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Flotsam

Apr 9, 2024 @ 9:16am
0.8.0: The Farmer is ready for testing!
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Showing 16-30 of 32 comments
Nebelbiber Apr 18, 2024 @ 11:39am 
Originally posted by 310076222681-0001:
Water Tanks nearly doesn;t work at all - they are not filled, sometimes a little - seems very buggy.

Yeah, please fix that. I remember having that bug several updates ago, and it's almost game-breaking.

Originally posted by 310076222681-0001:
Foodtruck recipies demand icky food as indgedients - very difficult to produce and prevent my idiots to eat that stuff in the morning instead of ordinary food. Two consequences - they have bad moods and in can't cook yummy meals in the foodtruck - there has to be some handling help which food is free for consuming.

The problem is that the drifters prioritize eating icky food over better food. It's just the wrong way around.
Pajama Llama  [developer] Apr 23, 2024 @ 2:09pm 
Update to experimental

Early Access 0.8.0e2
  • Added freshwater farming, you can now grow crops! Crops grow by consuming water and can be harvested once fully grown.
  • New Construction: Field (1x1 - 5x5)
  • New Crop: Corn
  • Temporarily added Corn to supermarket landmarks, which can be used to cultivate more Corn.
  • You can now make 'Corn on the Cob' and 'Gobbler Chow' using Corn.
  • Selecting drifters in the drifter overview while the 'LevelUp' filter is active now opens the Drifter Expertise page.
  • Added various animations.
  • Various small fixes and balancing.

Fixes
  • Fixed issue where Water Storages would not take water.
  • Fixed issue where Icky and Ordinary food was prioritized over Yummy food.
Last edited by Pajama Llama; Apr 23, 2024 @ 2:09pm
Pajama Llama  [developer] Apr 23, 2024 @ 2:15pm 
Originally posted by PhoenixMastM:
I think you need to reduce the amount of spores or change how they're found, I've got 4 seaweed farms and still have spare spores.

Most likely going to dump spores alltogether, will look at it soon.

Originally posted by Gyger:
Originally posted by Mr. Wiggles:
thank god no more pollution

For now.

It's not coming back in food!

Originally posted by GREENBACKS:
With this thought process about the pollution, I would say put it on just bottle fish that have not been uncorked, (MICRO-PLASTIC TOXIN) keeping somewhat a challenge at he beginning and during the game when we run out of food cause of fast population growth (keeping us at pace)

Seaweed growth would have to be based on the boats movement, keeping the boat still would have a slow rate of growth, while moving around would speed up the timer, The seed removal would be great but we could use them to call birds, rather then just a hand movement.

Fish farms would only grow one type of fish (FOR NOW!) that is still great! Can we use it to feed the birds and stack up the food buckets for later when we get bird houses.

How about the polluted wood if used would make sailors ill, it to me shows that if collected would be a bad choice! While good wood is what you seek.

I wait with great anticipation to see the new way for water collection at the beginning of the game,

I am still happy to know that small changes make the game MORE AND MORE FUN each time you update it, No matter what your fan base is still here

Yeah pollution will be based on polluted items / regions further down the map and/or optional. (depends on testing the design when we get there!)

Fish Farms only make Gobblers for now, Nibblers soon to feed the birds! (and the bigger fish :D )

Hadn't thought about movement increasing seaweed growth, huh! interesting
Pajama Llama  [developer] Apr 23, 2024 @ 2:15pm 
Originally posted by Nebelbiber:
Originally posted by 310076222681-0001:
Water Tanks nearly doesn;t work at all - they are not filled, sometimes a little - seems very buggy.

Yeah, please fix that. I remember having that bug several updates ago, and it's almost game-breaking.

Originally posted by 310076222681-0001:
Foodtruck recipies demand icky food as indgedients - very difficult to produce and prevent my idiots to eat that stuff in the morning instead of ordinary food. Two consequences - they have bad moods and in can't cook yummy meals in the foodtruck - there has to be some handling help which food is free for consuming.

The problem is that the drifters prioritize eating icky food over better food. It's just the wrong way around.

Fixed :)
Nebelbiber Apr 24, 2024 @ 3:59am 
Great! Thanks for the update!
310076222681-0001 Apr 24, 2024 @ 3:00pm 
Great update, one new little thing now - can't place any seeds on the duo cottage plant pods anymore. And not to forget - the Filterfenster for the storages still don't work
Last edited by 310076222681-0001; Apr 25, 2024 @ 1:48am
Shineclaw Apr 26, 2024 @ 5:00am 
Hello,

Is the Farmer supposed to be located/found like the Doctor, Botanist, Engineer and Architect?

I can't seem to find him in-game. My game is always on Betas > Experimental setting.

Thanks!
Juwdah  [developer] Apr 26, 2024 @ 5:14am 
Originally posted by 310076222681-0001:
Great update, one new little thing now - can't place any seeds on the duo cottage plant pods anymore. And not to forget - the Filterfenster for the storages still don't work

Will be fixed next experimental patch (0.8.0e3) :)



Originally posted by Shineclaw:
Hello,

Is the Farmer supposed to be located/found like the Doctor, Botanist, Engineer and Architect?

I can't seem to find him in-game. My game is always on Betas > Experimental setting.

Thanks!

We've found during testing that The Farmer overlaps a lot with The Botanist, thus for now it's the Botanist that unlocks fields,etc :)
Shineclaw Apr 26, 2024 @ 2:52pm 
Originally posted by Juwdah:

We've found during testing that The Farmer overlaps a lot with The Botanist, thus for now it's the Botanist that unlocks fields,etc :)

Thanks so much, Juwdah! I am still very much enjoying the game!
Eddy63 Apr 27, 2024 @ 3:36pm 
You should NOT remove the Drying Rack and solar sill completely. Maybe keep them in unloackble by research. I don't mind passive producers. Hell I rather prefer passive producers than having to spent another worker on an active tasks. Keep both active and passive in the game as options.
Juwdah  [developer] Apr 28, 2024 @ 8:47am 
Originally posted by Eddy63:
You should NOT remove the Drying Rack and solar sill completely. Maybe keep them in unloackble by research. I don't mind passive producers. Hell I rather prefer passive producers than having to spent another worker on an active tasks. Keep both active and passive in the game as options.

Drying rack variants are still in the tech tree. Solar Still messes with the design now, and design to come in the future. Maybe we can re-visit it then :)
Juwdah  [developer] Apr 28, 2024 @ 8:48am 
Update to experimental

Early Access 0.8.0e3
  • Implemented a new iteration of the Fish Farm. Now, you can slot in 'Broodstock' that will lay eggs. These eggs will grow into adult fish when fed, allowing you to harvest them. The Broodstock will remain in the farm and continue spawning eggs until removed.
  • Removed Extr-egg-tor as it no longer serves a purpose.
  • Removed Grilled Nibbler, Grilled Gobbler, Corn on the Cob recipes. Added Stuffed Nibblers recipe.
  • Fields will now show errors when items cannot be exported.
  • Added Animal Chow Grinder animations.
  • Added Seaweed Spinner animations.
  • Various small improvements.
  • Updated various icons.

Fixes
  • Fixed issue where pressing ESC would close a panel and open the main menu at the same time.
  • Fixed issue where you could no longer put decorations on Cottages.
  • Fixed issue where field information would stay visible in other building panels.
  • Fixed issue where some sliders were broken.
  • Fixed issue where crops no longer got exported after loading a save file.
  • Fixed issue where landmarks were no longer salvageable by boat.
  • Fixed UI issue where players would select the 'boat' option to salvage a landmark again, it would act as 'swimming' instead.
310076222681-0001 Apr 28, 2024 @ 10:15am 
Hmm, seems a Problem with the Fish Kebab (in my case electric) - there's no recipies left - so you can't cook any food at all
Juwdah  [developer] Apr 28, 2024 @ 10:55am 
Originally posted by 310076222681-0001:
Hmm, seems a Problem with the Fish Kebab (in my case electric) - there's no recipies left - so you can't cook any food at all

Probably because of recipe change. (experimental woes, sorry!)
If you deconstruct and rebuild it, does it work?
310076222681-0001 Apr 28, 2024 @ 10:45pm 
ok, that worked. Recipies are back again
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