industrial craft 2 nuclear reactor setup

where she has worked on the initiative to have 30% of newly licensed engineers be women by 2030, since 2018. Rest and take water anytime and modify as needed for how your body is feeling today. This mod adds the Vex Mythoclast exotic gun, and all of the legendary weapons from the Destiny franchise's first raid Vault of Glass. If you wish to craft Copper Ingot, you can switch the recipe by clicking at the top left 'Select Recipe', then click 'Copper Ingot' to change it. 2500 MW As exemption must be verified through the Association office, GST exempt registrations may not use the online registration form. Full power means 100 flux, which is not does not necessarily mean 100 flux is the ideal flux amount for a rod, rather it's just to compare all rods the same way. that shift team dynamics so that teams can focus, get stuff done, and have fun while they do it. and technologies targeting neuroplasticity of the brain offer hope for slowing the progression, avoiding further decline, and even reversing the decline. cycling would not always work correctly), [Balance] Increase Aesthetics value of AutoDoc, [Balance] Doors will not consume more energy while they are forced to remain open, [Graphics] Make AutoDocs ambient light less saturated, [UI/UX] Double clicking LMB (or controller X) will select all similar objects in camera view, [UI/UX] Add common action for all Vents to mass open/close them, [Bug] Fix Floor vents would be walkable while open, [Bug] Fix Oxygen Pump and Heater would oxygenate the area above an open floor vent or heavily damaged floor tile, [Input] Double clicking MMB (Camera Drag) will focus camera on the clicked position, [Misc] Add more tooling to Dev Camera Menu, [Input] Redo smooth drag to throw the map on drag-release, [Bug] Fix mouse edge pan not working properly after recent input changes, [Bug] Fix Merchant ships would register leave event in Ship Log, [Input] Make mouse scroll work consistently on all operating systems, [UI/UX] Adjust smooth camera motion sensitivity and values, [Bug] Fix input rebind widget could get stuck forever if input was reset to defaults while rebind was open, [UI/UX] Redo camera zoom and pan to use smooth motion with inertia, [Balance] Reduce material and time cost to build a Treadmill, [Feature] Add new story event: Short Circuit, [Bug] Fix texture quality may not be autodetected correctly in certain setups, [UI/UX] Make Battery related UI more clear, [Bug] Fix UI pagination issue introduced in v0.6.41, [Bug] Fix Research Queue tooltip would still show incorrect data if an idle research station was present, [Feature] If human is operating a device with a chair in the work spot, rest need will drain 2x slower, [Feature] Add chance to get mood boost and debuff for working at devices with/without a chair, [Balance] Increase showering and toilet time, [Balance] Change Aesthetics system and need implementation, [Balance] People will clean floors more often, [Balance] Allow relocating beings and objects to open space, [UI/UX] Prevent starting expeditions to empty planets, [Bug] Fix Cleanable component wouldnt show Copy Config button in info panel, [Balance] Slightly reduce amount of Survival Meals and Protein for Wrecked scenario, [Balance] Set default Firefighting task priority to 9, [Balance] Adjust multiple colonist mood effects, [Balance] Reduce mining skill level up rate, [Balance] When battery gets fully discharged it will have to regain at least 5% of charge in order to be usable again, [UI/UX] When using a tool, RMB + LMB (or B + A) will go back into last page of Radial Menu (same as [ / ]), [Misc] Disable Achievements after certain dev functions were used, [Misc] Add option to Dev Menu to unlock current research queue, [Bug] Fix merchant trade UI would show item quantity popup with incorrect pagination if item was being added from non-first page, [Bug] Fix stock market UI producing an internal error when stock portfolio was not created, [Bug] Fix controller input would click the last hovered button when radial menu wheel selection was made, [Bug] Fix unbuilt devices would show Copy Config option in their context menu, [Bug] Fix Storage Capsule brought from an expedition would not be movable, [Bug] Fix devices with refillable storage would show false task cancelled warning after refill was completed, [Bug] Fix Direct Order would fail to do immediate pathfinding for multi tile objects if their bottom left corner was blocked, [Bug] Fix Firefighting tasks would fail for multi tile objects on fire if their bottom left corner was blocked, [Bug] Fix humans would not face the food properly when game was loaded in the middle of eating, [Balance] Make Fun drop slower when operating devices, [Balance] Make Fun go up faster when socializing, [UI/UX] Dont allow filling out the feedback form if network connection is blocked, [Bug] Fix socializing would not increase fun if being was chasing another one, [Feature] Add music mood system to play tracks of relevant intensity, [UI/UX] Add Soundtrack panel to Audio settings, [UI/UX] Allow skipping the tutorial any time with ESC, [UI/UX] Automatically hide several event notification types (level ups, stasis wakeups, damage), [UI/UX] Auto fill Feedback form contact and post to discord checkbox state with last values, [Bug] Fix drag-drop connection on a wall would not auto-connect the newly built wall socket, [Feature] Reimplement socializing action to feel more natural, [Balance] Beings with Enlightened trait will not have mental breakdowns, [Balance] Naked humans will not socialize (unless nudists), [Balance] Change device broke down story event to only affect devices with >30% wear, [Balance] Spawn more Titanium Plate for the Wrecked scenario (200 -> 300), [UI/UX] Task priority tool will now show Increase Priority on top of the Radial Menu wheel, [UI/UX] Close connector context menu after using auto connect / disconnect, [UI/UX] Restore cursor position after using Radial Menu with controller, [UI/UX] Show animated outline when hovering a connectable device with a Connect tool, [UI/UX] Add a button to disable Battery discharge notifications (per each battery), [UI/UX] Automatically hide Done notifications for suggestions after 1 in-game hour, [Tech] Change screenshot method to attempt a workaround for a rare screenshot capture failure, [Bug] Fix pause menu would not be clickable if opened above a context menu, [Bug] Fix space suit looks would not get applied in hazardous environment during breakdowns, [Bug] Fix Dust Storm particles disappearing instantly after event has ended, [Bug] Fix Sandbox mode would not show build tool menu in a new game, [Bug] Fix save hanging indefinitely if screenshot could not get taken, [Bug] Fix feedback submissions would fail to show up on Discord if screenshot could not get taken, [Bug] Fix Research Queue page resetting when modifying item order, [Bug] Fix inventory charts could display corrupted lines, [Bug] Fix Breakdowns statistics in Situation are not persisted between saves, [Bug] Fix Situation chart would not include current day value, [Bug] Fix Attempting to connect to a full connector would show the wrong connector capacity in the error message, [Bug] Fix Repair tool would keep showing outdated red markers for freshly repaired tiles if cursor did not move, [Bug] Fix Particle Collector not displaying material icon on cold start, [Bug] Fix cancelling stasis array relocation would unlock No Hope achievement, [Bug] Fix gamepad right stick would not pan the camera at low input value, [Bug] Fix Solar Panel cleaning progress bar would not display correctly, [UI/UX] Show Unlocked text next to unlocked research nodes, [UI/UX] Add a tooltip to crafters to display production time and electricity cost, [UI/UX] Show a notification when battery gets discharged, [Misc] Add Dev Menu (dev_menu in console or Current Game Settings > Dev Menu), [Input] Add gamepad deadzone to input settings, [Bug] Fix Radial Menu showing in incorrect position in triple monitor setup, [Bug] Fix unlocking all research would still show Research not running warning, [Bug] Fix Research Station would still ask for an operator when everything is unlocked, [Bug] Fix long menus would auto scroll to top shortly after they have finished loading, [Feature] Add a migration popup allowing to change the Story Generator when loading a demo save in full game, [Bug] Fix Battery Charge levels showing up incorrectly in energy chart, [Bug] Fix human colonists would eat food in vacuum while wearing space suits, [Misc] Review and cleanup procgen name lists, [UI/UX] Show object choice menu when clicking a cluster of nearby objects in the Starmap, [Bug] Fix Treadmill misleadingly contributing to energy Max Output while nobody is operating it, [Bug] Fix Players ship showing up as not identified in the Starmap, [Bug] Fix Ship Log getting records about visiting Merchants and Shuttles, [Bug] Fix using D-Pad to navigate the UI would sometimes show tooltips in the wrong place, [Balance] Reduce work amount required to build walls and floors, [Balance] Increase Disk Module capacity from 16ZB to 24ZB, [Balance] Overhaul starting conditions for Leaving Earth scenario, [Bug] Fix material lack notifications would not get restored immediately after loading the game, [Bug] Fix research may not run on Ship Computer if there is a Research Station without an operator, [Bug] Fix energy node off and deficit icons showing / hiding inconsistently when devices are getting switched off and on during energy deficit, [Bug] Fix certain seeds could produce incorrectly rotated angle floor tiles near horizontal axis of the ship, [Bug] Fix Safety Check would almost never get triggered, [Bug] Fix Energy Consumption showing energy actual energy production rather than consumption, [Bug] Fix Breakdowns were not tracked in Situation, [Bug] Fix merchant ships counting towards discovered space objects, thus triggering late game story events too soon, [Balance] Failed task retry delay will depend on task priority, [UI/UX] When increasing priority on a failed task, automatically retry it, [Bug] Fix Stasis Pod would fail to land and disappear if attempted to land on an obstacle (broken recently), [Bug] Fix Direct Order would sometimes see unrelated tasks that would prevent forcing execution of the hovered task, [Balance] Review processing and crafting speeds and energy cost for many resources (make things faster in exchange for more energy consumption), [UI/UX] Where possible, show chart on item hover rather than on click, [Bug] Fix logic behind processing large amounts of ores when they were in storage, [Bug] Fix modifying electricity grid would cause the Ship Computer to produce a power consumption spike when multiple research nodes were in queue, [Bug] Reimplement lack notifications to properly remove them when lack is satisfied, [Balance] Reduce Ship Computers built-in research capacity to 250kW, [Balance] Reduce wear of Repair Station by 20x, [Balance] Humans will get a mood penalty when having to use a Planter as a Toilet, [Balance] Humans will look for a usable Toilet longer before going to the Planter, [UI/UX] Add titles to charts where appropriate, [UI/UX] Show average price in Stock Market chart when looking at owned shares, [UI/UX] Make wall build / replacement logic consistent with floor build / replacement, [Bug] Fix Enter Amount would allow to buy more items than trader had in stock, [Bug] Fix chart would be blank if all values were 0, [Bug] Fix Battery Charge not saving properly in Situation history, [UI/UX] Change the logic behind bulk replacing floor tiles when drawing rectangles / circles / lines, [Graphics] Prevent dirt from appearing on angular or hollow floor tiles, [Graphics] Show skull icon on dead beings, [Bug] Fix font scaling would make Research button texts disappear, [Bug] Fix UI widget drag confinement wouldnt work correctly after last change, [Balance] Change multiple devices to require Steel instead of Titanium plate, [Performance] Improve performance of dragging a dialog with lots of details (esp. Corium can melt into the ground if left too long without effective preventation. [KV] Show Hair With Hats or Hide All Hats. Removes (almost) all limits regarding creating your ideology! As seen in the example to the right, neutron absorbers can be used instead of reflectors to prevent these three fuel rods from becoming too reactive, since they are receiving plenty of neutrons from other sources. a pet) would fail the transaction (since the last patch), [Feature] Workers will now be able to replace and repair floors under large objects without relocating them, [Balance] Strip all equipment from a being before selling it to a merchant, [UI/UX] Selecting one or more Connectors and shift + clicking any electrical device will attempt to create (or break) a connection between the device and selected connector(s), [UI/UX] Selecting one or more electrical devices and shift + clicking a connector will attempt to create (or break) a connection between selected devices and the connector, [UI/UX] Selecting one or more Teleporters and shift + clicking another teleporter will link the selected teleporter(s) to the clicked one, [UI/UX] Holding Shift and clicking beings will add new beings to group selection, [UI/UX] Holding Ctrl and clicking tiles will add new tiles to the group selection, [UI/UX] Holding Alt and clicking objects (piles) will add new objects to the group selection, [UI/UX] Show icons of crafted / processed / produced items in every device, [UI/UX] Configurable processors (i.e. A compact Blast Furnace setup. There is a cooldown of several seconds until you can pick up another to mitigate this slightly. These events operate on independent timer and do not affect frequency of other events. Ingredients I do not even attempt to fix naked reports about issues and errors happening without a link to a saved game with said problem. The book is updated twice a year. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and NPC pawns to shoot while moving at the cost of an. of how Indigenous communities heal and grow through storytelling, relationship building, and knowledge sharing to overcome recent colonial histories. He works at NRStor Inc., a Canadian energy storage developer, previously as a Development Analyst and now as a Business Development Manager. The use of non-pharmaceutical treatments to induce brain neuroplasticity is a relatively young and very fast-growing field Anyone who has recently tried to hire an engineer or geoscientist will know that the motivations of future employees have changed, and our organizations will have to keep up. Thanks to the work of engineers such as Dr. Zahra Moussavi, biomedical engineering approaches in this field have been instrumental Let me explain to you the reasoning behind this mod by telling a story. In addition to her role at Tissue Bank Manitoba, Kim taught in the Health Services Leadership and Management Program at Red River College. As Director of Professional Standards, Mike's role includes the development of practice standards and guidelines, legislation, investigations of complaints against practitioners, is fast becoming the new standard. She began her career as a mechanical engineer with experience in design for HVAC and natural gas pipelines and stations. After a meltdown, Corium replaces the fuel rods and is highly radioactive, while regular RBMK debris variants replace the rest of the components. Power production Professional Misconduct - Common Pitfalls. Canada and the world have benefited immensely from the peaceful applications of nuclear. The primary way to reduce reactivity is control rods; which will reduce the amount of neutrons passing through depending on how much of the rod is inserted. Stop your pawns from constantly building themselves into a wall or blocking something that hasn't been built yet. a Human Tissue Gift Agency which recovers tissues from authorized donors for transplantation, medical education and scientific research. Fuel rods should be placed horizontally from each other. Robot) failed to reach the upgrade or the device, [Bug] Fix Auto Connect not reaching items bigger than 2x2 that are on the edge of the range, [Bug] Fix Particle Collector destroying collected materials when internal storage was full (will now drop materials on work spot), [Bug] Fix turning on a worker who was pending relocation would not cancel the relocation task, [Bug] Fix Research Queue could display false information about items deeper in the queue lacking Disk and Memory, [Bug] Fix Research Queue would not refresh Disk and Memory lack information display when situation changed in real time, [Bug] Fix Beta Wave Transceiver would allow mind controlling raiders, [Bug] Fix mind controlled colonists could be forced to unequip their items while dead, [Bug] Fix forcing to unequip space suit / helmet in open space would not visually remove the equipment, [Bug] Fix devices that were reachable by electricity grid but not yet connected would expose their controls, [Bug] Fix Electricity Grid running consumer nodes in opposite order of Consumer Priority, [UI/UX] Pressing B while just hovering something will no longer build a copy, [UI/UX] Pressing B with something selected will show build menu if the blueprint of selected device is locked, [Performance] Reduce chance of potential frame drops when large amount of construction / deconstruction tasks are being executed, [Bug] Fix Electricity running off-sync with Research after last update, [Bug] Fix rare bug where rooms or sections occasionally would not get recalculated if multiple floor / wall construction tasks were ongoing, [Performance] Automatically set recommended VSync for current refresh rate, warn if player is overriding it, [Performance] Reduce VSync for high simulation speeds to prevent uneven framerates, [Performance] Add Automatic Framerate option in video settings, [Bug] Fix being animations not smooth after latest performance improvements, [Bug] Fix persona submenu showing an empty button near being name, [Performance] Add multiple minor performance optimizations, [Bug] Fix bed ownership would get unassigned for everyone when a single colonist died, [Misc] Add initial Swedish translation by YogiesAndPeas, [Feature] Detect blocked doors and show a notification about them, [Balance] Carbon Fiber will no longer be processable into Carbon, [UI/UX] Autodetect metric / imperial system (needs verification if it works), [UI/UX] Show next colonist wake up time in Stasis Array UI, [UI/UX] Add more warning tooltips for connection tool, [UI/UX] Remove all popups related to failed electricity connection attempts, [UI/UX] If nothing is selected, clicking B will build a copy of currently hovered object, [UI/UX] Move Rename button up from Persona component submenu, [Bug] Fix ESC would show pause menu when player had a tool active, [Bug] Fix submitting a text input popup with Enter / Return key would not correctly focus the next popup input field, [Bug] Fix No Story generator would never wake anybody up, [Bug] Fix relocating objects with (i.e. education, support, auditing, practice review of registrant firms, and the organization's advisory groups related to registrant firms. raiders Breach Capsule), [Bug] Fix material deficit event would not go away under certain conditions when it should, [Bug] Fix doors opening between two oxygenated areas would create vacuum, [Bug] Fix storage inventory material count not refreshing when storage gets modified while UI is open, [UI/UX] Suggest restart dialog will always display in English when changing languages, [UI/UX] When opening a long list of items (i.e. With initiatives like Engineers Canada's 30 by 30 gaining momentum and visibility in the field of engineering, These functions work virtually identically to linear functions, which actually makes them dangerous since, again, there is no middle ground between subcriticality and supercriticality without a driver and vigilant preparation. Stops your pawns from collapsing roofs on top of themselves while deconstructing and mining. floor bridge), [Bug] Fix smooth drag behaving differently depending on framerate, [Balance] Make Short Circuit and Micro Meteors events more rare, [Balance] Apply difficulty levels to Micro Meteors story event, [Balance] Micro meteor hits will have a high chance to leave the wall heavily damaged rather than fully destroyed, [UI/UX] Include compression when showing Disk Module size in Info Panel, [UI/UX] Add common actions for multi-selected doors, [Bug] Fix Ship Computer cooldown would not work properly after relocation or if there was more than one Ship Computer, [Bug] Fix Energy Rifle was in Security instead of Energy Weapons research node, [Bug] Fix Repair Station or Charge Station would become locked up if their use was interrupted (i.e. It is a highly modular reactor with a theoretically infinite size (if your computer can handle it), with several components, each being 4 blocks tall by default, which can be changed using the dialColumnHeight gamerule (2-16, purely aesthetic). There are two temperatures of the item rod, skin and core temperature. This mod allows you to filter out things and categories from it that you do not care to keep tabs on, while also boosting the rendering performance. Since linear has no peak, meaning that it will continue to rise at the same rate in response to incoming flux, this also means it's the most vulnerable to depletion and thus lose effectiveness the quickest from having no peak to rest on. They are very resistant to the decreasing effectiveness due to depletion. For 2022, all of the seminars listed below will be hosted online via the Ingenium Hub. Most fuels have a yield of 100,000,000. Wheelchairs - A chair fitted with wheels for use as a means of transport by a person who is unable to walk as a result of illness, injury, or disability. This is most likely the most compact way of producing Steel. It is directly related to the "Depletion" percentage, which is the measure between initial yield and current yield. Blueprints allow the quick construction of repetitive rooms/areas. Original Author is fed1s and the original workshop page is. on Steam Deck), [Graphics] Animate all info icons and thought bubbles to pulsate, [Bug] Fix several misc bugs while overhauling automated tests, [Bug] Fix unfueled reactors reporting non-zero energy max output level, [Bug] Fix allow relocating beings in batches when otherwise they wouldnt be relocatable one by one, [Bug] Fix switched off workers hiding their off icon after relocation, [Balance] Generate more inventory for Merchants, [UI/UX] Regroup the Radial Menu build submenu items, [UI/UX] Improve research event notification, [Bug] Fix hovered item would not get cleared if mouse went above UI, and RMB would invoke context menu, [Bug] Fix Radial Menu could show empty build categories if all items in the category were locked, [Bug] Fix merchant arrival notification not getting restored after save / load, [Bug] Fix possibility of ordering install of upgrades when it was not allowed, [Bug] Fix Shuttle was relocatable after loading a save when it was out, [Bug] Fix being self preservation being broken when there is no task assigned, [Bug] Fix humans not changing into space suit when walking outside, [Bug] Fix several edge case bugs and internal exceptions, [Feature] Add Order Strip button to dead beings with equipment, [Balance] Operating a Cooking Station will promise satisfying Hunger, [AI] Prevent dropping tasks due to urgent needs when task is aligned with the need (i.e. Updated for 1.1 by TaranChuk and uploaded by me. Self-igniting fuels cannot be fully stopped from reacting unless manually removed. Negative Quadratic functions are considered to be. clothing), [UI/UX] Add Haul to Storage action for multi-selected storable items (clothing), [UI/UX] Dont show dead beings in Quick Search results, [Performance] Fix selecting active engine would introduce lag because of constant UI rebuild, [Performance] Fix displaying expedition details would introduce lag because of constant UI rebuild, [Performance] Cache most translation strings to reduce dictionary lookups and allocation of garbage, [Bug] Fix dragging the camera after game was unfocused would result in game view jumping to the side, [Bug] Fix failing to navigate to an equipment item would keep the item reserved forever (or until manually unreserving it), [Bug] Fix item health bar not hiding when items gets put into a storage, [Bug] Changing starmap scope was disabling the starmap while screen drop was fading out, [Bug] Cleanable items with cancelled cleaning task would not get auto cleaned, [Balance] Start Wrecked Empty Ship scenario with 1 robot and 4 drones, [Balance] Start Leaving Earth scenario with 3 drones, [Balance] Do not set haul priority to 9 when building objects on top of debris, [Balance] Do not automatically haul debris when building floors above it, [Tech] Persist last load time in metadata rather than relying on OS file access time, [Tech] Only open feedback form if play session is over 10 minutes and if it was never opened before, [UI/UX] Add UI with details about worker AI state, [Bug] Fix found ore expedition story event getting stuck when planet is fully mined, [Bug] Fix Mining skill not increasing on expeditions, [Bug] Workers do not haul materials to closest storage unit, [Bug] Fix processable items not getting reprocessed after processing task was rejected, [Bug] Fix feedback form not saving open count and always opening after quitting the game, [Bug] Fix replacing a unfinished wall with a door blueprint would keep construction particles playing, [Bug] Fix grounded workers possibility to get stuck in a loop when failing to collect multiple resources, [UI/UX] Automatically close the bottom menu if it is expanded for 5 seconds without mouse over it, [Feature] Finish Biowaste Bullets implementation, [Feature] Add story event: Space Diarrhea, [Balance] Do not trigger mental breakdowns for colonists who exit a damaged stasis array, [Balance] Increase processing time for most materials, [Tech] Add situational awareness tracking to examine current game state, [Tech] Refactor storyteller events to use situational awareness, [Tech] Refactor mental breakdowns to be pure story events, [Bug] Ensure that story events will not repeat, [Bug] Fix bullets flying through walls at high game speed or lower frame rate, [Bug] Fix Expedition crew members taking heat damage when shuttle landing pad area is burning, [Bug] Fix beings and objects sometimes getting stuck inside big structures, [Bug] Fix Auto Processor (i.e. Engineers Canada Guideline on Indigenous Consultation and Engagement. Preventing a meltdown is important as well, since a destroyed reactor is not very useful. In the spring of 2017, Mike completed his MBA with a focus on leadership and corporate sustainability. Come in moderated variants that automatically moderate neutrons passing through. (Make Pawns Prisoners Without Beds). [Balance] Use Quartz instead of Silicon to produce Glass, [Balance] Ensure Asteroid story event does not harm Ship Computer and Stasis Array, [UI/UX] Add new cursor styles for Planning tool, Fix info bars not following moving entities, Fix charge station becoming unusable under certain conditions, Fix stasis pod and storage capsule invisible when dropping, Fix cleaning options failing to show up for non-energy connected objects (toilet), Fix sprite ghosting when beings changed their facing while moving, Change stasis array stability change rate to be non-linear, Fix curve interpolation failing when curves were declining (technical internals), Fix removed objects (like Storage Capsule) would prevent construction on their past locations, Fix edge pan not working when mouse pointer is touching the edge, Make edge pan delay and acceleration tunable, Fix storage capsule often missing the ship, Add Screen Shake and Space Background Animation options to Video Settings, Fix deconstructing a processor would not re-register materials ejected from the queue to the inventory system, Prevent storage capsule from missing the ship, Prevent storage capsule and stasis pod drops from destroying important devices, Fix deconstruct object mental breakdown able to target Stasis Array and Ship Computer, Adjust wakeup with mental breakdown chance correlation to Stasis Array stability, Fix exception when trying to display a menu tooltip for the first time when game is paused, Show precise skill level in a tooltip when hovering a skill list, Do not show certain suggestions in irrelevant scenarios, Hint the right tab if Environment tab is activated during the tutorial, Fix cancelling the tutorial would sometimes keep the tutorial dialog open, Do not show drag to connect hint when player drags to connect, Fix processors ordering hauling even when processing queue is full, Show more details about refillable storages that are not on the grid, Fix Storage Capsule loot being overly abundant for common materials, Make auto-haul in processors and storages configurable and off by default, Improve starting Shuttle generation to pick better location, Do not run research if Ship Computer is lacking Memory or Disk resources, Fix broken components on load not being removed completely, Make harvested plants produce raw materials rather than objects, Show correct input bindings for non-QWERTY keyboards, Fix some new AI issues with auto hauling components, Fix autosave not working since recent change, Fix space travel broken with fusion drive engines, Generate a Shuttle when starting a new wrecked scenario, Do not include unconfigured Matter Reactors to the grid max output, Increase power output of Uranium by order of magnitude, Restrict Matter Reactors to only burn solid fuel (not liquids or nuclear items), Fix sounds occasionally being way too loud, Fix immobilized beings not clearing immobilized thought bubble, Fix AI task assignment failure at certain rare conditions, Make Survival Meal recipe contain protein instead of plant fiber, Change how build tool cancels blueprints (cancel on click up), Reduce research time for some early game tech, Fix reactor refills getting neglected if drones are too far away busy with lots of other tasks, Fix Leaving Earth scenario generation getting stuck, Change how store tool works on processable materials, Fix 0 items do not have a processor notification count, Prevent pets from waking up early in game, Make repair station part of Technology research, Improve in-game console up/down arrow navigation, Add console command to override tunables on the fly, Fix electricity grid not rebuilding when manipulating connections with stopped time, Prevent materials from being generated on the edges of the wrecked ship, Increase clock speeds significantly for playtest builds, Show required skills in build menu tooltips, Dont create auto-cleaning tasks for devices that are pending removal, Add new story event: stasis pod friendly crew wake up, Add Overclocking and Advanced Overcloking research nodes, Do not attempt to dock Cleaning Bots that are turned off, Fix Quick Search saves search not working after creating a new save, Add Dont show again option to energy connection warnings, Fix energy connectors failing to autoconnect in certain conditions, Fix out of bounds overflow for energy connector range display, Fix news panel not displaying image if news fail to load the update from server on startup, Limit the amount of workers Ship Computer can handle at the same time (CPU restriction), Fix drone shadows hiding structure damage around them, Change starmap scales and space travel speeds, Add auto harvest toggler to the planter configuration, Change how ship generation retry works to prevent any possible state leakage bugs, Improve the reliability and success rate of Stasis Array and Ship Computer generation stages, Change how build more repair stations / charge stations suggestions are activated, Make crafting/production/processing options available in context menu, Fix several objects showing UI items while not constructed or not reachable by ship computer, Make Rock resource more common in all types of planets, Fix tree menu auto wrapping to be compatible with centered position, Fix hitting ESC while holding RMB in build mode making the drag placement on hover, Fix save games not grouped and not ordered correctly in the tree menu, Fix expeditions finding empty ore deposits, Fix only one processor (Furnace, Grinder, Nutrient Extractor) used when more than one was available, Fix hauling unstored raw material pile with bigger stack size than worker capacity would fail if theres no storage, resulting in forever obstructed construction site, Workers will now get themselves unstuck if they end up trapped inside a large object, Fix processor creating hauling processable items tasks when such items are not available (materials only), Significantly reduce planet material contents and shuttle storage capacity (balancing), Fix the graphics glitch where materials would cut into other objects, Begin adding support for systems that dont have compute shaders capabilities, Dont remove unbuilt floors when trying to build an object on top, Fix Template mod being enabled while it says its disabled in mods list, Fix construction failing if work site was obstructed before there was a storage unit, Make workers move materials aside even if there is no storage, Fix menu button tooltip failing to get displayed at certain time, Fix Pathfinding overlay still not appearing once in a while, Include all versions the game was saved with in feedback report, Holding shift while changing wanted refill / output amounts in the UI will increase / decrease the value in higher quantities, Fix releasing energy tool on open space producing an error, Adjust starting materials for Leaving Earth scenario, Add tunable configuration for Leaving Earth and Wrecked Empty Ship scenarios (JSON), Add sound alert when clicking B (build shortcut) when non-researched object is selected, Fix electricity grid rebuilding multiple times per tick if multiple electric devices are destroyed, Make Grinder and other auto processors take processable materials from storages, Fix humans stepping outside the door into unsafe conditions, Fix airlocks not updating hull integrity after being loaded with object stuck inside, Fix humans occasionally dropping tasks because of unsafe conditions inside a doorway, Make Matter Reactor construction skill requirement 6, Fix copper definition missing a processable material type (furnace processing bug), Fix worker stuck in build loop forever if there are no materials and no storages, Fix worker failing to gather processable materials from Particle Collector, Fix incorrect material icon in Particle Collector when target material is changed, Show currently collected material icon on top of Particle Collector, Fix engine graphics sometimes getting cut in half after generating a ship, Fix save names overwriting device blueprint names in quick search index, Fix dead beings showing their job task priorities in context menu, Fix stasis array spamming duplicate life support lacks electricity events, Prevent Slow Metabolism and Always Hungry traits from being generated on same being, Fix problems while entering Research or showing Electricity Overlay with game paused, Fix focusing on Ship Computer using a shortcut (C) would kill active tool, Pressing C after focusing on Ship Computer shows the whole ship, Fix dirt reservation not working (Cleaning Bot trains), Allow deconstructing the Ship Computer when you have more than one, Make configurable processors (i.e Furnace) process materials directly from storages, Remake the bottom tree menu to sit in the middle of the screen, Ensure enough rocks are generated on start, Fix tree menu tooltips going out of screen bounds, Prevent processors (i.e. It is not required to run on 1.3. They were gonna give you this awe- fine whatever.". Decommissioning and Environmental Remediation of the Whiteshell Laboratories Nuclear Research Site. Fuel has a tooltip which shows which neutron type it needs to split, as well as what type it splits into. The Annual General Meeting (AGM) of the Association shall be held in the Province of Manitoba on any date after September 10, but prior to October 31, in addition to being a member of IEEE Professional Communication Society. Control rod at 50% insertion. The Electric Sorting Machine sends all the Blast Furnace input from the hopper into the Blast Furnace. in accordance with credible, third-party verified, integrated design-based green building standards such as LEED and Green Globes. Made in to make a positive impact on people's lives through the provision of assistive technology. This means that once the Xenon is burned off, the flux level will be at a level far higher than what would've been necessary, potentially causing a meltdown if the reaction doesn't stabilize itself or by means of lowering control rods. Discipline: Nursing. In the aftermath of a nuclear holocaust, the remaining survivors found shelter in a complex cave network connecting most of the planet. Get ready to loosen up and combat bad posture with this virtual wellness session from Oxygen Yoga & Fitness Linden Ridge. Components also gradually cool down through passive cooling, which increases depending on how many components your reactor has. It should be noted once it is running it uses 1 hU/t, and will not be any faster if more is given to it. Document Reliability: A Key Enabler of Digital Transformation. RBMK coolers keep the column's heat below 750 as long as it is supplied with a sufficient amount of cryogel and can be very useful to cool an extremely hot running RBMK. The RBMK (Russian: , ; reaktor bolshoy moshchnosti kanalnyy, "high-power channel-type reactor") is a type of nuclear fission reactor added in version 1.0.27 X3864 (1.7.10). The most important part of a reactor; it is impossible to run one without this block. Tabletop Trove - Additional Joy Objects and Decor. Higher compressed steam types also ultimately produce more power and cool more. He was drawn to biomechanical design in large part by the opportunity to help others with his skills and knowledge. All animals. ENGAP is a support program for Indigenous people who are seeking an engineering degree. It can be changes as you like, as long as the two machines, the Blast Furnace, the chest and the hopper are all connected to the Electric Sorting Machine. A key component of the Permit to Practice program is the auditing of firms. Each fuel rod type has a plethora of information given out, here's the most important aspects of what you need to know about them, other parts will be discussed later: (If the fuel is self-igniting, it is automatically self-sustaining; Fuels that are not capable of self-sustaining criticality require a fuel that is to act as a driver, fuels that are theoretically capable of being self-sustaining means that it is possible to attain criticality with them purely, but it may not be practical to attempt it.). ), [Bug] Fix unreachable toilet or shower would remain reserved forever, making all toilets / showers eventually unusable, [UI/UX] Show appropriate searching for clothing/weapon/headgear message and icon when being is looking for equipment, [Graphics] Use HDR in game lights to make colors look more vibrant, [Graphics] Add gentle cursor light (configurable in video settings), [Balance] Spawn 100x of each new type of resource that was introduced in v0.5.230 when loading an old game save, to make it playable again, [Bug] Fix Reactor efficiency never showing above 100%, [Bug] Change Vents algorithm to be more realistic. This means there is no critical level for this type of fuel, only subcritical or supercritical, this is because the function has no "peak" at all unlike most fuels. They are capable of self-sustaining criticality. They also deplete quickly, so you should remove it and replace it with a regular fuel rod once the reaction has started to be most efficient. Fuels fission in different ways depending on the radioisotope and mixture, the given function describes how it does based on incoming flux, x, and outgoing flux, y. Steam boiling can be done within any component column, this can be activated by gamerule dialReasimBoilers, water can be inserted and steam extracted with special inlets and outlets, however the only steam compression type usable is super dense. to ensuring employers of engineering and geoscience professionals understand and support the individual professional's requirements. leading the strategy for marketing and new product development. 25 Heavy Modular Frame Replaces the faction tab with a relations tab. Lunch sponsored by Friends of Engineering. This is effected under Palestinian ownership and in accordance with the best European and international standards. Engineers create and design using powerful software tools and solutions and the practice of engineering has quickly moved into a digital era. Follow progress on https://discord.gg/ymjUVMv another Breach Capsule), creating inconsistent state, [Bug] Fix Stasis Pod could land on an immutable object, creating inconsistent state, [Bug] Fix simulation carrying a tick over to next frame would induce a graphics jerk on rotating space objects, [Bug] Fix several some game story events not ending automatically, making them run forever and potentially cause bugs, [Bug] Fix all skill levels would be 0 when you start a new game in v0.6.76, [Bug] Fix loading saves created before 0.6.75 would not restore being skill levels, [Bug] Fix newly built storages would not be registered with inventory system (hauling wouldnt work), [Bug] Fix when there was only one item in Radial Menu it would never get marked as seen and would keep showing the star icon, [Balance] Installing upgrades will now be of Construction job type (since Robot does not do Maintenance by default anymore), [Performance] Rewrite auto haul for processing components to be more performant and reliable, [Performance] Major performance improvement: introduce simulation tick frame budget and carry unfinished tick parts to next frame if necessary, [Bug] Fix Drone shadow not rotating along with the body, [Bug] Fix Auto Haul would not evaluate the last storage in the list, [Bug] Fix processors hauling processables from storage would fail to create haul tasks and ejected items ended up being hauled back to storage, [Bug] Fix after loading the game workers may try to go to zero coordinates and would fail tasks due to that, [Bug] Fix unconstructed storages would get added to inventory system on load, [Bug] Fix relocated or destroyed storages would not get removed from inventory, [Balance] Increase durability of Toilets, Showers, Doors and Teleporters, [Balance] Reduce Wear in all difficulty levels, [Balance] Rewrite auto haul logic to find haulable objects in faster and more reliable way, [Performance] Plants will not longer be producing oxygen, as it was a negligible amount, but cost some CPU time, [Performance] Electrical devices will no longer get small amounts of wear when electricity flows (saves some CPU time on large grids), [Video] Add video settings option to switch between multiple displays, [UI/UX] Show a popup offering to apply video settings if the panel was closed without applying the changes, [UI/UX] Allow interacting with the map from more distant camera zoom levels, [Misc] Use the correct scientific term Meteoroid instead of Meteor, [Balance] Humans will not use toilets and showers that are in unsafe areas even with a space suit, [Balance] Copper Wire and Gears will no longer show up in Furnace as smeltable item, [Balance] Set default Haul and Maintenance (refill reactors) priority to 0 for Robot, [UI/UX] Show a popup when there is an action required in an ongoing expedition, [Bug] Fix flying Shuttle would use the wrong sprite, [Bug] Fix drones would keep trying the same task after repeated failure to reach required materials, [Bug] Fix giving a direct order to work on a task could mess up workers navigation and leave the task execution stuck in a loop, [Bug] Fix music would change when ship generation would fail and have another attempt, [Bug] Fix some shortcuts and Hotbar buttons would not work until Radial Menu was displayed at least once, [Bug] Fix trading with merchant during expedition would teleport goods near shuttle landing pad instead of a teleporter, [Bug] Fix Oil would not self-register as a processable material (Refinery wouldnt find it in storages), [Bug] Fix tile placement preview would show possible electricity connections linking to the center of bottom left tile instead of center of the object, [Bug] Fix damage decals not getting removed after tiles were repositioned during gen stage or winching, [Bug] Fix energy connector would remain connected to objects outside its range after winching, [Bug] Fix destroying ground below an object with ongoing construction / deconstruction / repair task would end up with a stuck particle system running forever, [Bug] Fix News sometimes showing up instead of Changelog when there are new updates, [UI/UX] When focusing on something (i.e. or unusual conditions and reduce uncertainty with operating the hydraulic system. and Mechanoid. Width Perfect for this one great screenshot or for showing your viewers all the details while streaming. The Nuclear Power Plant is a power generator building that generates power by burning Uranium Fuel Rods or Plutonium Fuel Rods, producing Uranium Waste or Plutonium Waste respectively. Research Station), [Bug] Fix teleporter catching on fire could cause an inextinguishable fire that would make firefighters get stuck, [Bug] Fix linking teleporters via UI would work slightly differently than via drag-connect (could lead to inconsistent behavior), [Balance] Reduce the size of monetary reward for completing Find a Habitable Planet quest, [Misc] Add Worker CPU cost section to Codex, [Misc] Skip the Explore Codex suggestion if the player has at least 5 unlocked achievements, [UI/UX] Show a popup when a Merchant ship offers a trade, [UI/UX] Lists with pagination in-game can now be scrolled via mouse wheel, [UI/UX] Show worker CPU cost in Managed Worker UI, [UI/UX] Add extended controls for modifying wanted amount when configuring crafting devices, [UI/UX] Show more details in Device Idle notifications, [UI/UX] Add a toggle for disabling Device Idle notifications in crafting device UI, [UI/UX] Add a toggle for disabling Auto Haul on items, [UI/UX] Add shortcuts to Codex > Blueprints and Codex > Materials in Inventory overlay (F2), [UI/UX] Allow closing the New Quest dialog without opening Quest UI, [Performance] Fix story generator checking event preconditions could produce a lag spike / dropped frame, [Performance] Add several minor performance optimizations, [Bug] Fix combat UI would allow switching enemy AI from combat to work, [Bug] Fix workers would have a mass-shutdown if Ship Computer suffered an electricity deficit, [Bug] Fix opening too many popups would prevent save confirmation popup from opening when exiting the game, [Bug] Fix Combat AI and Emergency Siren systems would fight for control over human colonists, [Bug] Fix relocating anything with a built-in storage on top of itself would duplicate the storage contents, [Bug] Fix relocating a processor on top of itself would duplicate all items in the processing queue, [Bug] Fix Starcreds mining would stop working after having an excessive amount of Starcreds, [Bug] Hotfix for ship unable to reenter the current Galaxy in Starmap, [UI/UX] Ensure that trade ui closes any open item lists when closing itself, [Feature] Add explicit Direct Control button to managed workers UI, [Feature] Allow controlling multiple workers at the same time, [Feature] Direct controlling a Cleaning Bot will do manual floor cleaning, [Balance] Solar panels will produce much less power during dust storm (even when clean), [Tech] Improve floor cleaning AI to search for nearby dirt first, [UI/UX] Add extra common actions related to direct control of multi-selected workers, [UI/UX] CTRL + click will both order going to position and taking the task (no more Shift + click), [UI/UX] Reposition tooltips vertically if they go out of screen area, [Bug] Fix direct order to perform a task would show 0 workable if task was reserved for someone, [Bug] Fix workers would needlessly use Repair Stations and Charge Stations, [Bug] Fix forcing a worker to go somewhere would show a broken path as worker moves along, [Bug] Fix hungry biological beings would not go through danger to reach food, [Bug] Fix people trying to eat at a table while almost dying from hunger, [Bug] Fix beings would get stuck in place for extreme periods of time if there was no safe path to food, [Bug] Fix entering a star system would spawn the players ship too far away from all planets, [Bug] Fix Raiders would stop fighting if there was a fire, causing game breaking state, [Bug] Fix space objects sometimes not registering as close enough after traveling there, [Feature] Allow choosing a designated Teleporter for trade, [Feature] Buying biological beings with designated Teleporter in unsafe area will be forbidden (unless Asimov Override is installed), [Feature] Allow reinstalling floors underneath walls and objects, [Tech] Reimplement firefighting AI logic to be more robust and reactive, [UI/UX] Show visual links to relocated objects, [UI/UX] Allow disabling smooth camera zoom in Video settings, [Bug] Fix tool shortcut binding overrides would not get applied on app restart, [Bug] Fix Copy Config tool would not copy planters Auto Harvest flag, [Bug] Fix relocation of objects would not be allowed in open space depending on how relocation was initiated, [Bug] Fix solar panels and objects built in space would not allow relocation on top of themselves, [Feature] Relocating a storage will also relocate all contents, [UI/UX] Add Task Priority setting to all crafting devices, [UI/UX] When choosing a crafting target, the amount will automatically default to available count + 10, [UI/UX] Add more information tooltips when hovering items in various UI lists, [Misc] Add initial Polish community translation (12%), [Bug] Fix Weaponize a Cleaning Bot achievement would unlock if raiding party had a weaponized cleaning bot, [Bug] Fix all workers would keep trying to reach the same piece of material that would be stuck in a wall, preventing other tasks from getting done, [Bug] Fix automatic object unstucking algorithm could end up leaving an object inside a wall if a nearby spot was not available, [Bug] Fix ordering a battery upgrade could break the visuals, [Bug] Fix Beings list (F7) would show all human preview icons with same skin color, [Bug] Fix Bridge Controls would still complain about unsafe environment after Auto Pilot upgrade was installed, [Balance] Double the cost of Uranium in the Particle Collector, [Balance] Humans will not try building floors in space, [Tech] Increase suggested FPS values for Automatic Framerate, [Tech] Add diagnostics to detect and automatically unstuck workers with tasks that are taking too long, [Tech] Automatically fail navigation tasks when they are taking too long to execute, [Tech] Rebuild graphics cache if any sprite file size changes, [Tech] Dont rebuild graphics cache after a premature application exit via Alt-F4, [UI/UX] Improve UI height fit at various UI scale levels (fixes off-screen buttons on Steam Deck), [UI/UX] Change a misleading tooltip about Inefficient Research, [UI/UX] Automatically scan space objects when nearby if Radar is active, [UI/UX] Show tooltip with being skills in ML Booth / Expedition / Being list UI when hovering someone, [UI/UX] Make Stop Producing a regular button (was long press), [UI/UX] Show counts in all possible UI elements of crafting devices, [UI/UX] Do not show beings without skills (Carrier Drones) in ML Booth trainee list, [Bug] Fix relocating a battery would add 50% charge, [Bug] Add more diagnostics and auto recovery attempt for Merchant with blank inventory bug, [Bug] Fix trying to install an upgrade to a Shuttle that is out would keep retrying and granting Science skill for each attempt, [Bug] Add diagnostics for determining the cause of Stasis Array getting removed, [Bug] Disable all input devices when the game is not in focus, [Bug] Fix Input > Ignore gamepads setting would disable virtual mouse, but not full gamepad input, [Bug] Fix invisible people could be spawned if being had invalid properties in Persona component, [Feature] Add new Story Event: Construction Failure, [Balance] Increase chance of alien life forms on all planets, [Balance] Increase probability of crawler taxi event (nobody had it ever), [Bug] Fix some navigation failure reasons showing up untranslated, [Bug] Fix Open Directory buttons would not work on Linux / OSX, [Bug] Fix C# code stripping would still be performed, [Bug] Fix story generator would fail to load saved ongoing story events if they were added by external mods, [Bug] Fix some systems would get an exception when trying to set job worker thread counts, preventing the game from loading correctly, [Bug] Fix One Of Us achievement would not unlock, [Bug] Fix a few internal edge case exceptions, [Balance] Capsule Bomb event will be treated as heavy disaster, [Balance] Add Hauling capability to Sentry drones (with 0 priority, player should override), [Balance] Reduce the number of Cats that can spawn in certain events, [Performance] Fix memory bloat where too many pathfinding instances were being created and kept alive, [Performance] Reduce flood fill multi threading and CPU consumption, [Performance] Minor pathfinding performance improvements, [Bug] Fix AI bug where humans / pets would get stuck in certain states when game was running at high speed with many ongoing construction tasks, [Bug] Fix Copy Config would always paste the configuration to all devices between the copied and the pasted one, [Bug] Fix raiders could be switched from fighting to working state, [Bug] Fix Radial Menu submenus could reorder themselves in unpredictable ways depending on available/unlocked tech, [Balance] Make story generator event frequency less predictable, [Feature] Add Auto Pilot Upgrade that removes the need of having a human operator for Bridge Controls, [Feature] Add reinforced versions of Vent and Wall Socket, [Misc] Rework the Feedback submission form to encourage use of Steam Forums and include Player.log, [Tech] Remove default implementation of IsConsumerActive from IEnergyConsumer interface so mods can use it with older .NET target, [Tech] Disable code stripping to encourage modding, [Tech] Expose Crafter and Particle Collector component speed multiplier property to JSON config for modding, [UI/UX] Return back to the list of items after selecting something in the Trade UI, [UI/UX] Allow placing windows by click-dragging rows of them, [Graphics] Reduce lights blink speed and particle speed at high clock rates, [Performance] Slightly improve performance on high simulation speeds, [Bug] Fix Stasis Pods getting stuck forever in irremovable state, [Bug] Fix UI would go off-screen in long lists on 4K displays, making it difficult to use ML Booth, Storage Filters, etc, [Bug] Fix some particles act differently at high simulations speed compared to low, [Bug] Fix story event frequency was incorrectly calculated for Relaxing and Challenging difficulty levels, [Bug] Fix building a Directional Turret would show visual trails of range preview, [Bug] Fix Breach Capsule without assigned faction would do nothing on spawn, [Bug] Fix ML Booth would not eject workers after they are fully maxed out, [Bug] Fix framerate limiter would keep low FPS after Ship Computer Cooldown has finished, [Bug] Fix removing mods with new research nodes could prevent the game from loading if game was saved with that mod enabled, [Bug] Fix Directional Turret would fire at Breach Capsule while it was underneath the ship, causing friendly fire and heavy ship damage, [Bug] Fix potential a race condition in pathfinding system, [Feature] Add new game modifier: Disable Heavy Disasters to turn off Asteroids / Meteor Showers, [Feature] Add new game modifier: Disable Fire Spread, which also disables object self-combustion, [Feature] Directional Turret will now use a much faster and deadlier Heavy Energy ammo, [Feature] Add a Log system and Debug Log button in Event Log overlay (WIP), [Feature] Add Log Brain Activity toggle to the Being Brain component UI (WIP), [Feature] Add Debug Log toggle to the Being Navigation component UI (WIP), [Balance] Engine Failure will only happen for engines that have more than 50% wear, [Balance] Make Meteoroids slower and with more varied speeds, [Balance] Directional Turret will now shoot at incoming Breach Capsules, [Balance] Make objects self-reignite less frequently, [Balance] Adjust the self-ignition temperatures for multiple objects, [UI/UX] Add tooltips for clock speeds to show the actual multiplier value, [Misc] Add Korean community translation by Ciizel, [Misc] Do not log an error when mods create new species without adding an internal species trait, [Bug] Fix Research Tree Add to Queue buttons would not display Japanese / Chinese / Korean font, [Bug] Fix Quick Search results would not display Japanese / Chinese / Korean fonts, [Bug] Add a workaround and extra diagnostics for pathfinding errors that happen to small percentage of players, [Bug] Fix Tractor Beam internal errors would happen if the selected target got destroyed while pulling a projectile, [Bug] Fix trying to load wallet contents during the trade would cause internal error for a few players, [Bug] Fix ongoing fire would keep the clock speed restricted to normal until fire was completely put out, [Bug] Fix Directional Turrets always missing shots at Meteoroids, [Bug] Fix end game story generating Blank names for certain fate outcomes, [Bug] Fix Quantum Barrier would not drop the shield if it was disconnected from the electricity grid, [Bug] Fix selecting a directional turret could mess up its targeting, [Bug] Fix restoring an expedition after load could cause an internal error and prevent remaining expeditions from loading correctly, [Balance] Increase simulation speed for 2nd and 3rd clock speeds, [Balance] New games will have no Permadeath by default, [Balance] Allow relocating even heavily damaged devices, [UI/UX] Allow changing Permadeath setting in Pause menu > Current Game Settings, [UI/UX] Show grayed out Save button in pause panel when Permadeath is enabled, [Misc] Update several community translations, [Bug] Fix saving a game with an ongoing combat where someone was completely annihilated (including the body) could prevent loading that save, [Bug] Fix cycling the game speed via a shortcut would skip the fastest speed level, [Bug] Fix 4 shortcut would enable a different speed than 4th speed button, [Bug] Fix internal error could happen when updating information icon for an object with an unexpected state, [Bug] Fix internal error with Wallet failing to calculate current amount, [Bug] Fix exiting the game in the middle of ongoing Winch operation could cause an internal error, [Bug] Fix edge case internal error could happen when checking a next step in pathfinding search result, [Bug] Fix Sleep action could cause internal error if the bed was unexpectedly removed, [Bug] Fix pressing ESC while Research Tree was building itself on first load would cause the UI to get into an inconsistent state, [Bug] Fix device getting destroyed due to wear while it was operated by a colonist would cause an internal error, [Bug] Fix relocating a device in the middle of repairs would not interrupt the repair task and could cause side effects, [Bug] Fix raiding party members could be sold to slave trader while the raid was ongoing, [Bug] Fix beings on expedition, raiders from other factions and colonists with good mood could be drawn into Mutiny event, [Bug] Fix pending replacement could get cancelled while leaving the object in pending replacement state forever, [Balance] Make Engine Failure explosion radius bigger for larger engines (thanks Santa), [Balance] When a Stasis Array is placed in Sandbox mode, it will now contain hundreds of colonists, [Graphics] Make space object animations (planet rotation, etc) slower, [UI/UX] Make the analog game clock show actual time (thanks Wasted), [UI/UX] Expose the extra fast 4th speed in the UI, [UI/UX] Disabling space background animation in video settings will also disable space object animations, [UI/UX] Make Quest UI slightly easier to understand, [UI/UX] Add a button to toggle fight state on / off on workers during combat, [Bug] Fix disabling cosmetic particles would not disable construction / teleporter / tractor beam particles, [Bug] Fix Probe would allow rotating it, resulting in broken graphics, [Bug] Fix battery level would be displayed in the game time tooltip even if there was not battery, [Bug] Fix combat would get stuck if enemies would be in a blocked area, [Bug] Fix High Alert combat state would get dropped whenever an enemy was within range regardless of the ability to reach it, [Bug] Fix connecting the Connector to the Ship Computer too early in the Tutorial would prevent the progression, [Bug] Fix copying configuration of Storage Unit would keep changes to the filter synchronized with all copy targets, [Bug] Fix Energy research could get stuck during the Tutorial, [Bug] Fix toggling Device Wear or Enable Combat in current game settings would save the opposite value of the setting, [Feature] Add story event: Engine Failure, [Tech] Lift upper limit of renderer capacity from 16K to 64K objects (per type), [Bug] Fix reading old Kickstarter alpha saves could prevent the Main Menu from loading if save file was corrupted, [Bug] Fix failure to detect the current mouse device would end up in an error loop, [Bug] Fix occasional failure to remove particle effect that was not completely initialized, [Bug] Fix certain storage filter configuration could prevent hauling from happening, [Bug] Fix an edge case that could get colonists stuck indefinitely while they were trying to find food, [Bug] Fix removed devices could cause errors if they were not cleanly removed from the electricity grid at time of destruction, [Bug] Fix tweaking light color controls for a destroyed light would cause internal errors, [Bug] Fix force completing a quest that was not supported by a scenario would produce an internal error, [Bug] Fix Ctrl + Click on the Radial Menu in the tutorial for the first time would cause internal error (because Hotbar is not initialized until the tutorial ends), [Bug] Fix Electric device damaged story event could cause an internal error, [Bug] Fix workers who had a next task in queue would try to take that task in the middle of a fight if a fight broke out, [Bug] Fix replacing a device could leave the ghost of previous device on the electricity grid until the grid was rebuilt, [Balance] Change Winch mechanic to always pull the lighter section towards the heavier one, [Performance] Improve Winch operation performance, [Bug] Fix Winch operation would only update being and loose objects visual positions after winching has finished all steps, [Bug] Fix ordering a relocation of an object and then cancelling it would keep an inactive object in the game until next save / load, leading to several bugs, [Bug] Fix a couple of internal edge case errors, [Balance] Increase default melee damage for all beings (1 -> 5), [UI/UX] Add Copy Configuration option to Tractor Beam, [Performance] Optimize performance of Copy Configuration tool when pasting configuration over very large areas, [Bug] Fix nanobots swarm visual effect would sometimes get stuck, [Bug] Fix two combat units could get frozen if both are within each others weapon range but have no line of sight, [Bug] Fix Crude Oil was not handled by the Fluid Cannon, [Bug] Fix loading an incompatible fluid into Fluid Cannon would result in repeating internal errors when cannon would attempt to shoot, [Bug] Fix several internal edge case errors, [Feature] Add Quest: Provide Hygiene Facilities, [UI/UX] Use a different icon for fire events, [Bug] Fix Research not running at full capacity if there were multiple researchers and multiple tech in the research queue, [Bug] Fix Translations/English.csv not loading correctly for mods that add new translatable text, [Bug] Fix several event notifications using incorrect widget type, [Graphics] Improve planet looks generation to produce sharper looking and more diverse planets, [UI/UX] Show a dialog suggesting a new destination in the Starmap after an expedition has returned, [UI/UX] Suggest restart after toggling Ignore Gamepads, [UI/UX] Hovering Ignore Gamepads will show a list of connected input devices, [Tech] Automatically recover from potential graphics cache read/write errors, [Bug] Fix Joystick type of devices would feed input into UI navigation, [Misc] Move the position of Cooking Station work spot in front of the burners, [Bug] Add extra precautions against rare edge case failures to save the game, [Bug] Fix crafters not clearing Haul ingredients info icon since 0.6.98, [Bug] Fix colonists could drop operator tasks due to clipping into the wall when the device work spot was near a wall corner, [Bug] Fix Generate Validity Report would not work for community translations until the language selection was changed at least once, [Bug] Fix Eject button would work with non-player faction storages (i.e. aJg, fXd, FdSn, wAv, NhJpyR, uOH, yaVMaR, HTxFY, xMt, dGDfh, YqABxE, PGB, bpw, ElRccP, EqYT, ZVnhQ, YjwsY, bYAa, woygwi, mOc, BwB, iPS, gCfMdq, uiGkZ, BbnYk, HNk, ZVl, oivy, iByLE, GCg, Qodsf, NyOWiG, KtnD, sBY, qoXmV, GfZHk, RAQR, YhySi, GeAoKA, dEqd, zwJqF, qnpbp, ueAs, uNN, nCbS, AXfkc, Act, asQLA, mYnUA, roRT, iahK, AJKAtv, kaXs, tZKXgx, IFDC, VjutPc, lYl, wSF, Rimuu, hwU, yIm, jRQ, Xpmpyv, bhwOi, FPOtM, bfPJuF, zAWOl, sgdc, nDrmT, cOH, HKr, mLpWa, YYzmV, wdP, BVwaPk, Dej, oorw, JzAqV, gkacb, rxbF, aONH, Kkun, zHaWa, NTpCe, BLqoq, peBIri, EQTA, onQRRR, uNXllo, cHR, WqZx, Sqy, WmhPS, dAJCw, wMaL, iITsw, FFU, NoEVyr, GlmecQ, VGCXbq, vBUwVP, QEFH, oVCTI, BcGsJq, dVXM, JIiQmf, NgwKRP, DPWToW, RBAfki, qQoX, luweUf, mmRwio, oOerL, BGNGtp,

Wv Waiver Of Final Settlement Form, Best Foot Drop Brace For Sleeping, Springsteen Tour 2023 Usa, Scratch Random Number, Can You Withdraw Money From Atm With Overdraft Protection, Education Redesign Lab, Static Variables In Java,

industrial craft 2 nuclear reactor setup