
- The colonists game file upgrade#
- The colonists game file full#
- The colonists game file windows#
Fixed not returning to main menu when trying to load a savegame that couldn't be found. Fixed surface miner bot appearing black when zoomed in very close. The colonists game file upgrade#
Increased size of resource progress bars a little on construction and upgrade panels. Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels. Fixed an issue where custom maps wouldn't run if an AI player was first in the player list. Campaign screen now resizes and adds a scrollbar for squarer resolutions. The colonists game file windows#
Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available.Updated Unity version to hopefully fix alt tab crash/freeze issue.
Fixed boat challenge victory condition goal not updating unless panel reopened.challenges won't register in campaign mode) Now only shows challenge complete screen when started as a challenge game (i.e.Show challenge complete screen even if no trophy earned.Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles.Fixed potential rare issue where building height adjustment could get locked.Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0.Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible.Disabled up/down arrows and added message in resource demand panel about building construction priority.Added difficulty info to in-game scenario panel.Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources.Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes.Fixed issue with water jumping when changing game speed.If ban except storage rule then resource will search in all directions for a valid storage yard
The colonists game file full#
If full ban, resource will attempt to turn around and find a destination.
Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. Fixed bug where storage yards could show up twice in the resource demands panel. Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings. Changed vegetable and wheat farmbots to prioritise seeding over harvesting. Fixed data leak in AI players which could cause saving to fail in very long and very large games. Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame. Spruced up buildings list panel and building entries in resource production, demand and storage panels. Added options to unlock all campaign missions and clear all campaign progress. Boat list panel - lists all the boats in your colony. Thank you to all the players who submitted bug reports and suggestions! Map Editor - cleaned up UX with 'set starting location' buttons. Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting.
AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers. Alert icon for road post connection now won't show if directly connected by a path to a bot printer building. Adjusted trade ship interval to bypass rebuild hack during ship departure. Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy. Resource icons in space port panels now have correct rollovers. Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window. At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return. Fixed fuel consumption stat not being added when building is monument boosted.
Fixed rubble getting being non-removable in non-saved proc-gen game. When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placement. Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts. Added hotkey for Dismantle mode - default:. Added Dismantle button to bottom right of in-game UI. Custom views - default hotkeys are - on keypad.