Water tanks - store up to 600 units of surplus water per tank to cover interruptions or a temporary deficit. Available through Water Storage at milestone 2. Disconnected tanks keep their water until road access returns.
Industrial components workshop - produces as many components as three ordinary factories from the same steel and wiring, with fewer workers and higher power use. Available through Automated Components at milestone 9.
Rock clearance - clear the D4 spur, southwest C3 butte and eastern E4/F4 passage on Morne. Inspect the area, then place a temporary camp nearby and supply its materials and builders. Available after researching Industrial Machinery at milestone 6.
Connection previews - drawing a link to an isolated district now highlights all the buildings that will regain road access, including those farther along the network. Buildings waiting for road plans are shown separately.
Road removal - before demolition, the preview shows which buildings will lose road access and which conveyors may be affected by losing their road support.
Obstacle markers - blocked road previews mark the rock, building or crossing that stops the route. Clearable rock names its clearance area.
Isolated roads - a valid road that will remain disconnected now says so in the preview. You can still place it for later use.
Overlong routes - the refusal now recommends shorter sections and shows your repeat-placement binding, instead of suggesting a waypoint the tool cannot place.
Construction details - fixed the bottom of long construction sheets being cut off at large interface sizes.
Command center battery - the command center now holds a 216 kWh battery, charged when you land, that keeps your first buildings running into the first night at up to 30 kW, high-priority buildings first, and refills from spare power by day. Its charge shows on the command center's page and in the power readout; in colonies saved before this update it starts empty and fills by day.
Skip to dawn - during a total power cut at dusk or at night, the power cut alert offers Skip to dawn: the night passes at ten times the fastest speed, in about twenty seconds, and your speed comes back at dawn or as soon as power returns.
Pinned alerts - a power cut, a water or food shortage, stopped buildings and full storage now stay pinned at the top of the screen until solved, each with a Show button that takes you to the cause.
Material pictures - larger in construction costs, work chips and tooltips, with two costs per line on the cards.
Construction details - hovering a construction card opens its details right beside it, every amount named as well as pictured, such as 12 iron ore/h, 40 steel or 8 builders.
Keep placing - the tool's chip now says to hold Shift to keep placing, and your first placements remind you at the pointer.
Power shortage reasons - buildings waiting on batteries that already give all they can now say so, where an empty battery among them made them say the batteries were empty.
Construction drawer - at large interface sizes the drawer and its details no longer pass under the goods hanging below the top strip.
Material names on building pages - the name shown when hovering a material on a building's page, among the command center's stores, a warehouse's materials or a freight contract's choices, is no longer cut off when the page scrolls.
Joining roads - a road drawn over existing roads now builds and charges only the missing stretches, so drawing from one road to another joins them instead of being refused as "This road already exists".