Changelog:
AI TWEAKS - Optimized pathfinding to allow 3 times as many nodes as before, this will massively reduce the chances of colonists not finding a path - Colonists and bots will now exit the base through the best possible airlock for their destination - If a colonist or bot can't find a path to the destination it will at least try to get closer instead of wandering in the wilderness - The game can now cope with donut shaped bases with airlocks inside and outside the donut - The game can now cope with isolated resources or structures - When a colonist is very hungry or thirsty, they will go for the nearest Meal or Fountain regardless of it being targeted by another colonist GAMEPLAY TWEAKS - Setting a building to high priority now also affects the resources that get taken there, not just the frequency of work. - Increased structure limit to 250 and population limit to 600 MISC - When a colonist gets Malnutrition for the first time, a hint explaining the condition will appear FIXES - Increased Solar Flare visual intensity on 3rd planet - Disabling alert if the last control center is recycled - Preventing mines from being placed in strange places - Limiting render frame rate when app is out of focus - Fixed workaround for structure limit - When looking for a resource to store or trade, colonists and bots will now pick the closest resource to them - When healing, medics will pick the closest target to them - Misc small fixes - Stability fixes