- Event type
- patch note
- Published
- 26 March 2022 - 07:02:51 UTC
- Source
- steam_community_announcements
Balancing: Tweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place. I decided to keep it higher, making this recipe a renewable source for acidshards (at the cost of featherstone/bloodwood), but I did lower their production rate a little. Bug fixes: Fixed issue when number of workers available for a specific building increased from partial availability to full availability (through population growth or disabling another building) - the actual production rate would not update. Fixed an that caused the whole building's production to be disabled when switching production recipes if there were 0 workers free for that building. Fixed a rare bug when the same building produced one normal and one global item that caused production of that building to get stuck. Specifically this happened in the acid extract...