Version 0.0.25.0
A practically endless map, the new mineral resources peat and clay, and the working pit that digs them up.
Highlights
- Practically endless map: terrain keeps generating seamlessly toward the edge, and explored areas are saved.
- Two new ground resources — peat and clay — as large fields on meadows.
Adjustments/New Features
- In the “New Game” menu the resource density can now be set per terrain (e.g. stone separately for mountain and sand).
- Newly explored map areas now contain fitting resources (stone, forest, berries, water veins); the density sliders control how many appear.
- Peat and clay only become usable with the “Simple Mineral Resources” research; the Working Pit extracts peat or clay depending on the ground beneath it.
- The demolish tool can now also remove resources (with a confirmation prompt; stone needs a pickaxe, trees an axe).
- Buildings and resources can now also be demolished/destroyed from the right-click menu.
- Warehouse filters (black-/whitelist) can now also target whole categories (tools, food, fuel).
- Roads are built in two steps with a course preview instead of dragging; blocked tiles are skipped.
- If material runs short, the road is placed as a blueprint and finished by warehouse workers on their own; it only grants its speed bonus once finished.
- Farm fields now need a wood shovel to be plowed (requested, never consumed; without it only plowing pauses).
- The transport and warehouse system causes noticeably less load per tick with many buildings and workers.
- Shallow water now forms only a narrow seam; terrain boundaries now run organically instead of speckled.
- Savegames from versions before 0.0.25 can no longer be loaded with the new, more compact save format.
- Sight range is now a dedicated unit property; the player character therefore reveals a slightly larger area of the map (view range 5 → 8).
- The output tab (unlocked by “Simple Logistics”) now pre-fills the limitations sensibly: for every produced or collected product — including by-products — the limit is active by default and set to that item’s own stack size; your own values can still override it.
- Production buildings and houses that consume fuel or food now have a filter tab (like the warehouse) to choose which items may be used as supply — context-aware: a fuel demand only lists fuels, a food demand only food. Unlocked with “Simple Logistics”; an empty filter allows everything as before.
- New processing chain around peat and clay: wet peat is dried into fuel at the drying place, raw clay is fired into clay bricks at the “Drying Place with Oven”; firing bricks needs the stronger oven (the plain drying place shows a hint). Wood is turned into wooden dowels at the workshop, which are used to build the primitive clay hut as a larger dwelling.
Research/Buildings/Items
- New research: Simple Mineral Resources.
- New building: Working Pit (extracts peat or clay).
- New items: Peat, Clay and Wood shovel (incl. recipe).
- New research: Advanced Drying, Basic Processing 2 and Basic Living 2.
- New buildings: Drying Place with Oven (upgrade of the drying place) and primitive clay hut (upgrade of the straw night camp).
- New items: Dried peat, clay brick and wooden dowel (incl. recipes).
New Graphics
- New research graphic:
- Simple Mineral Resources
- New building graphic:
- Working Pit
- New graphics for peat and clay fields.
- New item icons:
- Wood shovel
- Peat
- Clay
- New textured 3D models for more Tech 2 buildings:
- Primitive Clay Hut
- Small Farm
- Millstone
GUI
- The research tree now uses the whole book spread (categories side by side, tech levels stacked); zoom with the mouse wheel, pan by dragging.
- Clicking a research now shows its prerequisites as fine dashed connection lines (coloured by status).
- When a research has finished, the research book shows its info popup once the next time it is opened.
- The map preview in the “New Game” menu now shows the simplified overview (colour areas and coloured circles) and can be panned and zoomed with the mouse.
- In the warehouse view the list of open transports now only shows items the building’s filter (blacklist/whitelist) allows — so entries from multiple warehouses no longer mix together.
- New “Controls” section in the options menu shows all of the game’s hotkeys, grouped by situation (General, City view, Player view, Storage) together with their key bindings. A new “?” button next to the “Menu” button jumps straight there.
- Housings with many beds no longer grow overly tall: from the sixth bed the bed list becomes scrollable (max. 5 visible at once); timer and food supply stay fixed.
Bugfixes
- When chaining multiple tools that need the same intermediate item (e.g. axe and pickaxe each need 1 rope), the surplus of an already queued rope craft was ignored and a second rope craft was queued unnecessarily — planning now accounts for the pending production and surplus of the existing queue.
- When chained tools share an intermediate craft (e.g. axe and pickaxe sharing one rope craft), cancelling the shared craft now cancels all dependent tools. Cancelling just one tool keeps the shared intermediate for the rest — refunded only with the last.
- In the research tree the info popup stuck to the node when a research was clicked and drifted off-screen (or flickered) when zooming/scrolling. It now appears at a fixed spot on the left edge and dodges the mouse cursor.
- In the research tree the blue selection outline and the coloured dependency lines of a clicked research lingered after closing and reopening the book — the markings are now reset when the book closes.
- Tools/equipment could eventually no longer be put into the hands after equipping and unequipping several times — the equipment slots wrongly kept counting removed items as occupied. Fixed; an item can also no longer be lost when equipping while the equipment slots are full.
- Building and blueprints could not be placed on already-explored but re-fogged terrain (grey fog) and were blocked by a unit standing on the tile. Both are now possible — only never-explored (black) terrain stays locked. If a unit is in the way, it steps aside to a free neighbouring tile when you build.
- The Working Pit could be placed anywhere; like the well (water source only) it can now only be placed on a peat or clay field.
- Peat and clay fields are now walkable (flat ground), and the brown building floor under buildings no longer flickers through peat/clay fields or the water hole.
- Buildings that work exactly one resource (well, Working Pit) now select it automatically when built. The resource selection window also no longer opens on an empty tech-level tab, but on the first level that has content.
- In the input tab the resource text below the transport multiplier was partly far too large (short texts scaled up) — it is now capped to a fixed font size.
- In the output tab a long resource name (e.g. “Grain seeds”) broke mid-word in the limitation row — it is now shrunk onto one line instead of wrapping.
- Housings piled up food/supply far beyond the configured limit because deliveries already in transit were not counted. A housing’s transport tab also always showed an empty “Past transports” list.
- Animals such as rabbits could be lost on save when their den had not streamed back in yet on load, and were gone after reloading. Animals are now re-linked to their den once it appears, and only removed when their den truly no longer exists.
- Assigning an empty but regrowing rabbit den (0/100) to the hunter aborted the selection: the worker was sent home and the building showed “collect resources” again (sometimes with a crash). The den now stays assigned and the worker waits for the rabbits to regrow.