Cart is empty
PATCH NOTE 0.6.09
22 Sep 2020
NEW
- The system for widgets has been created so that all widgets of the project can be controlled. Also it is now possible to set rules for starting and ending widgets simultaneously with other widgets.
- The mechanics of removing modules through disassembling it by drones has been added.
- Now the player can rotate modules.
- Buildings now have a system of abilities. Also a tool for managing abilities has been added.
- All modules now have three levels of priority. These levels affect which building will be constructed first, where the colonists will be assigned to work to, the priority of the modules' input and output warehouses, and drones.
- Data tables have been created for easier access to them and for game balance.
- Balance tables and game mechanics are now interlinked.
- We continue working on the build.
- The Programming Department has successfully secretly taken a video card from one of the PCs in the Sales Department. 15 days have passed, and they still have not noticed :)
OPTIMIZATION
- Refactoring of algorithms related to ground excavation by drones has been conducted, construction of premises by drones, and distribution of colonists to work places have been performed. Most of the problems with performance were eliminated
- Data structures were reorganized to make the project architecture more streamlined.
BUG FIXES
- The wall bug has been fixed. The algorithm for calculating rooms was wrong, under certain conditions it caused crushes.
- A bug with a negative amount of resources in warehouses has been fixed. Drones took more than there was in the warehouses.
- The bug with the battery and charging it has been fixed. The battery would start charging before the construction of buildings was over.
- The bug with the buildings' performance has been fixed. Manufacturing would start before the construction is over.
- Navigation for more precise movement of drones has been fixed. Now bots move with fewer stops and jams.
- The game pause mechanics have been fixed. The pause mode would not allow set tasks and show the player's actions.
- Resource tables have been reworked, and new ones have been introduced. The next step is to change the production chain.
Recent posts
- Patch 0.94.55 - New music tracks, QoL improvements, and localization fixes
- 0.94.37: Rebalancing Update
- 0.94: Up to 3,5x more FPS, optimizing RAM utilization and fuel system for trucks
- Great Early Access Launch, Scaling Up, and Details of the Next Update
- The Crust Early Access Release & First Update
- Release Date Announced for The Crust - 15 July
- Development news, Beta access and awards
- New Modules
- FAQ - Roadmap and your Ideas
- Dev Diary №22: Unveiling Global Markets and Extended Overview of Colonists
- The Crust Combat System Concept
- Dev diary №21 - Expansion of colonist mechanics, ice and new interfaces
- The Crust live on Kickstarter
- Assembler with jobs for colonists
- DEV DIARY №20 - Optimization, interface and new units.
- Steam Next Fest Results
- The Crust Closed Beta Starts Now!
- New Logo Reveal
- DEV DIARY №19 - STORY LINE, POI AND NEW CONTRACT SYSTEM
- NEW MODULE CONCEPT
- FIRST DEMO ON STEAM BASE BUILDER FEST
- DEV DIARY #18 - Mechanics on the Global Map, Updated Interface, and Logistics Innovations
- DEV DIARY №17 - Conveyors,new visuals and optimization - what's new with The Crust?
- Interview for UE4 Daily
- DEV DIARY №16 - MAKING HISTORY: A LITTLE BIT ABOUT OUR QUESTS
- WOULD YOU FLY TO THE MOON?
- 3D BATTERY MODEL CREATION IN TIME-LAPSE
- DEV DIARY №15 - ABOUT THE UTILITY SYSTEM ON THE LUNAR BASE
- ERASE AND REWIND, OR WHY BREACKING THINGS IN VIDEO GAMES IS AS DIFFICULT AS CREATING THEM
- DEV DIARY №14 - 50 SHADES OF REGOLITH, OR RESOURCE EXTRACTION AND PROCESSING IN THE CRUST
- DEV DIARY №13 - GALACTIC MARKET
- 2021: THE CRUST TRANSFORMS
- DEV DIARY №12 - ROOMS AND WALLS
- DEV DIARY №11 - REFACTORING AND NARRATIVE
- DEV DIARY #10 EXCAVATION VISUALIZATION, REFACTORING AND OVERMIND OPTIMIZATION