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Colony survival youtube
Colony survival youtube













colony survival youtube

colony survival youtube

The iron ingots of the mining village are instantly usable at your main colony, and the same is true for the wheat harvest of the farming outpost. But the tech tree and stockpile are completely, automatically connected to your main colony. A small village focused on mining next to the mountain, a fishing town next to the sea, a farming outpost in the middle of a plain. We considered semi-realistic logistics to be a core part of that, and we couldn’t think of a system that we could both A.) develop in an acceptable timescale, and B.) make fun and intuitive to use for players.īut… is semi-realistic logistics actually a core requirement for ‘outposts’ gameplay? Imagine you’re able to build outposts with their own ‘secondary banners’, their own jobs, their own colonists and their own beds, in viewing range of your first and main colony. We didn’t concentrate everything in a 200x200 area (the current core CS gameplay), nor did we go 10 miles in a random direction and build a new settlement in a fully isolated area (what 0.7.0 adds to CS).Īt the start of this year, we did consider making CS more like that, with multiple settlements relatively nearby. We did explore that world and we spread out our buildings, but our settlements were all connected by roads and bridges and pretty much within viewing distance of other settlements. But then I remembered the server that I shared with Vobbert and Zun many years ago, in a certain other voxel game. You’ve got one banner, and you stick with it until you’re pretty much at the endgame, and then you can start over in a very distant location. Why should I build such a crowded place for the colonists when there is so much empty space around me? But while looking at the surrounding area from the walls of my fort, I felt a strong desire to “make it habitable”. I barely had space left above ground to place new jobs. With the Iron Age unlocked and many dozens of colonists working on trap-production, I now had an overcrowded fort with many beds crammed into underground rooms. Reddit // Twitter // YouTube // Website // Discord But the calculator concluded that the ingredients of the Golden Shield cost 230 coins already! All the work crafting the shield and its ingredients are better spent crafting linen, which can be sold for more coins with less work. The Golden Shield costs a lot of time to craft, but it can be sold for 250 coins. Until now, it has been the result of ‘guesswork’. We’re going to use it to rebalance the costs of in-game items. With the new spreadsheet calculator, we now have access to a lot of new data. This makes calculating the total cost of a product significantly more complex. And the crafting time isn’t static: it decreases when you use better tools. Some items can’t simply be crafted by a colonist, and have to be purchased from the trader with currency. How many seconds of work are required to make an anvil and all of its ingredients?Ġ.9.0 adds some major new changes to this process. Since 0.7.0, we’ve got an internal system that can ‘print’ a spreadsheet with all kinds of data, especially data regarding the total labor cost of items. Here are two screenshots of some of the new content:Īnother project was updating the ‘spreadsheet calculator’. We’ve also redone certain old icons that didn’t fit the new style and standards. The last two weeks also saw the addition of many new icons for 0.9.0-items, and 3D-models for new jobs. Properly saving these statuses for each and every monster and sending them to each connected player in multiplayer requires a minor technical overhaul, which is happening right now.

colony survival youtube

We’re also planning to have other things that can affect monsters for a longer time, like poison. This requires new info to be saved for each monster though. We’re planning to add traps that can drop caltrops, which would slow down monsters. Zun is now working on a new effect: slowdown.

COLONY SURVIVAL YOUTUBE UPDATE

We’re still planning to update it though. They’ve also received their own, new 3D model. They are properly reloaded by special colonists, and there are now also variants of traps that can drop items on monsters that pass below them. Traps were very much work-in-progress two weeks ago, and they’re a lot more finished in our current internal dev build. This resulted in massive support: lots of you shared their enthusiasm! That was great to see, and it strengthens our dedication to this plan.

colony survival youtube

Last Friday Blog mentioned the idea of ‘outposts’. All mentioned changes concern the internal, unreleased dev build















Colony survival youtube