Hello, we now have a new version available - it is a medium-sized update which improves and expands a lot of areas from the previous update, many of which were requested by you.
GUI: 'BUILD' OVERLAY
When you click BUILD, you will now see an overlay which makes it easier to place structures by showing which areas are blocked:
CONTINUOUS FARMING AND HUNTING
'Standing order' functionality is now available for these actions as well:
Farming
Instead of planting and harvesting manually, there is now a toggle action that sets the crop type to grow. After selecting it, planting, tending and harvesting will happen in a continuous cycle until you stop it again.
Hunting
Hunting has some improvements to make it more useful in sustaining a colony. It is now possible to specify the type(s) of creature to hunt. Also, hunting zones can now be made permanent - when the padlock button is clicked it will work the same way as Gather, with a slider for the number of carcasses of each type to keep in stock. You can use either direct order or standing order. Each failed hunt attempt increases the time before the next hunting trip is attempted.
COOKHOUSE
You can now build a customizable kitchen from the Basic Food tier. It appears in the 'Making Headway' scenario where it replaces the Canopy house and can also be built in 'Fields of Tau Ceti'.
The cookhouse has many 'slots' which can be upgraded with a stove, smoke oven or drying shed. Since the cookhouse will be a meeting site for the colony, it can also be expanded with a community building (whose functionality is still work-in-progress; it'll be used for 'entertainment').
AI
-Characters who are boxed in by threats and unable to return home will now try to escape through the danger zone after a while (25 secs.)
-Characters will now move into homes more swiftly even if there are other high-priority tasks.
-Food will now be moved to vermin protected structures like the granary, if possible.
UI
-Improved the upgrade window to show what upgrades are currently installed in the building.
-When setting priority in the Task Manager, 'Gather' job types are now split in 3: Gather food, gather materials and gather fuel.
Design tweaks
-Removed 'tool handles' from tool recipes to simplify production of items such as axes and spades.
-Reduced threat radius of 'field quadite' nests.
-Made the simpler structures more durable.
-Now possible to have a standing order of 99 items.
Bugs
-Corrected a bug where cancelling a construction task on a mineral deposit while in the FOW would disable the build option permanently.
-Corrected a bug so that structures can now be placed as close together as it was designed.
-Made some changes to reduce the risk of running out of memory when saving on the largest map.
-Fixed an issue where a tool like a smithy or clay pit was still in use even though it was broken
Hope you like this update and we're looking forward to your feedback!