1. Update 24 Released
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  3. Update 24 has been released! We've added new ways to control power on your ship, including a new Power Switch which can disable entire sections at a time. We've introduced a new way to fabricate ship equipment on the fly, made some massive performance gains, and given you more control over your fighter wings.
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  6. Here is the latest Update video from Mark & Chris:
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  8. Update 24 has been released! We've added new ways to control power on your ship, including a new Power Switch which can disable entire sections at a time.
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  10. With update 24 done, here is our updated Roadmap:
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  13. Full change list
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  16. Fighters
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  18. Fighters have two modes of operation, toggled in the Tactical screen:
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  20. - ALERT: fighters will launch when a hostile target is acquired, and return to the bay for resupplying or when all hostiles are eliminated.
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  22.   This is the default mode and they will behave the same as they did in Update 23.
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  24.   - STOW: fighters will remain in their bay or return to the bay if they are currently deployed.
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  26.   - These modes can be toggled in the tactical screen, using a new button above the "WEAPONS" button in the bottom-left.
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  28.   - The fighter mode is set on a per-ship basis.
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  31.   - Improved fighter flight path back to bay, making it less likely they will miss it and have to circle around.
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  33.   - Indication in tactical mode when a fighter is returning to its bay because of running out of ammo or fuel.
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  35.   - Fighters will wait in the bay to be at least 50% before returning to battle.
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  37.  
  38.  
  39. New Power Controls
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  41. You can now toggle any piece of equipment ON and OFF from its control panel.
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  43. You can multi-select lots of equipment and turn it all ON/OFF with one click.
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  45.    
  46.  
  47. - New Equipment: Power Switch
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  49.   To be installed over a cable and toggled ON/OFF to control power flow, making it easy to activate and deactivate whole parts of the ship with a single switch.
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  51.        
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  53. - Power Switches can be named from their equipment panel, and will then show in the Power Grid window, helping you to manage larger ships from a single screen.
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  57. Lightning and lightning rods:
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  59.   - Fix damaged lightning rods not being repaired and shaking forever
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  61.   - Fix bug where on larger ships lightning would not strike towards the bottom of the ship
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  63.   - Lightning rods leak stored energy when damaged, similar to batteries
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  65.  
  66. Equipment Multiselect:
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  68.   - Expanded multiselection to loaders and storage crates
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  70.   - You can now toggle all selected equipment on and off with one click
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  72.  
  73. Production Queue
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  75. Equipment that is pre-placed using the "EQUIPMENT" button in the ship editor can now be produced on-board, according to demand.
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  77. Assembly tables and fabricators that are set to "STOP" will be automatically assigned recipes in order to produce the required equipment.
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  79. They will be set back to "STOP" after finishing.
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  81.  
  82.  
  83.   - Intermediate components will be automatically produced if they are not already available on the ship.
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  85.   - An option to automatically buy missing components is available.
  86.  
  87.   - More improvements to the "EQUIPMENT" menu in the ship editor.
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  89.  
  90. Translation Updates
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  92.   - New translation Bahasa Indonesia (thanks to Agis&Soul)
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  94.   - Japanese (thanks to sakuyan#5658, raidhin, Kensuke Ichinohasama)
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  96.   - Russian (thanks to skoniks)
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  98.   - Simplified Chinese (thanks to Qionglu735)
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  100.   - Polish (thanks to Azu)
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  102.   - German (thanks to Flauschküken)
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  104.  
  105. Performance work
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  107.   - Several performance improvements for entities - especially noticable for large numbers of civilians
  108.  
  109.   - Fixed massive performance drop immediately after loading a large save game
  110.  
  111.   - Plus more general performance improvements
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  113.  
  114. SMALL CHANGES
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  116.   - Habitation cannot be drawn over equipment on top of the ship to prevent the equipment getting blocked
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  118.   - Equipment on the top of the ship renders under the habitation instead of above, so it's clearer when they are blocked by the habitation
  119.  
  120.   - Fix "DOCKING IMPOSSIBLE" alert overlapping battlestations button
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  122.   - Meteors drop small amounts of minerals when destroyed
  123.  
  124.   - Can now install, dismantle and spawn (in creative mode) in an area by dragging out a box while holding down shift
  125.  
  126.   - Added in animated sprite variants for Gunners, Scientists and Civilians
  127.  
  128.   - Text in tactical mode for crackable asteroids scales with asteroid size
  129.  
  130.   - Add tooltips for categories in powergrid showing how much energy each equipment produces/consumes
  131.  
  132.  
  133. FIXES
  134.  
  135.     - Containers moving on a track will no longer have a random small rotation (this is for when carried by a human)
  136.  
  137.     - Fix airducts sometimes showing the missing oxygen icon when oxygen available
  138.  
  139.     - Fix fighter not being destroyed if their bay is dismantled while they are stowed on it
  140.  
  141.     - Fix a problem with manufacturing fighters where coils and motors would compete for the same slot on the fighter bay.
  142.  
  143.     - Fix fighters and hull breaches being available to transfer in the logistics screen
  144.  
  145.     - Fixed issue with Gunners and Scientists changing sprite when sitting down
  146.  
  147.     - #734: Schematic placement of equipment removed when associated item gets on a robot arm/track
  148.  
  149.     - #747: Harken call to arms call triggering twice
  150.  
  151.     - #756: Items are overlapping when clicking and dragging to place them
  152.  
  153.     - #758: BNS3 mission is stuck
  154.  
  155.     - #759: Accelerated Local Survey during Tutorial Exploit
  156.  
  157.     - #760: Editor cannot place hull on equipment in free space.
  158.  
  159.     - #767: Arena Mode - Drones from AI ships no longer gather materials or salvage by default
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