Alpha 42B has now hit the experimental. Again, this is Windows only, as we continue to restore our Mac build machine (we apologize for the inconvenience!) Major changes include a way to demolish buildings currently being constructed (and a fix for demolishing existing buildings), a workshift system, and some major changes to how workshops and stockpiles work. Enjoy! CHANGELOG: colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy rewrote day/night cycle code to allow for different lighting options throughout the day stockpiles: characters now assess the closest stockpile to them at all times stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were) workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon various typoes/grammatical inconsistencies/spelling errors fixed civilians no longer pull out knives & sabres in melee combat occult murder added for death cults added Prisoner trait added case for eating "starvation food" (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger) added warning when burial job cannot complete due to full graveyard removed the Construction Crate that shows up when constructing a building balance: Foreign Intervention event has slightly more stringent requirements (so you won't get attacked super early) balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies FIXED (42A): colonists no longer try to "Shoo" vermin FIXED (42A): debug scripterror in bandit_plunder_major FIXED: scripterror in some cases when an agent attempts to drop an item due to death FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated FIXED: ghost bandit (after bandit joins your colony) FIXED: in some cases, non-colonist agents would be unable to path to edge of map FIXED: error when a cult leader drinks laudanum and decides to leave their cult FIXED: if starting NCO was assigned to a barracks, soldiers wouldn't train FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu FIXED: assignment beacon "cancel assignment" X now works FIXED: cancelling a building assignment now removes the blueprint FIXED: error when Fishperson would attempt to talk to a piece of human flesh
Interesting. Does this update increase the negative consequences for unhappiness too? In previous versions, I'd make them work the first 14 days without any beds and only eating raw food, and it didn't seem to impact their productivity much.
Can colonists decide to act against such workshift orders if a combination of their mood/traits meet certain conditions?
What kind of jobs does the workshift assignment apply to by the way? Is it any and all jobs, meaning colonists 'off duty' will do absolutely nothing but eat/drink/socialise/wander? Or does it only apply to full blown job tasks, meaning they will still haul goods about and do other small tasks if they're given off duty time during the day?
OK, then I'll continue to work them to the bone while only providing the bare minimum for their continued survival
Not sure if this was meant to be fixed in 42B or not, but also noticed the whole 'Stomp on beetle, get memory of killing unnamed' is still floating about. Beetles have names too you know! Edit: Oh and since when do stone ovens require 2 planks to construct hmmm?
Death cults can murder now? Must see this. I'm not even sure which ones are considered death cults, I just know about the fishy and obeliskian ones. Well, I've got some cult forming to do.
Initial impressions after at least an hour of play (and save files and stuff attached: First, and most significantly: Phases of the Day: these are awesome. I particularly like the smooth dusk and dawn transition graphics - those really take advantage of the 3D nature of the graphics. I really like the idea of specifying times for work shifts - I plan to have a town guard, and a night watch. I want midnight bandit raids, and colonists huddling in their workshops, praying to see the next dawn. I strongly encourage you guys to feature the day / night phases prominently in your next stable version announcement. Maybe in the lovely monthly promo artwork. the tweaks to cabbage's growth rate appears to have made it a viable crop once more the ability to cancel buildings in progress is very welcome I've noticed several more modules now require planks - is the intention to increase wood consumption overall? despite what the patch notes say, colonists do not appear to be merging items with containers (i.e. they'll drop the item off at the stockpile, and then someone will add it to the container) Black Cap Fungus does not appear to be stacking correctly - the resulting container is not recognized by the stockpile, and thus the fungus disappears into an unusable black hole (har har) when stacked:
People don't *always* merge in place - they merge in place if somebody else hasn't locked the commodity. Right now we don't have a notion of a soft lock, although I guess if it keeps confusing people I will add that and suffer the consequences. Can we confirm that it is black cup fungus, specifically, that is disappearing? I had another report of disappearing commodities, but nobody knew which ones. Thanks!
That particular stack says: Stack of bushel_of_black_cap_fungus Contains bushel_of_black_cap_fungus(1) Which means, maybe, the stack only becomes unusable when it's down to the last item in the stack? Oo. another suggestion: mousing over the Day counter should reveal what phase the day is in (Sunrise, Evening, Early Night, etc.)
Sounds like Alphred is talking about a different vanishing bug to the one reported in the stockpile thread as my bugged goods still exist they're just invisible. But depending on which one you're referring to, I've had the invisible when container added to but still being tracked in stores and reappearing after another colonist adds to the container again happen with pickled chili peppers and such as well when playing in the jungle biome.
This version seems more prone to moments of slowdown than earlier versions. EDIT: Nevermind, restarting the PC seems to do the trick. I never had to do that before, though.
Did the flesh cube texture get applied to the iron ingots? Nah, that's just Matthias Turnip retrieving previously stolen iron ingots that are now shaded pink because they're Forbidden. That shouldn't happen, right? But I sort of wish they were Flesh Iron.