Rocket crew modules actually have interiors now. Major incline! Also makes sense since I guess the landing sites on other asteroids might be less than habitable.
Microwave ovens are for losers, bring out the gamma ray ovens for making popcorn.
Also there is new shit around the map, such as teleporters (connects two asteroids without needing to fly rockets between them) and warp conduits. Not sure what the latter do, maybe they power the teleporter.
Man this is shaping up to be a fucking great expansion, and that is even before we get to see what radiation and nuke tech work like.
EDIT:
How about some RAD new creature breeds eating uranium and depleted uranium? Ignore the Taco-speak text.
I guess the regolith is also on the nuclear diet menu due to containing tasty trace atoms of helium-3 from solar wind for fusion.
BTW I got into the Alpha, some random shit I saw so far:
Duplicant random generation and traits have been expanded. Now you can sometimes roll dupes that start with a skill, such as the tier 3 mining skill allowing them to dig through abyssalite without leveling up first or grilling to start cooking food withotu spending the starting skillpoint.
Two low-tech rocket engine options, one runs on Sucrose (there's a new critter that eats sulfur which now can also be found in deposits, and the critter shits sugar, also a new plant can also be harvested for sucrose) and the other as previously mentioned runs on CO2. Apparently before you land you need/can send a rover to scout a planetoid.
There is a new swamp biome is, shitload of polluted dirt tiles, but also mud and polluted mud. Pure water and dirt is scarce, which is a bit of a difficulty for farming and research, but there's some new tech to get around that. For one there's a new building to turn mud into dirt pumping out the water with pipes, also works analogously for polluted mud. Also there's a new swamp plant that eats just polluted water making it a very good alternative to farming Bristle Berries as far as fully renewable easy farming goes, without having to find or produce more dirt. On the flip side there are no other plants to farm in a swamp biome, so I guess this balances itself out along.
Cobalt is a new metal ore found in this biome. Also apparently some planetoids can have nobium deposits deep in the core under lava and you can start the game on one of these if you want. When starting a new game you select a cluster and can pick any planetoid from it it apparently. UI and graphcis are a bit WIP for this at the moment.
Wild plug slugs are a great to help your early game power grid. They give 400 Watts during the short night period. Research large batteries, build a small battery bank and drag a cable. Will save you decent amounts of dupe-time otherwise spent running on the hamsterwheel generator. They always sleep in the same spots hanging from the ceiling and the "power socket" is in the lower tile (they are 2 tiles long, kind of like Dreckos).
They also generate 1600 Watts during the night when tamed apparently, and you get hydrogen from eating metal ores which you can burn for power as well. I think these might be quite viable as a power source on a metal rich spacerock or later in the game when metal scarcity stops being an issue.
Seafood such as cooked fish increases radiation resistance somehow according to the description. Hopefully absorbing RADs leads to weird ass mutations.