a Circuit Module before you have researched Circuit Arithmetic now says why it cannot be saved, instead of quietly undoing the edit
Interface
- The Station Grid's content and tabs use the same navy as the circuit windows