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-Fix large part of laggyness of npc's / players / arrows etc on servers; Now uses unreliable networking for non-critical data
-Move crafting recipes over to the server, to prevent cheating (and better modability for servers)
-Fix text in the tooltip of the command tool popup not being correctly localized (said popuptooljobwheata etc)
-Added vietnamese translation (credits go to "Pinkp7996@gmail.com")
-Added chinese translation (credits go to "兰局嘉段机务" via the steam forum.)
-Fix floating arrows hanging around colonies if you came in from beyond their view range.
-Fixed arrow data being sent to players beyond view range
-Fixed monster death & npc death data being sent to players beyond view range
-Fixed audio data being sent to players beyond view range
-Fixed player position updates being sent to players beyond view range
-Fixed block updates being sent to players beyond view range
-Finally remove the spear prefab from the server, which has not been used for over a year.
-Added Italian translation
-Added Traditional Chinese translation
-Optimized monsters on the server - server load from monsters reduced by a lot
-Limit the amount of active ragdolls to the closest 25. Massively improves the 'morning lag' from masses of dead monsters.
-Optimized rendering of npc's on the client. Sadly this means no more colonist shadows.
-Lowered draw distance of monsters to about 100 blocks, down from 250.
-Lowered draw distance of colonists to about 150 blocks, down from 250.
-Lowered draw distance of arrows to about 50 blocks, down from 250.
-Lowered draw distance of players to about 150 blocks, down from 280.
-Lowered max distance of some audio effects to 100 blocks, down from 250.
-Optimize ragdoll ground collider generation. (Reduces lag caused by ragdolls)
-Tripled crafting speed of bricks for the smelter (smelts 3 clay to 3 bricks at once now)
-Fixed nearly seizure inducing day/night cycling when changing worlds
-Fix some dodgy time progression in the skybox (use unreliable networking for time data)
-Added a seperate server thread for handling the sending of network packets
We’ve had an amazing launch last Friday. Major thanks to everybody who purchased the game! It was amazing to join random servers and see people enjoy the game, to read all the reviews and to watch all the videos you’ve put online.
We’ve released version 0.1.14 Friday. By Tuesday we had already reached version 0.1.18. We’ve tried to fix or improve the most common bugs and problems.
Version 0.2 is the first time since release that we add new jobs and significantly impact the production chain of existing colonies. We’ve added berry farmers, who are a source of quick and easy food in the first phase of your colony. No more two days of waiting, no more bakers, just instant food.
Bread production has become more complicated, but is ultimately more efficient than berry farming. You’ll need to place a grindstone now to recruit a colonist who converts wheat into flour. Bakers can only use flour to bake bread.
This update will hopefully help to make the first phase of the game better.
-Added a grinder, to grind wheat to flour
-Added a berry farmer, an easier way of food production
-Added merchant recipes to buy wheat seeds, dirt and grass
-Added Spanish translation (We received 2 seperate translations - sorry to the one that didn't make it!)
-Added quickstart to translatable files (text instead of images)
-Added changelog menu in info menu
-Tweaked baker crafting speed / efficiency
-Nerfed iron ingot crafting massively
-Fixed guards having trouble with shooting monsters if there's multiple guards shooting
-Halved guard rate of fire (to compensate for better shooting with multiple guards)
-Updated part of the chinese zh-CN translation
-Fixed a pathfinding precalculation bug - this fixed all the received test cases (no siege mode for 15+ minutes, where previously it triggered within minutes).
-Enabled unity error reporting (anonymously)
-Allow running the game without a properly initialized steam api. This fixes the 'shutdown after reaching main menu'.
-Add active graphics API to version text, hide version text when ingame
-Added support for DirectX12 and OpenGL (via override or automatic fallback)
-Updated unity version
-Ragdoll monsters instead of making them disappear when they unexpectedly lose ground / are underground
-Added various changes to increase saving consistency
-Added retrying of saving/loading files, in case the file is in use by another program (anti virus for example)
-Set server processor priority to 'above normal' by default, as the OS does not seem to really care about the responsiveness of background tasks.
-Fixed an issue where rightclicking with items on a full stack cleared the dragged items
-Fixed forester planting sapplings that would grow outside of the forester area
-Fixed banners in siege mode using lots of power from the server; only check once a second if siege mode can be resolved instead of 50+.
-Fixed an issue where the tooltip would get messed up in the stockpile
-Fixed an error cauesd by clicking on the first empty spot of the stockpile
-Fixed a wrong translation key for "Too narrow field for trees", in the command tool
-Fixed server stats glitching out of its position
-Fixed client stats overlapping with colony data
-Fixed selection area 'not flat' unclarity; show selection at 'top' level of selection, instead of lowest
-Fixed an issue where recruiting a colonist would use significantly more than 50 food
-Replaced the "host server button" with text describing how to manually open a server. The button messed up steam (couldnt launh games as server was active)
-Tweaked sensitivity sliders to be more useful in the low end
-Forced vsync on for main menu
-Renamed "steam unlisted" to "steam non-public"
-Reordered crafting recipes
-Reverted unity version; new one seems to crash people more often
-Improved server disconnecting, hopefully fixing the 'crash on quit' causing corrupted worlds, and more reliably closing it.
-Fix null ref exception upon quitting the game.
-Fix errors in version updater due to non-existent directories/files
-Made loading more resilient, so one error doesn't break everything.
-Fixed a variety of other smaller errors & catch some errors to prevent cascading of them.
-Set default limit for berry seeds in the shop to 0
-Fixed a possible cause for crashes upon exit to main menu
-Fixed an issue where the crafting limits interface was empty until it was dragged a bit
Fix for wheat lag (the most prominent), jumping with lower framerates, hopefully fixed some crashes. Monsters punch the banner to kill random colonists upon reaching it.
-Added cherry tree & saplings (no job)
-Added red planks
-Added black planks
-Monsters now start punching the banner upon reaching it, killing a colonist every so often while doing so.
-Added Brazilian Portugese localization
-Updated japanese localization to 0.2.0 (and minor fixes) (via github)
-Small format fix to the french localization (via github)
-Fixed allowing the server to run multiple times at once.
--Now you can only run 1 server at the same time per game install.
--To host a server and play singleplayer at the same time copy the server to another folder.
-Made a seperate rendering system for custom meshed blocks using instancing
--This fixed the massive lag caused by mass wheat growth/harvesting/planting
--Disabled shadows on custom meshes beyond ~48 units
--Framerate is much much more consistent, and slightly higher in most situations
--Allows use of normal/height maps on meshed blocks
-Fixed inaccurate player collision in 1 direction
-Fixed inability to jump caused by low framerate ( < 15 or so, also fixes jumping during lag spikes)
-Fixed a case where monsters would just walk back and forward; they only retarget if their new target is actually closer (path-wise instead of direct)
-Fixed the inability of zombies to recalculate a path (they won't walk into a block and die one after another anymore)
-Fixed an issue causing torch shadows to update excessively
-Fixed issues caused by the game assuming another current directory than the one it is contained it.
-Fixed the fully grown wheat stage using the banner's albedo color
-Halved cpu use of rendering point lights
-Removed ~2 kB of garbage generation per frame
-Removed spear.png icon (really, the spear hasn't been touched for > 1 year)
-Updated unity to 5.6.2f1, hopefully fixing the most common crash
-Fixed a missing changelog, add dates to 0.2.1, 0.2.2
-Added another check to ensure the server quits upon client quit
-Nerfed glitched flight speed to 1/5th of base flight speed (with no boost)
-Updated logTemperate & logTaiga textures
-Added 1 achievement for getting a cherry sapling.
-Fixed flashing lighting when changing worlds (again, now also fixed backwards in time)
-Fixed an exception for trying to delete a non-existant file (part of savegame)
-Fixed an exception for reading empty json files (consider them non-existant now)
-Fixed an exception when writing savegames where part of the path would not exist
-Fixed an issue where you could load world on a deleted world (created new world, 'Invalid launch')
-Stopped showing world folders without settings.json files (basically, empty folders / failed deletions)
-Added russian localization
-Moved types.json to the server; the client downloads it from there.
--Includes drop types/amounts upon removing an item, destruction time per block
-Moved parts of settings/client.json to the server;
--See settings/serverperclient.json for the list.
--Includes building speed, jumping, gravity, drag, swim speeds, fall damage
-Added version checking to the client and the server, to prevent incompatible combinations.
Mostly a vast amount of performance fixes.
-Added fi-FI translation
-Added fr-FR translation (partial)
-Updated ru-RU translation (added manual as well)
-Updated fr-CA translation
-Updated es-ES translation
-Updated zh-CN translation to 0.2.*
-Updated jp-JP translation to 0.2.* (sorry, apparently 0.2.3 didn't actually apply it)
-Substantially increased server performance
--Reduced load of monsters by multiple factors
--Reduced network usage in a 300 people colony by 90%+
--Reduced load from active chunks by ~tenfold
--Various smaller optimizations
-Substantially increased client performance
--Improved network code, simpler npc movement code -> better performance
--Improved npc indicator performance (only update ~30 times over the time, instead of every frame)
--Halved cpu load of rendering instanced meshes
--Optimized meshes (wheat etc) for display;
---Opt-in height/normal mapping, add a customData node in types.json with "useNormalMap" : true, or "useHeightMap" : true to opt in.
--Optimized terrain meshes for display
--Various other, small optimizations
-Monsters will now die after killing their 2nd colonist
-Possible fix to some client crashes
-Fixed being able to mine below the world and getting a glitchy "grass" block.
-Fixed stockpile interface breaking if there are more items than default slot count
-Fixed stockpile interface not being scrollable
-Fixed issue with massive footstep spam when rendering at more than ~250 fps
-Added a scrolling list to the world list on the server (so you can load more than the most recent ~10-20 worlds depending on window size)
Summary:
-Server mod support
Things you'll probably notice:
-Limit audio distance properly (i.e, don't hear farmers/miners from 100 meters away)
Things you may notice depending on use case:
-Added pl-PL localization (credits to Makalik)
-Updated the de-DE localization
-Updated the fr-FR localization (covers more)
-Added a basic mod api (for C# code) to the server (includes some examples)
Things you probably won't notice unless it affects your use case:
-Changed server to connect to the loopback IP directly for singleplayer instead of "localhost"
-Fixed server log breaking with multiline messages
-Added NPCCount & MonsterCount stats to the server
Things internally (for modders / ourselves):
-Fix types.json & crafting.json to adhere to json spec
-Fix json writer to adhere to spec for booleans.
-Allow miners to be placed on blocks that aren't the lowest layer (can't obtain infinite blocks legit though)
-Add setting in types.json to make a block mineable by the miner.
-Revamp npc texture pipeline (removed /cache/ folder, merged some textures)
-Fixed the game sort of breaking if there are blocks in the world that do not exist in types.json anymore.
-Moved the texture mapping types.json to the server (gamedata/texturemapping.json now)
-Redid passing arguments from the client to launching a server, now goes through a -uselaunchfile arg + a file in the savegames folder.
-Types.json now defines which icons types use
-Types.json now defines which mesh types use
-Removed "isAutoRotatable" magic tag, use manual isRotatable tag, see existing types for how to.
Hotfix later (2017-07-22)
-Fix icon missing for cherrysapling
-Fix the server log performance (it was terrible, truly, could freeze servers)
Welcome to Colony Survival 0.3.0!
In 0.3.0, we’ve made a start in adding mid to late game content. There is a new goal beyond survival: scientific research.
There are three new jobs in 0.3.0: the tailor, the technologist and the scientist. The technologist crafts Science Bags, and they’re used by the scientist to unlock new technologies.
The Science Bags have been designed to give purpose to items that otherwise only have cosmetic value.
The technologies currently in the game don’t unlock awesome new content, only basic HP upgrades. We’re now working on new jobs and new weapons that can be unlocked with the scientist.
Other changes in 0.3.0:
- production of certain items has been slowed down
- flax seeds are a lot cheaper now
- the main problem with saving has been fixed
- significantly increased mod support
- a good list of fixes
- 5 new achievements
More information can be found in the blog and the full changelog below. We hope you’ll have a lot of fun with the new science system, and we’d love to hear your feedback!
Changes:
-Added tailor job
--Added tailor shop block
--Added blue carpet block
--Added yellow carpet block
--Added red carpet block
--Added clothing item
--Added linen item
--Added science bag item
-Added technologist job
--Added technologist table block
--Added life science bag item
--Added basic science bag item
-Added scientist job
--Added science lab block
-Added 12 researchables:
--Increased health regen speed I -> IV
--Increased health regen max I -> IV
--Increased health max I -> IV
-Added 5 new achievements
-Added audio to arrows hitting blocks
-Tweaked standards limits for a variety of blocks
-Decreased flax farmer yield by 50%
-Decreased iron mining speed by 40%
-Decreased gold mining speed by 40%
-Changed stack size of dirt, grass to 200
-Changed stack size of stone bricks, bricks to 100
-Changed gold cost of buying 100 flax seeds from 200 to 30
-Changed gold cost of buying wheat seeds from 2 gold per seed to 1 gold per 2 seeds
-Added an indicator to the language menu of how complete a translation is.
-Added option for custom port numbers for the server
-Improved ability to join through friends menu
Localization changes:
-Added some witty type tooltips
-Added da-DK locale
-Added cs-CZ locale
-Added el-GR locale
-Fixes/additions to de-DE locale
-Fixes/additions to fr-FR locale
-Fixes/additions to ru-RU locale
-Fixes to nl-NL locale
Fixes:
-Fixed the 'missing item' indicator for npc's being incorrect if the missing item is not the first of a recipe.
-Fixed npc's not using specularity/smoothness maps (oops...)
-Fixed npc's not using trilinear/anisotropic filtering (oops...)
-Fixed lit oven sometimes having 2 lit 'front' sides
-Fixed an error that occured when clicking outside of the chatbox when it is opened
-Fixed laborers missing tools for jobs not going to sleep
-Fixed some threading conflicts on the client
-Fixed some callbacks not triggering in some block change situations; for example placing job blocks in water.
-Fixed an issue in saving that meant regions could never shrink (but it didn't seem to affect the game for the rest)
-Fixed an issue where the ChunkQueue thread would slow down slowly with increased load
-Fixed an issue where regions would not be saved or get corrupted because the game quits before the saving is done.
-Fixed incorrect area selection color after triggering the 'onremove' popup
-Fixed VAC checks not working (probably) (and made it opt-in instead of forced on for server)
-Fixed an issue with the game returning to the main menu due to timeout while actually loading correctly. (reset timeout everytime a packet is processed)
Modding changes:
-Added [ModCallbackProvidesFor("")] and [ModCallbackDependsOn("")] attributes
--ProvidesFor makes sure this callback is called before the passed callback (assuming same callback type)
--DependsOn makes sure this callback is called after the passed callback (assuming same callback type)
--Naturally does not handle circular dependencies
-Made [ModCallback()] require an identifier string, for use with the ProvidesFor / DependsOn attributes.
-Added OnQuitEarly callback
-Added OnQuit callback
-Added OnQuitLate callback
-Added OnSavedChunkToRegion callback
-Added OnSavedRegionToDisk callback
-Added OnLoadedRegionFromDisk callback
-Added OnLoadedChunkFromRegion callback
-Added OnPlayerMoved callback
-Added AfterDefiningNPCTypes callback
-Added OnTryChangeBlockUser callback
-Added OnResearchableCompleted callback
-Added AfterModsLoaded callback
-Added OnTerrainGeneratorBase callback
-Added OnTerrainGeneratorStructures callback
-Added OnPlayerDeath callback
-Added OnPlayerRespawn callback
-Split OnPlayerConnected into OnPlayerConnectedEarly and OnPlayerConnectedLate
--Use OnPlayerConnectedLate for sending chat messages
-Moved all the non-player crafting recipes to the APIProvider mod.
-Added ItemTypes.RemoveRawType method
-Added ItemTypes.GetAllRawTypes method
-Added ItemTypesServer.TryGetTextureMapping method
-Added ItemTypesServer.ContainsTextureMapping method
-Added ItemTypesServer.RemoveTextureMapping method
-Added ItemTypesServer.GetRegisteredTextureMapping method
-Added Player.SetTemporaryValue / Player.(Try)GetTemporaryValue, to store arbitrary data per player by a string key (doesn't load/save)
Internal(/Modding) changes:
-Added 4 base game mods:
--Pipliz/APIProvider
---Contains base classes to deal with defining npc's, recipes, researchables
--Pipliz/BlockNPCs
---Implements the existing block/crafting jobs as a mod.
---This took a lot of work.
--Pipliz/BaseResearch
---Provides the base game researchables
--Pipliz/WorldConverter
---When enabled provides an interface on the server that allows moving a worlds' region files from one itemtypetable to another
-Deleted Pipliz/Example mod now that there is a real base mod.
-Added jsonnode.ClearChildren() method.
-Added jsonnode.RemoveChild(int) method.
-Added npcInventory.IsEmpty property.
-Changed npc inventory saving format
-Disabled pretty printing of JSON for anything 2 nodes or deeper. Nearly halved some json save file sizes.
-Removed majority of Pipliz.Extensions.IList<T> methods & their uses.
-Removed /setlimit, /getlimit and /resetlimit commands
-Changed a large amount of methods / callbacks to use Players.Player instead of NetworkID.
-Changed itemTypesServer class to allow registering / changing individual callbacks, and to get/set entire type-callbacks for modifying existing ones.
-Moved mods' Help.txt file to the mods root folder
-Renamed/changed ServerManager.(Try)SetBlock(User) to be more clear in its usage / parameters
-Changed frametime graph to be based on 10 fps = full graph.
-Fixed stats graph on the server not showing the initial AI buildup.
-Changed localization files to include 'missing' keys and a coverage tracker for easier ideas of what needs to be done.
-Fixed an issue with assemblies loading order; now all assemblies are loaded before they're parsed.
-Removed World.SetTypeAtSilently
-Reduced logging from NPC's that can't find a path
-Removed blockTracker.Count
-Added vector3Int.ToRegion, vector3Int.ToRegionLocal
-Improved Threaded collection performance
-Better handle missing texture files
-Added some error handling for trying to save invalid chunks (to prevent the entire region from failing)
-Added threadWrapper.IsActive
-Renamed Pipliz.Math.EuclideanDistance to Pipliz.Math.ManhattanDistance
-Allow infinitely repeating crafting recipes
-Added an error when attempting to override a mod callback (instead of a vague exception)
-Added exception handling to isolate OnAdd/OnRemove/OnChange/OnUpdateAdjacent callbacks
-Fixed error caused by texturemappings refering to a non-existent png, fallback to error/neutral now.
-Fixed missing argument to logging when attempting to override a callback
-Automatically backup log files from the client and the server to {gamefolder}/logs/{client,server}/
-Added more info the the version text on the client (buildID and platform)
-Added type Air to BuiltinBlocks
-Added InventoryItem(string, int) constructor
-Added Recipe (InventoryItem, List<InventoryItem>) constructor
-Added Recipe (List<InventoryItem>, InventoryItem) constructor
-Added Recipe (InventoryItem, InventoryItem) constructor
-Added RecipeFueled (float, InventoryItem, List<InventoryItem>) constructor
-Added RecipeFueled (float, List<InventoryItem>, InventoryItem) constructor
-Added RecipeFueled (float, InventoryItem, InventoryItem) constructor
-Updated authentication code used from steam api (years old api to current)
-Improved stockpile & NPCInventory methods
--Added proper Add / Contains / Remove / TryRemove methods
--Added overloads for (type, amount), (item), and (IList<item>) to Add, Contains, Remove, TryRemove
--Add returns void now instead of bool, as it can't fail anymore (since 0.1.something)
--Remove now returns void, old behaviour is similar to TryRemove now
Regression fixes/changes to 0.3.0 changes after build of 2017-08-05:
2017-08-08:
- Fixed an issue with indirectly removing banners by destroying the block below it
2017-08-09:
- Doubled cost of linen (1 flax to 2 flax)
- Change APIProvider.Jobs.Register to be split into a Resolve function and the original Register.
-- Use 'ClearType', 'Register' and 'RegisteredTypesEnumerable' inbetween Register and Resolve to change npc types before resolving them.
- Made several base job functions from the APIProvider virtual
- Allow multiple onAdd/onRemove/onChange/OnUpdateAdjacent calls to be registered to the same block
- Half cost of linen again (lol) 2 flax -> 1 flax
- Decreased flax production by 3 per plant to 1
Regression fixes/changes to 0.3.0 build of 2017-08-09 (1):
- Fixed jobs registering 9 times for removal/placing
Regression fixes/changes to 0.3.0 build of 2017-08-09 (2):
- Fixed workbench recipe for tailorshop requiring 'sciencebag' instead of 'linenbag'
Regression fixes/changes to 0.3.0 build of 2017-08-09 (3):
- Fixed chatbox issue, where pressing space while it is active (but not typing) would start typing.
- Fixed tooltip of inventory hanging around after closing
Regression fixes/changes to 0.3.0 build of 2017-08-10 (1):
- Fixed an out of bounds access caused by the threading fix
Regression fixes/changes to 0.3.0 build of 2017-08-12 (1):
-Changed TryChangeBlockUserData class, used for the OnTryChangeBlockUser callback
--Old behaviour maps like this: position -> VoxelToChange, typeNow -> typeTillNow, typeNew -> typeToBuild
--Added voxelHit, voxelHitSide, typeSelected, isPrimaryAction
Regression fixes/changes to 0.3.0 build of 2017-08-20 (1):
-Undid the 'non public server browser' fix, as it also made those games unconnectable. :(
Regression fixes/changes to 0.3.0 build of 2017-08-25 (1):
-Fixed a bug causing the npc's to craft freely
Patch of 2017-08-26 (1):
-Fixed an issue with unvisible npc's if there are undefined itemtypes in the stockpile
-Randomize idle cooldown of npc's to spread out their calculations
Patch of 2017-08-28 (1):
-Some updates to the es-ES locale (0.3.0 mostly)
-Some fixes/updates to the de-DE locale
-Fixed max health not updating after completing the research for it.
-Possibly fixed an issue where a server would become unconnectable for a player until it restarts
-Fixed oven/furnace staying on when the colonist moved away
-Added virtual OnChangedGoal in base blockjob
-Added virtual OnRecipeCrafted in base crafting job
-Added a warning when trying to access a JSONNode via GetAs<T> while it isn't a value.
-Added a check to the Recipe constructor for type != 0 && amount > 0 for every item
Welcome to update 0.4.0!
We strongly recommend you to start a new world. The new ores are fundamental to your colony and do not spawn in old worlds. The new guard system is incompatible with the old quivers. Monsters might not spawn, permanently enabling siege mode. Because the new world is a lot higher, water might flood your old world. You can always restore the game to the 0.3.0 version and continue playing in your old worlds.
The update adds a lot of new items, jobs, monsters and weapons. The gameplay is different from what you’re used to. Both flax and the science lab aren’t end-game content anymore, they’re important at the start of your colony. Place the science lab as soon as you have a spare colonist. You’ll need it to unlock the anvil, which you’ll need to craft arrows. Your first guards should be slingers. Ores and dark stone blocks can be removed by players now, and you’ll need to do that to dig deeper and find new ores. You can find ores by digging into the side of a mountain as well. For more information, read the updated help menu (press F1) or the blogs on Steam. If you encounter any bugs or badly balanced features, please share your feedback on Steam, Discord or Reddit!
-Added 11 blocks
-Added 36 new items
-Added 15 researches to unlock the new items
-Added 3 new guard types
-Added 5 new crafting jobs
-Added research to expand the banner safe radius
-Added 3 different zombie strengths & 3 different speeds
-Added NPC & Monster health
-Added the ability to punch monsters & npc's
-Added automatic stockpile sorting (so it's a bit easier to find items)
-Fixed an issue with non-ASCII paths ("Program Dosyaları" specifically) breaking the game.
-Fixed multiple issues related to pathfinding making inefficient routing
-Fixed torches and other non-solid blocks 2 blocks above the base layer blocking field creation
-Fixed colonists only eating from bread if there's enough of it. Now it'll balance between food types (trying to keep total food value equal between stacks)
-Fixed an issue with recipe limits being shared for all recipes with the same outcome (i.e, taiga logs -> planks & temperate logs -> planks)
-Fixed an issue where the game would not properly use it's gamedata directory if launched from with a non-standard working directory
-Fixed an issue where players would connect longer/deeper than desired when they are refused for any reason
-Fixed a bug in the pathfinding precalculation where it may fail to mark some positions as traversable
-Updated Unity version from 5.6.2f1 to 5.6.3p2 fixing various issues (& a 40 MB memory leak)
-Fixed an issue with the client not properly receiving the disconnect packet when kicked
-Fixed some of the issues with timeouts in the connection screen, by vastly improving the connecting scene logic
-Moved nearly all gamedata files to the server, to allow for a better modded server experience. (no need for clients to install files)
--This includes audio, localization, meshes, textures, icons, npc textures, water textures
-Optimized pathfinding, it now runs about 3-4 times as fast (while being better).
-Optimized the chunk updater, significantly reducing the performance cost of active chunks
--Active chunks are checked a lot less when they're active due to a banner
--Autosaving checks are now seperate from unloading checks
-Optimized the AI path precalculation - it takes about 40% of the time it used to (lowered cpu load of server upon moving / loading)
-Added compression to the servers' voxel data per chunk (saves up to 50%-ish of RAM)
-Optimized torch rendering; reduced time to render for torches by 33-90% depending on scenario. Improves fps in tests by between 0 & ~20%
-Tweaked scroll sensitivity for the stockpile, crafting menu, science menu and crafting limits menu
-Fixed crafting limit slider to use sensible numbers
-Fixed being able to open the help menu while in the escape menu
-Very large list of internal / mod related changes and minor changes. Haven't kept it up to date (grew too long, and was adding fixes to fixes).
Hotfixes post release:
1) Bump multiplayer matchmaking version to 0.4.0.0
2) Fix an issue where the stockpile would be emptied entirely if a colonist ran out of food
3) Fix an issue where npc indicators slowly turn invisible
Added a command line wrapper so the game can run on a vps. Use colonyserverdedicated.exe (works on linux as well, it's mono)
Added a dedicated server tool to steam / SteamCMD - app_id 748090
Added configurable job crafting priorities; by default ammunition types are high priority, ingredients medium and the rest low priority.
Added "/lootall [amount]" command, to loot most notable blocks.
Guards now prioritize zombies with health closer to their max damage (slingers shoot weak ones, muskets strong ones), in addition to shooting the closest one.
Improve usability of the crafting limits interface: Limit shown is now the actual limit of items made, not recipes made. Also shows missing ingredients in red, and the amount currently in the stockpile.
Added a 3x damage modifier if punching with an iron sword
Usage of "/setflight" is now stored (no need to type it every time)
To eliminate some confusion, unused stockpile slots (the white ones) above 60 (the initial ones) will be removed when unused
Possibly fix an issue where colonists would randomly fail to find a path once (but succeed on repeated attempts)
Increase path complexity limit because increased pathfinding performance allows it
Fixed an issue where others' banners would be less safe for you then for them (the half-half colored block from other banners was not safe)
Changed npc code to update less often (more performant)
Slightly improved performance from lots of npc progress indicators
Fixed an issue causing the server to re-save all player data despite most of it being untouched
Improved server quitting speed by multithreading a part of it
Improved server loading speed by multithreading a part of it
Fix siege mode being activated while loading a world
API/mod related stuff:
Refactored NPC.JobTracker a bit to make it more accessible
Removed implicit InventoryItem <-> JSONNode casting operators
Added TotalHealth, CurrentHealth and MovementSpeed to IMonster
MonsterTracker.Find now takes a preferedHealth argument, for selecting monsters close to that health
Opened up Inventory class for more mod use. Do note that client side changes overwrite the inventory (it's not intended for server side changes yet)
Removed BlockJobBase.TimeBetweenJobs, use state.OverrideCooldown in the OnNPCDoJob / OnNPCAtStockpile methods
Removed BlockJobBase.OnNPCDoJob / OnNPCDoStockpile, use OnNPCAtJob / OnNPCAtStockpile instead. The 'wrapper' method is no longer needed due to the TimeBetweenJobs change
Added CraftingJobBase.CraftingCooldown (get/set), for per-job changes to crafting times. Implemented as a static field per existing job
Changed MonsterSpawner.TryGetSpawnLocation to return an ESpawnResult (to check for 'not yet loaded' areas and not trigger siege mode for it)
Added support for tooltip requirements for recipes with more than 4 recipes
Added Server.MeshedObjects.ClientMeshedObject.SendMoveOnceInterpolatedPosition - to spawn a mesh and move it from {a} to {b} on the client
Added defaultPriority optional argument to recipe constructors
Changed zombie updating script:
- Don't teleport anymore when the server lags. (they pause instead)
- Significantly better performance for zombies that are "just walking"
- Significantly better performance for zombies that are looking for other targets to consider
- Overall, servers should support 2-8x as much zombies as on 0.4.1, depending on how complex mazes are.
Changed player collision scripts substantially, fixing ground phasing issues (not the ones where you place blocks on a player though)
Changed savegame region saving to be more resistant to crashing. This does <not> solve the problem of jobs being broken after a server crash, but does fix regions resetting
The items required for a npc to take a job are now refunded upon them leaving that job
Temporarily limit the "delete" button in the load world menu. It has to be clicked 3 times in a row to work, this should be improved in the future (a full confirmation box)
Fixed a variety of crash issues (related to the new torch rendering from 0.4)
Fixed an issue causing the wrapper to crash
Fixed an issue leaving the colonyserver process open if the dedicated wrapper crashes
Fixed the requirements text of crafting limits to work with > 4 requirements
Shorten stockpile counts of > 100 000 to > 100K
Added korean localization
Significant update to simplified chinese localization
Update to german localization
Small update to spanish localization
Fixed crossbowbolt tooltip missing (typo in locale)
Modding changes: For the new situation see the callback documentation at gamedata/help/modding_callbacks.txt
OnNPCJobChanged callback now has an argument of type TupleStruct<NPC.NPCBase, NPC.IJob, NPC.IJob> instead of only NPC.NPCBase. The 1st job (tuple.item2) is the old job, the 2nd is the new job.
Welcome to Update 0.4.3!
We noticed that the added complexity of 0.4.0 made the game difficult to understand for new players. To streamline the early stages of building a colony, non-vital content has been locked behind research. We hope this will make the game less overwhelming for new players. We understand that it might be annoying for more experienced players and people who've already started colonies. The research costs are low to make sure they can unlock the content they were used to quickly. We've also worked to make the research menu more aesthetically pleasing.
Changelog summary:
-New colonies don't start with wheat seeds and flax seeds anymore, but gain them by unlocking the related research
-New colonies start with extra straw to compensate for wheat being locked behind research
-Swords actually deal extra damage now
-We added a shortcut to the science interface in the Banner Menu.
-We've motivated the tailor to work quicker
-Wheat farmers, flax farmers, archers, crossbow guards, matchlock gunners, ovens, grindstones, kilns, splitting stumps, mints & shops are now locked behind (mostly quick & easy) research
-Categories in the science interface are now labeled clearly; available, unavailable & unlocked.
-Unavailable research is now black & white, to make it appear less overwhelming and important
-Added a text to to the science interface that explains how to recruit scientists
-Updated some tooltips to better reflect the changes in 0.4.0
Full changelog:
-Changed science menu to be clearer & more beautiful
-Changed mint & shop recipes to require research to be done first
-Changed wheat farming to require research to be done first
-Changed splitting stump recipe to require research to be done first
-Changed kiln recipe to require research to be done first
-Changed flax farming to require research to be done first
-Changed the shop recipes to all use bronze coins
-Changed the torch recipe to use firewood instead of charcoal (and made the player cost equivalent to the npc cost)
-Changed science lab recipe to require planks instead of coated planks
-Grayed out buttons in the command tool for jobs that are not researched yet
-Boosted tailor throughput in making linen
-Hitting a npc/zombie while carrying an iron sword now does more damage
-Fixed the crafting limit field having issues with values above 9999 and below 1000000
-Fixed changelogs not being included in the build (broken for 0.4.1, 0.4.2)
-Updated unity from 5.6.3p2 to 5.6.4p2
-Fixed the recipe requirements in the crafting limits inventory checking the requirements in the inventory instead of the stockpile
-Make water listen to the "shader quality" option
-Fixed an issue where modded research was reset if the game was loaded without that mod (due to incompatibilities for example)
-Shortened ammo counter to 100K etc if it's over 100 000.
-Fixed missing comma in settings/server.json (no ingame impact)
-Fixed an issue when running the dedicated server wrapper with another directory as working directory in the commandline
-Added a button to go to the science menu in the banner menu
-Disabled the hotbar in the science menu
-Sorted banner radius 1 research requirements to match the iteration requirements
-Added copper/copper nails to localized files
-Merged the default mods' modInfo.json files together
-Changed miner tooltip to reflect the changes to the ore system
-Changed berry farmer tooltip to be consistent with the others
-Changed a few tooltips to better describe what the block/item is useful for
-Renamed japanese locale from jp-JP to ja-JP
-Updated de-DE locale
-Updated fr-FR locale
-Updated es-ES locale
Modding changes:
-IResearchable.OnResearchComplete now takes an additional Server.Science.EResearchCompletionReason parameter, to indicate if it's completed due to loading or due to researching
-Removed Colony.Location - Use BannerTracker combined with the owner to get a banner location
-Improved support for multiple banners under a single colony