
The UI state is no longer saved (autosaves while the escape menu is open would re-open the escape menu after loading, etc) More objects will now count their items towards objective completion (waste reycler and food brick factory) Colonists will now more reliably take their helmets off when walking through airlocks that have a wall/window in front of the exit floor (this fix is not retroactive, currently placed airlocks will still be broken) Fixed a bug where walls near airlocks would sometimes not be removeable When colonists turn into zombies, the zombie is now given their head. Log messages will now always use 2 digits for time (displaying 06:02 instead of 6:2) Colonists will now remove bugged out carried items (like when they all start carrying bread or fish). We do read them and it automatically uploads your save file, which makes fixing bugs much much easier for us. Please keep using the in-game report tool. Looking to start working on new content once all these bugs are handled. Objects now show their actual palette color when being repositioned Fixed some issues with dragging and dropping job tasks Adjusted door line of sight colliders so that lights don't bleed through them So if a colonist was holding biomass, they would eat it before they ate any cake that wasn't in their inventory Colonists will now eat food out of their inventory before eating food anywhere else on the station.

Dead colonists no longer make friends (or enemies)

Fixed access positions of the Therapist 9000 (this doesn't backport to already placed Therapist 9000's) Fixed a bug where unassigned job task notifications were inconsistently displayed Dead colonists can no longer be upgraded/promoted Fixed distribution booth's build menu search text Slimes can now be manually fed food (or whatever) via context option Organs no longer display "took damage" messages when they're dead Fixed the "clean up slime" error message so that it says the required laborer level is 3 (previously it said "requires laborer level 1".
STARMANCER MUSIC UPGRADE
I think you'll keep the upgrade if you've already upgraded it. Removed the "no power" upgrade from the cryptominer. Fixed a bug where wall objects that go through walls, like thermal exchangers, could be placed on walls that already had objects. Reduced amount of power generated by the solar panels from 3 per second to 1 per second Generators now produce 2 power per second. Generators will now turn on immediately when a battery is low, and they'll store any unused fuel. Fixed a bug where objects from a different save would sometimes show up in a new save This time is crucial for beginning research and construction on essential utilities.- Fixed a stack overflow when placing wall objects After they are grown and harvested, there is still time to set up some vital components at the base before the first colonist returns, time that the in-game tutorial does not fill. Players should ensure that their second ego is able to do research and build.

Both the mining expedition and the process of growing colonists take some time and can be sped up in Starmancer. Time management is essential at the outset of most other great colony sims, and players can maximize their efficiency in Starmancer by using this time to select the incubation tank and unlock another colonist.

They will finish by clicking “pilot ship.” Players can also access the starmap by clicking on the ship. To do this, they should exit the starmap, click the colonist, click the command override button, and then click the spaceship attached to the station. Like mining in Going Medieval, another recent colony builder, players will need to assign a colonist to the mining expedition.
