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Surviving CeresNewsFixes, Tweaks, And Additions
In-game event

Fixes, Tweaks, And Additions

Surviving Ceres · published 15 Apr 2025, 07:26 UTC · build 18104977

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Greetings Pilgrims,

We have had some great creators dive deep into the game lately, which has brought a variety of great feedback, bugs, and suggestions. This patch adds many of these things to the game and many minor fixes based on beta play testing.

Changes, Tweaks, Additions

  • Fixed an issue related to deconstructing the operated aerial turret.
  • Fixed an issue that could cause colonists to be a head without a body when at work.
  • Fixed an issue that could cause oxygen loss when exiting water in a world past 50% terraforming with an atmosphere.
  • Fixed an issue that prevented killbots from attacking correctly.
  • Fixed an issue that could break quick slot items occasionally.
  • We added a blocking volume to the landing pad to prevent buildings from being built above it, causing rockets to clip through the floor above.
  • Fixed a stacking issue that could occur with potatoes.
  • I changed some wording on a few HUDS to be more concise and clear.
  • Fixed an issue with colonists and military production / aerial turret assignment that could allow you to double assign to one job when you didn't have enough spots for that job built.
  • Changed some supply pod loot to benefit better players who clear pods.
  • I changed the materials and goods tips to include where they are created.
  • Fixed an issue that could cause your power to turn off when returning from an expedition.
  • Changed some supply chest contents.
  • Changed the machine function button color to make it pop out to players more easily.
  • I added a few new posters for some creators to the game.
  • I changed the technology unlocked text in the RND to not hide descriptions of unlocked items, in case players need to read them.
  • I changed a few recipes to be more in line with what I feel they should cost based on when you can create them. This includes things like food, expedition facilities, lights, and more.
  • Fixed an issue that could crash the game if you attempted to sort an empty machine.
  • We fixed a DUPE issue that was found by dropping items from the last slot of your inventory. Then, without moving the mouse, you press the drop key again to drop additional versions of that item.
  • Fixed some quick slot issues regarding items you hand to facilities, such as ballistic payloads and terraforming upgrades.

That does it for this patch. Over the next couple of weeks, I will be aggressively testing the game, looking for any issues or friction in the balance of the game, while also looking to optimize things for the future. We are well on track for release, and I can't wait for players to try the whole game. It is in a great state, and there are tons of ideas that we can bring to the game in the future post-launch. I will make a roadmap before release to cover some of these plans. Thank you, and see you in the game soon.

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