Unstable Version 0.7.3.6

New features / content / improvements

 * Various frame rate optimisations including how resources are stored in Silos and move along Conveyors.

Game Design Tweaks

 * Blocks:
 * Adjusted the suspension for the GSO Stabiliser Wheel to make it less bouncy.
 * Trading Stations:
 * Added a single GSO SCU Storage Device to the list of blocks that always appear for sale in the Trading Station and Terminals, once the SCU has been unlocked. (Some players were struggling to regain a SCU after it was destroyed.)
 * Missions:
 * Increased the encounter radius for most missions, meaning they will spawn further apart from each other.
 * Set most missions to ignore scenery when choosing a place to spawn, meaning there are many more options to successfully space encounters away from each other.
 * Set most missions to destroy the nearby scenery when the Techs arrive by Payload Bomb.
 * Renamed the GeoCorp Grade 2 Harvesting Missions to reflect which resources they are asking you to collect.
 * Made it a requirement that you unlock the Auto Miner in the Crafty Mike mission before being offered any harvesting missions for which you will need an Auto Miner.
 * Decreased the amount of Chunks needed to complete the Rubber Harvest Mission and increased the amount of Chunks needed for the Harvest missions that focus on Auto Mined resources.
 * Restructured GeoCorp Grade 2 Harvest Missions to start with easy to find resources and end with harder ones, after the Auto Miner has been unlocked.

Art Tweaks

 * Rodite seams are now the same colour as rodite chunks.

Bug Fixes

 * Tech sounds no longer play while the game is paused.
 * Fixed incorrect message playing when driving away from the Solar Generator while holding the Repair Bubble.
 * Carbite seam in Salt Flats rocks now disappears once it’s completely mined out.
 * Fixed up GeoCorp Techs in the population that had issues because the Digger Scoops now take up more space.
 * Fixed repeating message in Forum Registration confirmation message.

Known Issues

 * Anchored blocks can be placed in close proximity to each other, causing them to overlap.
 * Celestite crystals have not been set up yet to crumble in stages.
 * Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
 * Can incorrectly rename non-player bases.
 * Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
 * Graphical issues with red projector on terrain when enemies spawn in.
 * Markers for missions and bases when playing in 4:3 are offset slightly.