Releases: SteveBenz/ProgressiveColonizationSystem
Bug fixes
Bugfixes, better UI
The UI changes involve general improvements to the dialog to enable better planning for your colonies. Also, I created a separate category for PKS tiered parts. (So now stuff is under the PKS tab rather than the Life Support tab). (I really think that there should be a 'Production' category, but if I created such a thing, well, none of the other major mods that I'm aware of that do production would be too likely to switch to it so late in the game, so...)
More fixes and better dialogs
Update the in-flight dialog to be more informative about production limitations and other fixes and quality improvements.
Assorted fixes and quality-of-life improvements
v1.0.1 Bump versions
Extraplanetary Launchpad Integration
This release contains the last big piece of functionality that was defined at the start of the project - integration with Extraplanetary Launchpads. Now, building rocket parts is possible with the same tiered construction system that the rest of the mod uses. Building rocket-parts off-world is kerbal-intensive; you'll need bigger bases to be able to support it. To help with managing that, the dialog has been updated and reorganized to provide more information.
Tier2+ now requires CrushIns
This release includes a new requirement for Tier2+ bases. You need to go off and collect a new resource called CrushIns to keep your base running. After a couple of successful deliveries, the base will be able to automatically collect the resources, so you don't have to keep running after them.
Added new Kerbal types
This release includes new specialist professions for Kerbals: Biologist (for hydroponics), Farmers (for farms), Miners (for scroungers), Technicians (for fertilizer & shinies factories), Geologists (for scanners).
Bugfixes
Actually created the zip on a unix machine
Maybe CKAN will be happy now.
Unix-compatible ZIP file
0.0.3 Unix-compatible zip file output