The Crust · beta, public · first seen
Hello, engineers!
Update 1.1 is out for everyone! It's been two months since the 1.0 release, and in that time we've shipped around twenty patches. But 1.1 is the one we've been waiting to hand you: it changes how The Crust feels once your base grows big.
A huge thank you to everyone who played the public beta. Your feedback was overwhelmingly positive, and it showed in the best way possible: many of you finished the campaign long ago and still kept expanding bases that were already enormous, and racing each other for the top spots on the leaderboard.
Update 1.1: What You Need to Know
The update is free for everyone who owns The Crust and installs automatically through Steam.
Save compatibility: yes. Your 1.0 saves and your public beta saves work in 1.1;
Playing on the beta branch? Switch back to the default branch: Properties → Betas → "None";
macOS: the game ships as a Universal Binary, native on both Apple Silicon and Intel;
Suggestions and feedback: our Discord server and the Idea Board.
Some players ran into FPS drops as they scaled up production in the late game. Besides the fact that a low frame rate is unpleasant in itself, it also got in the way of their cosmic ambitions (we even suspect some of them see the Moon as nothing more than a little sandbox on a playground). Naturally, we don't want anything to stand in the way of building the most profitable and best-organized base.
So 1.1 brings the biggest optimization package in the game's history. We optimized interfaces, build and utility modes, module selection, conveyors, drone multipliers, storage and even switching between levels. The result: 2-3x FPS on large bases. On top of that, saves now load almost 9x faster, and some players whose huge bases used to crash on load can now open them without any problems.
Here is what the update did to the saves of four players from our Discord server:
Player
Base size
FPS before
FPS after
Gain
hell blood
48,200 CPU
9-10
23-31
+160-197%
Raulikien
16,700 CPU
11-12
24-28
+120-126%
Vilatro
3,517 CPU
23-25
41-50
+77-95%
IRAKLE
3,335 CPU
27-31
57-83
+109-167%
A lighter Underground Storage. On Low and Medium graphics settings, an Underground Storage now displays 36 large containers holding about 500 units each instead of 17,000 individual resources. This greatly reduces the load on your CPU and GPU when many Underground Storages are in view at once.
Of course, optimization doesn't end here, and we'll keep improving the game's performance.
In the later stages of the game, you often need to build quite a few CPU modules to scale up, which consumes a significant amount of living space. With the Quantum CPU, you can make more efficient use of both valuable floor space and high-tech components. We first showed it in our plans for Update 1.2, but it was ready early, so it's already in 1.1!
Reversing conveyor direction: a dedicated button reverses a production chain at any time, unless one of the conveyor's ends is input-only or output-only
Large Gas Storage: store far more gas and save plenty of space on your base
Choosing beds for colonists: assign a colonist to a specific bed and keep living quarters close to workplaces
Mk.2 upgrades without dropping resources: changing a recipe also keeps the materials the new recipe still uses
New Technology Center upgrades: faster module production and faster growth of organics
New research: "Adaptive Photovoltaics" increases the efficiency of all solar panels by 5%, and "DaVinci Systems" increases the reliability and service life of all modules by 10%. Large Solar Panels and labs are more efficient, and new upgrades expand the cargo compartment of all three rocket types, increase Outpost storage capacity and the scanning radius of the Resource Probe and the Anomaly Probe, and raise the number of connections for Electric Pillars to 6
Quality of life: clearing resources in the Distributor, copying recipes, an improved Auto-Sell system and new Encyclopedia pages
Every one of these in detail, with GIFs: the Update 1.1 Public Beta post.
Most of these arrived in patches between 1.0 and 1.1, and they were easy to miss among all the patch notes, so here is everything that is now part of the game:
Added additional Points of Interest that are generated during gameplay
Reworked the Solar Flare event: it no longer drains batteries located underground
Added a warning about an approaching Solar Flare 12-36 hours before it begins
Changed the delay between completing the "Strategic Planning" contract and the Laser Cannon launch: its duration now also depends on the selected difficulty
The locked rocket is now unlocked after completing the story
Added new speed-related research options to the CRUST Solution Science Points store
Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius
Improved drone priority distribution in situations with a large construction queue
Multiple adjustments to drone priorities
Added a system that reduces global reputation for failing to pay colonists' wages
Rebalanced the Solar Flare, meteor shower and epidemic events: they now depend more on the game difficulty and on how developed your base is
Improved late-game events in sandbox games with custom settings
Rebalanced various systems, including the cost of research, upgrades and conveyors
Added the ability to upgrade individual conveyor segments while holding Ctrl
Added the ability to remove roads using the Universal Demolition tool
Improved the visuals of conveyor routing in Planning Mode
Added the seed number to the pause menu, with an option to copy it
Added a status for colonists who are riding in a truck
The tooltip for a colonist in the list now shows their skills and main profession
Expanded the tooltip shown when hovering over the rocket on the bottom panel
Added a tooltip when hovering over the CPU icon in the construction planning window
Added tooltips for the new buttons in various menus
Added tooltips when selecting the difficulty at the end of the Prologue
Added an exclamation mark in the Research menu next to unused Science Points
Improved the display of the estimated research time when there are not enough Science Points
Added notifications for epidemics
Added a temporary notification at meteorite impact sites
The gas counter in the Cargo Dock now updates automatically
Added a check for the presence of a Cargo Dock at the start of the Echo-7 quest
Improved the quest log: it no longer shows completion dates, and only story missions are marked with stars
Improved the settings menu layout
The game now remembers the last excavation mode you used
When a Distributor with a conveyor connected flush to modules is switched between Planning Mode and build mode, the conveyors are now switched along with it
The resource panel no longer collapses or expands when switching between levels (crater and underground)
The game now pauses when an urgent contract window opens
Modified games no longer appear on the leaderboard, and you can now remove your own results from it
Added a "My Place" button to the leaderboard in the statistics window
Added highlighting of your position in the in-game leaderboard, matching the main menu
Added new Encyclopedia pages: outpost management, Helium-3 extraction and colonist work at outposts, regolith processing at outposts and patrols, the Gas Extractor, the Shower-Toilet and the Manufacturer
Expanded the Encyclopedia page on Science Points: it now lists every way to obtain them
Improved the Encyclopedia page about the Launch Station
Added a tutorial on generating Science Points at an outpost
Improved the contracts tutorial
Added new artwork to the loading screen
Added 2 new tracks by our composer, Ilya Khaminov
Improved the construction animation for the Carbon Fiber Factory
Improved the road demolition animation
Major updates to the Chinese localization
Localization fixes
Blueprints: save your efficient production blocks as templates and reuse them anywhere, in any game mode. A perfect match for Planning Mode
Conveyor traffic routing: Multi-Resource Warehouses will be able to send any amount of resources to any consumer on the same conveyor network. Every resource gets its own recipient and travels only toward it, just like in an Amazon fulfillment center =)
A higher contract limit: dedicated slots for each delivery type
A specific Cargo Dock for each truck on a route
A specific Flight Control Center for market sales, just like for contracts
Transport Hub improvements: interact with units directly and upgrade them in bulk
More research slots in the research tree
Also on the way: resource delivery for room construction via cargo drones, refunds for upgrade costs, selling MBUs, harvesters and trucks at Points of Interest, and a construction queue for vehicle factories
If 1.1 made The Crust better for you, a Steam review is the best way to tell other players, and it helps a small team like ours more than you might think. And if something still bothers you, tell us: we read every suggestion and discuss them daily on our Discord server and Idea Board. Help us shape The Crust together.
Don't own The Crust yet? It's 40% off until November 17: the best moment to start your colony.
See you on the Moon!
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| 1465471 | 1384349389630123352 | — |
| 1465472 | 3557184118020302116 | — |