Was the UI trade window open?
Crash Fixes, UI cleanup, all in a days' work: lab optimization, take 1 clearables now use assignment beacons correctly in all cases tweaked how...
Grr. Okay, so there seem to be some crash bugs lying around. The ones with strong repro cases can be fixed. I will take crash DMPs for anything...
*thunk* Alpha 48B Major Changes: Massive UI overhaul New farming system Major ore/metalworking rebalance Added Lacquer & Lacquered Planks as...
Part of it has also been that I had a very short but extremely necessary holiday in Berlin last week, so this was a good thing for folks to work...
Oops, I guess I don't save the loops. And yes, cost is defined based on perimeter of the outer loop only, because we don't really want you walling...
"Some civilian workers got in among the research patients today and became so hysterical I felt compelled to have them nerve stapled. The...
That's why I put it in the Experimental Branch, not the main branch. It's Up To You(TM)
Alpha 48A of Clockwork Empires has now been posted to the experimental branch. It primarily consists of fixes for various random crashes....
Yeah, that's one of the things that didn't get fixed for 48. Not off my radar, though. Tiki: gggggggh. So the window ghosts vanished when the...
I will rest when this ******* project is done and not a moment sooner. That said, I'm really starting to run out of major technologies.
https://www.gaslampgames.com/2016/02/18/clockwork-empires-february-update-all-according-to-glorious-design/ (Changes since 47D are mainly fixing...
You know, I never even thought of that. We can do this, I think? Let me get back to you. Won't be until 48A, though.
It is, in fact, the last thing to go in for Alpha 48. It requires redesigning something fussy.
Awesome. The new speed ups blow the stack on OS X when saving a game. *grumble, mumble...*
PLEASE BE HELPFUL AND HELP ME KILL A BUG: There are three known causes of invisible modules. 1. After save/load. I know what's causing this -...
Seems to have updated here... EDIT: So the story about the food thing, just to give folks some insight on where we are on it (because, honestly,...
Tinkering with things... Major Changes: Fixed chapel paralysis! Doubled cooked food production! Everyone is happier! Things are more optimized!...
(I want to actually do a unified mechanism, probably with a screen, for colonist demands, which would clean this up. But we'll see what happens...
Okay. Well, numerous steps have been made and corrections have been proposed to fix that, so... here is hoping.
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