My Colony v3.2.0 Released
The 10th anniversary series of My Colony updates continues with the v3.2.0 patch, adding further fixes and QoL improvements as suggested and reported by the community, so let's take a look at what is new!

I am still trying to get Education right in the new simulation engine, and I made some additional changes to educational utilization. It's still not how I want it and most education buildings remain under utilized, but it's not exactly number one priority now, so I will continue tweaking that system later on.
There was an issue where importing/exporting certain resources would never unlock, regardless of what buildings a player had. Now, the Galactic Board of Trade, Altar of Commerce, League Trade Authority, and Universal Commodities Exchange should each unlock all resources for import and export.
Players have been reporting on various operating systems, particularly when system-wide dark mode is enabled, the building category filter on the sidebar was not rendering correctly. I have made theme adjustments to try to correct this, please let me know if you still see issues.
Desert World players are reporting that there is not enough Ore on the map. The desert world map was initially developed to be hard, with Ore needing to be generated by other means, but since it is now open to all civ/species combinations, I have increased the occurrence of natural Ore a bit.
In-progress building construction projects can now be cancelled mid-way through their building, which will refund the resource cost for the construction.
The context menu on the construction sidebar is now functional, including options for Build Multiple, Encyclopedia, and Find Idle. This is basically an upgraded version of the find idle unit function, as you can now target it to a specific unit type.

For players who do not with to see the Ape Coin unlock options on the tech trees anymore, you can now disable the option to unlock techs with Ape Coins in the Engine Settings menu.
The Population tab in the Command Center will now show you colony-wide stats on total housing capacity, filled housing, and vacant housing.
The quick actions bar at the bottom-right of the screen now contains a view mode toggle button, which will cycle through regular view mode, semi-transparent buildings mode, and no-buildings mode.

For users who were tired of seeing low trash warnings in their news ticker, the game will no longer create news events when there is a trash shortage.
Besides the regular Save and Quit function, a new regular Save function as been added to the Command Center, for instance where you want to just save the game but keep playing.
The tech tree now includes a hide unlocked feature, which will filter out all techs that you have already unlocked, making it easier to see what is remaining.

New Auto Repair policies have been added to the policy menu, which can be set at either a colony-wide or a district level. Auto repair can either be turned off or set to a 5 or 10 minute interval. This is basically the same as running the one-off building repair policy, just without you having to think about it.
The Utilities tab in the Command Center now shows a readout of your top utility generation sources, grouped by building type.
The Online Players tab now shows a color coded readout at the top of what operating system and platform the currently online players are using.

In addition to the features and changes added above, a whole slew of bug fixes and minor improvements have also been made in this release, all based on user feedback.
So that is it for this update. Thank you all for playing the game, keep the suggestions/issues coming in the Discord channel, and stay tuned for more My Colony goodness to come!