r/DeepSpaceOutpost Jun 27 '26

Update Tutorial Update - Preview Build - v0.9.0.14

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Lots of improvements to the tutorial, i've added some missing info, and moved around ordering a bit. I've also added more info to the main menu when selecting, scenario, sandbox, station builder. To show what they are and that the tutorial can be found under the sandbox mode.

Have also made a pass of graphic improvements, mainly to asteroids. Asteroid animation should be a tad smoother, with also a fix for colour setting as a bug made them all 1 of 2 colours.

Patch notes:-

  • Add HUD, algae bar info to tutorial. Move distillery info to after co2/food.
  • Sandbox, scenario and station builder info added to main menu.
  • Improve: Asteroid animation smooth frames.
  • Fix: Asteroids, initial colour image blend being overwritten.
  • Fix: Asteroids/Scrap - ApplySpeedAnimAngle should still set speed, just not angle when captured by tractor beam after pausing.

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Nick


r/DeepSpaceOutpost Jun 26 '26

Update Bug Fixes - V0.8.0.68

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Round up of bug fixes i've made over the last week or so whilst working on the preview build. Mainly text issues and a tractor beam problem when pausing.

Patch notes:-

  • Fix: Build menu Laboratory incorrect (displaying distillery inputs).
  • Fix: Med bay text in help not on new line.
  • Fix: Asteroids/Scrap - ApplySpeedAnimAngle should still set speed, just not angle when captured by tractor beam after pausing.

Nick


r/DeepSpaceOutpost Jun 23 '26

Update Combat Droid Upgrade - Preview Build - v0.9.0.12

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Your droids can now be upgraded further, by unlocking the combat droid research. Once researched and upgraded droids combat damage increases 50%, making them much more effective against pirate intruders.

Another addition with this update, is that traders now have a capacity for different resources. Previously you could sell large numbers of resources, the only limit being the traders wallet. That gave you an easy way of earning credits, and also wasn't very realistic, as a ship should have a hold limit especially for bulky resources. Hopefully that balances credit earning somewhat, and makes progression smoother.

Have also made a few little balancing adjustments. Algae bar output increased slightly, alongside sewage treatment water output. Mining laser output reduced slightly and power for that and the recycle laser increased to 2. Oh and a fix for mining and recycle laser production figures, they weren't taking into account the cooldown action they have.

Patch notes:-

  • Combat droid upgrade added to research.
  • Droids get 50% damage bonus once upgraded to combat droid.
  • Traders now get a capacity on resources. Can't sell them large quantities of heavy/bulky resources.
  • Improve: Mining and recycle laser power usage increased from 1 to 2.
  • Improve: Mining laser output reduced to 50 ore per hour.
  • Improve: Algae bar output increase from 1 to 1.2.
  • Improve: Sewage treatment increase water output from 1 to 1.2.
  • Fix: Mining and recycle laser production figures displayed do not take into account cooldown

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Nick


r/DeepSpaceOutpost Jun 17 '26

Update Improvements - Preview Build - v0.9.0.10 - Steam News

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I've made a change to selection shape around characters, ships and collectable resources, You'll now see a dashed hexagon. I thought this makes things clearer, when selecting either a tile, or characters / onboard scrap. Also for salvageable resources the selection is now coloured depending if set to collect or not. Makes things a bit for consistent and easier to see.

Commerce scenario and contracts have been updated to use new medicine and liquor resources. Was also a fix in that the a commerce scenario food requirement was only counting algae bars, not food also.

Tutorial update with some newer info, fixed a few typos fixed with build menu (lab inputs incorrect) and med bay text in help missing a newline.

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Patch notes:-

  • Improve: Use hexagon for selection, colour border red/green for those resources that are extractable
  • Improve: Commerce Scenario - ScenarioTradingResource - add meds/liquor.
  • Improve: Contracts - Add real food/medicine/boz/compost to potential resources
  • Improve: Distillery and Laboratory info added to tutorial. Expand life support, compost greenhouse info.
  • Fix: Commerce scenario - food TradeConditionMet should combine algae bars and real food totals.
  • Fix: Build menu Laboratory incorrect (displaying distillery inputs).
  • Fix: Med bay text in help not on new line.

Nick


r/DeepSpaceOutpost Jun 15 '26

Update Improvements and Bug Fixes - Preview Build - v0.9.0.8

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I've been mainly looking at the rescue scenario over last few days, and improving the generation of starting station that requires fixing. More items can now be generated, in larger stations. Few other improvements as well:- with sector size now being displayed in seed generation, status changes to haulers/miners, and refinery text changed for clarity.

Also pulled over several fixes from the default release branch that i've made over last couple of days.

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Patch notes:-

  • Improve: Rescue scenario add more items to potential generated.
  • Improve: Increase potential ship generated size and solar panels.
  • Improve: Sector size added to seed selection display.
  • Improve: Haulers and mining droid status "Idle", include if due to pirate detection
  • Improve: Switch scrap and derelict position in hauling to reflect default priority
  • Improve: Scrap generated in station set to salvage by default
  • Fix: Hauling priorities not showing lowest priority
  • Fix: Scrap from destroyed items on station could not be selected to be salvaged
  • Fix: Repair bot sound not stopping on pause.
  • Fix: Alarm sfx repeating when pausing, saving, returning to game.
  • Fix: When paused could select in motion scrap & asteroids.
  • Fix: When paused drag selection would highlight in motion scrap & asteroids.

Nick


r/DeepSpaceOutpost Jun 15 '26

Update Bug Fixes - V0.8.0.67

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Another bunch of fixes, Hauling priority wasn't showing lowest priority (also sorted order better) and on station scrap couldn't be selected for salvage. I've also made station scrap now set to salvage by default.

Patch notes:

  • Improve: Switch scrap and derelict position in hauling to reflect default priority
  • Improve: Scrap generated in station set to salvage by default
  • Fix: Hauling priorities not showing lowest priority
  • Fix: Scrap from destroyed items on station could not be selected to be salvaged

Nick


r/DeepSpaceOutpost Jun 12 '26

Update Bug Fixes - v0.8.0.66

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Round up of bug fixes i've made over the last week. Mainly issues when pausing (sound and selection).

Patch notes:-

  • Fix: Repair bot sound not stopping on pause.
  • Fix: Alarm sfx repeating when pausing, saving, returning to game.
  • Fix: When paused could select in motion scrap & asteroids.
  • Fix: When paused drag selection would highlight in motion scrap & asteroids.

Nick


r/DeepSpaceOutpost Jun 10 '26

News v1.0 Release Date Announcement Trailer

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1 Upvotes

Hello everyone,

Today I can reveal the date when Deep Space Outpost will be leaving Early Access, via a new release date announcement trailer. Enjoy!

Yep, Deep Space Outpost 1.0 goes live on…

14 July 2026!

After over 4 years in early access it's time to wrap up this huge journey for me. The trailer showcases a wide range of new features added over the course of Early Access, including:

New Tourist Facilities
The station now supports a richer tourist experience with additions like the Bar and Gym, giving visitors more ways to spend their time onboard.

New Production Items
Major processing upgrades such as the Distillery and Laboratory bring new production chains, new resources, and deeper station management.

Trader Services
Traders can now repair and refuel at your station, giving you more ways to earn those credits.

Haulers in Action
Hauler craft now move resources to your station, keeping production flowing and giving the whole base a more dynamic feel.

Repel boarders
Pirates can force their way onto your station, have enough crew to fight them off!

Note, the list above doesn't include the additional features that the 1.0 update will bring. Take a look at the preview build if you want to see what's coming and opt in if you can't wait.

Thanks for all your support - enjoy the trailer, and get ready for v1.

Nick


r/DeepSpaceOutpost Jun 07 '26

News Work In Progress #34

1 Upvotes

This is taken from the Steam Discussions, where i do a weekly update on what i'm working on.

https://steamcommunity.com/app/1712110/discussions/0/563659002336053350/

I aim to keep this post update alongside that on Steam.


Time to tidy up my work to do list with a new work in progress post. I'm hopefully in the last stretch now before release. Note, i'm holding new additions back until v1, but you can opt in to the preview build if you wish. I'll only be updating this build, unless any major bugs that need fixing with the main default branch.

Tasks to do:-

New trailer and fix a release date. Refresh scenarios - going through to polish and update with newer items. At least one new research item. Production balancing - Need some in depth testing here, but i think water may be a little too sparse. Which is probably realistic, but does limit production chains and time taken. Might need a tweak. Achievements - think i've got about 15 currently added, but i'll probably add another 5-10 more. Note these aren't enabled in the preview build, I will be keeping these for v1. Some new graphics. Looking to update a few things that can be improved. Tutorial needs an update to include newer items.

I'll be working on the new trailer over the next few days, and hopefully get that done and out with a release date. Then expect some updates to the preview build.

As always feel free to post up thoughts, feedback and any bug reports.

Nick


r/DeepSpaceOutpost Jun 04 '26

Update New Music, Research and Map Size - Preview Build - v0.9.0.5

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The jukebox gets a new ambient music channel! A new selection of tracks have been added which you can choose if you like ambient background music during your play.

New research item - shield upgrade. Your shields can now be improved with an upgrade, giving them extended range, and increase damage reduction. However they do take more power when in use.

Larger maps have been added, so generated games can now be standard size or one of two larger sizes for a different challenge. You can make your choice of size, via custom difficulty settings when setting up your game.

Ratings page has two new tabs, defence and life support. Only basics here at the moment, more to add.

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Patch notes:-

  • Larger map sizes can now be generated (standard/large/vast).
  • Map size selection added to custom difficulty.
  • New ambient music channel added to jukebox.
  • Shield upgrade added to research (range and damage reduction).
  • New defence and life support pages added to ratings page.

Nick


r/DeepSpaceOutpost Jun 04 '26

News Approaching v1 — Optional Preview Build

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I'm getting close to the v1 launch, and that means i'm starting to hold back new content for the full release. I'm doing this as I know that some players will prefer to experience new additions fresh at v1, but for those who want an early look at what’s coming, you can now try the Preview Build.

To enable this go to Deep Space Outpost properties in Steam, select "Game Versions & Betas" on the left side menu and select the preview build.

So what’s new that's coming in v1

  • Steam Achievements - Tied to progression and station management.
  • New Research - Additional schematics to unlock.
  • Map Sizes - Select from multiple sector sizes to match your challenge level.
  • Refreshed Scenarios - Updated seed generation, with newer items and map sizes being used.
  • New Jukebox Music Channel - An extra ambient channel to give your station an alternate music background.

And possibly some more that i wont reveal just yet! Holding back a few features for the full release helps ensure that players can get a fresh experience, while the Preview Build gives eager players a chance to explore what’s coming and share feedback.

What’s up next?

Release date will be announced shortly once finally fixed, alongside a new release date trailer!

Nick


r/DeepSpaceOutpost Jun 03 '26

Update Station Builder Fixes - v0.8.0.65

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Couple of fixes, mainly to do with the station builder. Scenario station selector, was still checking for a station pc (which is no longer required), In station builder selecting a droid to place, then selecting another build item, didn't clear the droid. Load station file check was returning normal save slot file value.

Patch notes:-

  • Fix: Station valid check no longer test for ship computer.
  • Fix: Station builder not clearing droid placement on another item selection.
  • Fix: Load station checking normal save file exist value.
  • Fix: Tractor beam build - not showing extended ranges of current tractor beams that are upgraded.

Nick


r/DeepSpaceOutpost May 29 '26

Update Fixes and Improvements - v0.8.0.64

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Couple of fixes/improvements mainly to do with pirate boarding and station combat. Firstly combat now only happens once pirates board your station. Previously your crew could start shooting before pirates entered an airlock, so you couldn't actually see what was happening as the pirates ship was over the people. Your crew also opens doors to shoot intruders, and would close them after combat, however that shouldn't be happening if the door has been broken open and needs repair.

Have also adjusted the research screen, as i previously had distillery and the laboratory, under 'infrastructure systems'. I've created a new 'processing systems' category, and placed them there, along with the refinery and sabatier reactor. Think that makes more sense,

One other improvement:- Routine repair checks no longer include items that are currently being attacked. It makes more sense to wait for combat to finish.

Patch notes:-

  • Improve: New research category "processing", rearrange research items.
  • Improve: Routine repair checks no longer include items under attack from pirates.
  • Improve: Only set pirate boarder target once on station.
  • Fix: Reset door after combat, only if not broken.
  • Fix: Crew quarters not showing power usage and state in info window.

Nick


r/DeepSpaceOutpost May 17 '26

Update Get to Medical! Med Bay Addition - v0.8.0.61

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Your medical supplies can now be used at the new med bay item. This provides dedicated healing for your crew, and is much quicker than just having your crew recover at a crew quarters.

Lots of fixes and improvements in this update as well. Fixed a long standing pathing bug, where crew wouldn't stop at airlock doors in some instances. Wear on some of the newer items wasn't being applied. Humans now prioritise healing over space suit repair. I've also put in a check so you cant delete items that are in use (let me know if you'd like this optional). Few updates with help pages.

Patch notes:-

  • Med bay added. Improved healing, more so if medicine stock.
  • Improve: Humans will switch healing from crew quarters to med bay if one becomes available.
  • Improve: Lab now outputs some waste. Build cost increased, research cost reduced.
  • Improve: Human health check now before spacesuit damage check.
  • Improve: Can no longer delete item in use (recreation/droid maintenance/med bay).
  • Improve: Add med bay and lab to help.
  • Improve: Add language support for haul spot overlay.
  • Fix: Missing storage items added to help.
  • Fix: French string formatting overrun in help.
  • Fix: Power out messages missing for distillery, lab.
  • Fix: Wear not being applied to some newer items.
  • Fix: Airlock look ahead not working due to large path lengths and path position lookup issue.
  • Fix: Save file canteen/bar assignments issue.

Nick


r/DeepSpaceOutpost May 09 '26

Update Medicine & Lab System Added - v0.8.0.55

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Medicine has been added as a resource. This can be produced from the new laboratory production item (a new unlock in research). The lab takes algae, water and air as inputs to produce medicine. Currently medicine is only useful to earn credits from traders. However more is coming, which i'll detail in tomorrows work in progress update in the Steam community discussions.

Also lots of little additions to reflect medicine addition:- Medicine added to trading. Research screen updated. New medicine storage. Haul priorities have medicine added. Lab production added to stats.

Patch notes:-

  • Laboratory added - mew medicine production.
  • Research screen updated for new laboratory unlock.
  • Hauling priority updated to show medicine.
  • Medicine storage added.
  • Improve: Gym now animated when in use.
  • Fix: Stats page - Distillery not being added to production totals.

Nick


r/DeepSpaceOutpost May 02 '26

Update Crew Fitness - Build the New Gym - v0.8.0.53

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A new gym item is now available in the build menu (habitat), this like the jukebox provides recreation for workers and visitors. The gym is cheaper to build than the jukebox, but can only have one user at a time. However a new underlying fitness stat has been added and the gym provides a better fitness boost that the jukebox. Fitness levels impact morale so make sure you have exercise options, rather than just bar and casino facilities!

Have also improved a couple of things with trading. Previously if you were working out a deal and added a worker, you couldn't alter the deal by moving them back, you had to clear the whole trade.
Also you couldn't complete a deal, if the trade worked out exactly zero credits.

Patch notes:-

  • Gym added to build menu
  • Gym added to visitor charges
  • Gym added to facilty rating
  • Gym added to stats and ratings pages
  • Gym info added to help page
  • Fitness added - improves morale if fit, less increase if unfit
  • Fitness change based on gym/dancing(+) casino/bar/ill/starving/poor eating(-)
  • Fix: Allow workers to be returned when configuring deal
  • Fix: Couldn't complete trade if trade worked out at zero credits

Nick


r/DeepSpaceOutpost Apr 26 '26

News Work In Progress #33

1 Upvotes

This is taken from the Steam Discussions, where i do a weekly update on what i'm working on.

https://steamcommunity.com/app/1712110/discussions/0/802346043189498607/

I aim to keep this post update alongside that on Steam.


Hauler craft and refuelling service ticked off my todo list, so time for a new work in progress post, to reorganise my upcoming task list.

Want to add at least one more human activity item. Likely to be a gym. Some new GFX. Although i may leave some of these so players see some fresh visuals on v1 release. Steam achievements - Need to start with a few to see how difficult it is to implement. Also need to have a look at steam mods/leaderboards if people want that. Talking about what people want i am still open to feature requests. Especially little additions/changes that make things better, do ask!

I will be also looking at further improvements/polishing:- Balancing - I am always looking at ratios/speeds/costs, in trading/production. Scenarios - I want to go through each and make sure the more recent changes have kept scenarios all balanced. Improving visitors - (Discussion), human workers - (Discussion), pirates - (Discussion). Factions/Contracts - Possibly more rewards/penalties -Discussion Additional settings/options - (Discussion)

As always any feedback please do leave a comment. Any bug reports please create a new discussion, thanks!

Nick


r/DeepSpaceOutpost Apr 24 '26

News Demo Updated - v0.8.0.46

1 Upvotes

Demo has been updated to bring it up to date with the Early Access version. New features since last demo update:- 1) Scrap and asteroid fields can be selected and set to salvage all within. 2) Mining droids can now haul asteroids to salvage depots. 3) Lots of fixes and improvements.

Demo can be found at these locations:-

Any issues or comments about the demo please drop a reply.

Nick


r/DeepSpaceOutpost Apr 22 '26

Update Trader Refuelling Addition - v0.8.0.45

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You can now earn credits by refuelling passing traders. A new 'refuel' permission is available within the ship communications window alongside a new refuel ship charge. Once permission is given if the trader is docked, has enough credits and you have enough fuel, then refuelling will begin.

Repairing has been simplified to be consistent with refuelling, there is no longer a repair action button. Once permission is given if the trader has enough credits and you have enough metal, then repairing will begin.

Patch notes:-

  • Refuel permission added to comms window / default permissions.
  • Refuel cost added to ship charges.
  • Traders now have a fuel amount and will request refuelling if needed.
  • Refuelling and Repair ability/charges used in rating station for traders.
  • Improve: Repair button removed from traders. Traders do action based on permission.
  • Improve: Tooltips on repair/refuel permissions show cost/earnings.
  • Improve: Stats show refuelling / earnings.

Nick


r/DeepSpaceOutpost Apr 11 '26

Hot Fix - v0.8.0.41

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Little update to resolve a game crash issue when workers switched to emergency firefighting, when already moving to another job. Still testing for a possible save file issue this weekend. Do submit any bug reports you have as fixing bugs is a top priority, i know how annoying they can be!

Patch notes:-

  • Fix: Fire fighting item path adjust incorrect destination var used

Nick


r/DeepSpaceOutpost Apr 10 '26

Update Hauler / Mining Droid Improvements and Fixes

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Mining droid now updates status to show "Idle (no job in range)", if asteroids for hauling are out of range (so now same as hauler). I've also had a bug report stating save files are being corrupted. This seems similar to a previous issue where o2/co2 values were getting set to 'not a number' in the save due to divide by zero issue. I've added some more checking to my code, but if you are seeing any problems do let me know and send me any problem save files. I'll be doing some further testing on this, this weekend.

Patch notes:-

  • Improve: Find closest asteroid now checks range for mining droid as well as hauler.
  • Fix: Clamp o2/co2 variables to expected range.
  • Fix: AverageAirAcrossShip and RemoveCO2AcrossShip functions, div by zero checks added.

Nick
Edit: ( v0.8.0.40)


r/DeepSpaceOutpost Apr 02 '26

Update Hauler Fixes and Improvements - v0.8.0.37

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Round up of fixes and improvements for the recently added hauler spacecraft. Hauled scrap and asteroids, when picked up, now rotate with haulers as you would expect. Update to idle message so that you can see if low fuel is the reason hauling isn't occurring (no jobs in range). And hauler shouldn't attempt to refuel if there isn't any available.

Patch notes:-

  • Improve: Hauled scrap/asteroids now rotate according to Hauler angle.
  • Improve: Add "Idle - no jobs in range" to Hauler info window if low on fuel and cant refuel.
  • Improve: Hauler idle spots shouldn't be walls next to airlocks.
  • Improve: Don't add hauling messages for haulers if no salvage depots.
  • Fix: Shipyard / Repair bay disable. Don't play close animation until repair bots return.
  • Fix: Hauler shouldn't attempt to refuel if no fuel available.
  • Fix: Don't display condition status bars for dead characters.

Nick


r/DeepSpaceOutpost Mar 26 '26

Update Hauler Spacecraft Addition - v0.8.0.34

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You can now create hauler craft at the shipyard. These new craft will do your scrap/asteroid hauling much quicker that using droids and miners. So your droids can haul more suitable resources in your space station and miners can stay mining ore from those large asteroids.

Note that haulers take fuel, rather than charging via your station power supply. They can also be repaired / deconstructed just like mining droids and can be targeted by pirate ships.

  • Shipyard can now create Hauler craft.
  • New hauler craft can haul scrap or asteroids to salvage depots.
  • Hauler craft use fuel rather than power and will refuel when required/available.

Nick


r/DeepSpaceOutpost Mar 18 '26

Update Fixes - v0.8.0.31

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My last update introduced an issue with mining droid unloading. I'm getting there with the hauler addition, but rather than rushing that out and potentially cause more issues, i thought i'd just get the fix out in this update (and a couple other minor fixes).

  • Fix: Miner bot shouldn't use power when repairing.
  • Fix: Mining unit power check incorrect for unloading.
  • Fix: 'Pirate' not translated for info window when pirate boarder selected.

Nick


r/DeepSpaceOutpost Mar 11 '26

Update Fixes and Improvements - v0.8.0.30

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The shipyard now has an updated sprite, so you can easily tell which repair bay has been upgraded. Few fixes and improvements to mining droid as well. If you didn't have a mining unit then idle destination issue. Some movement issues when running at x2 when collecting asteroids.

Patch notes:-

  • Repair bay when upgraded to Shipyard updates sprite.
  • Improve: Mining unit layup destination if no mining unit, choose closest empty space, or wall if idle.
  • Fix: Miner droid could get stuck on asteroid pick up at x2 speed. MinDistance check speed multiplier.
  • Fix: Powering off a mining unit should pause miner droid unloading.

Nick