Oh, hey, cults are back. Major Changes new immigration system building control windows redone workshop jobs that are interrupted will return...
I actually have very little to do with most of the design elements, although I'm actually doing a bunch of Gameplay Code!!!!1! over the next week...
... and you realize that the cost of creating another workbench is 2 logs to be able to queue up another minimum production amount? That hardly...
Obviously, there are balance tradeoffs to be made as well, which will help.
(Also, unless there are compelling reasons to do so, multi-minimum module job queues are not going to happen: not only are they atrocious...
Bric-a-brac was intended to actually be a simplification of what was already there. Previous designs would have you building decor with specific...
It's getting bumped to 150 in the next experimental. As a caveat, and also because the embark screen is freakin' huge right now, the embark map...
Different bug, but I can certainly look into it. People's jobs should not be interrupted by shifts ending, for what it's worth; they should finish...
Please note: commodities wouldn't be fixed if you are loading a 0.52 save game. You need to start a fresh game in 0.52A to have any chance of an...
... ah. Yes. Please do not put sausages into the carpentry workbench module.
Beta 52A is on the experimental build! We think we have finally, FINALLY sorted the commodity issues. Please let us know if this ain't the case....
Yep! It is exactly multiple component workshop jobs, and fixed for 52A. Hopefully out Monday. Will look into the starving colonists tomorrow.
@Jubbly yeah, looks like I fixed that one for 52A.
That particular hotfix will be fixed for BETA 52A. Otherwise, I dunno, I would avoid making Bricabrac (Stone) for awhile.
@Braincooler: ah-HAH. Finally, I got the bloody thing. building_destroy_item.fsm does NOT correctly handle items in comtainers.
(I never totally was sure what caused the hidden objects in a stack in the first place? So for now I just set it to always fix the visibility when...
(It's in my infinite TODO list!)
51J save games do not have *all* the fixes, I believe? and 52 does. So if you still get them with save games started with, and ending with, 52,...
(Fixed bandit crash.)
Fixed, but this entire interface block is going bye-bye in the next couple of experimentals anyway. :)
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