Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.
Omg please. Monster relationships are ideal.
Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.
Omg please. Monster relationships are ideal.
Thank you so much for the kind words. :)
I will add mod support but I wanted to get some other features completed first. Hopefully sooner than later. :D
Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.
It's pretty hard to run out of ideas in this project, but if you'll manage to do it - I'm always here) Also, thank you for such a great game)
Thanks my friend. Ideas are always welcome. Really happy to hear you're enjoying the game too. :)
Take your time man! This is a great game and really love it so much already! I know it’s going to be great once it’s totally complete! Keep it up we are totally supportive!
(I bought the game as soon as I saw the first five mins of gameplay on Nookrium!)
Thanks Dranwolf! Means a lot. :)
Hey fam!
Hope all is well with you amazing folks.
Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.
This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frank...
Read more External link →Cool thanks! If you ever need some help or want to know more feel free to ask!
Thanks!
It's awesome! Currently developing something like it on my own, your community work is quite inspiring :)
Last question. I did have a migrant wave once on easy, is this coded in than to happen once?
If you aren't near any towns, it should happen once. If you are near a human town, there might be more.
Regarding vein mining, I am about to change ore to spawn like that, but I'd also hold off until the beta branch changes are merged into the production branch. The beta branch ...
Read moreThanks again!
My last suggestion; Either change hardmode to timed mode, or add a message popup that tells the user the run is going to end when the hermit is going to get old :)
That's a really good suggestion, I believe there was some discussion in the Discord not too long ago about this same issue. I know I for sure think you are correct. Thank you very much for you input! I hope I helped at least a little! And thank you so much for playing!
Will they still move for ex; seeds to the seed storage if they are a farmer?
PS: Just to confirm, no other way of getting settlers besides breeding?
Well, I'm not sure how the inherent task of farming refers to carrying. I'll tag u/unknownorigingames for that. But if anything it's worth a try if you'd like to experiment.
As for settlers, breeding/ adoption are the only ways to gather new settlers.
Hm Ok, might I add another suggestion than? only allow carrying for job specific tasks? I mine quite alot which the miners/stonemasons should take care of, but i think thats what keeps my entire colony busy than
I may be wrong, and correct me if I am, but I'm pretty sure you can mark individual's carry priority to empty and they'll never do it.
It did thanks!
If i understand 1. correctly, there is no way to get settlers besides breeding? So the hard campaign has a deadline?
As of the breeding with free time, that would also explain why my tavern was empty :D Does the mood and quality of living also matter for breeding?
for 9. As there was a specific planting menu i expected the farm to just be a designation for keep up with the area. I have had multple times where my farm was bigger than the plants in there, but there were still seeds in the bins. Maybe im missing something there!
I believe QOL does matter for breeding a little, but mostly free time for anyone. If a couple is in a same sex relationship orphans will show up during the same period that breeding would take place.
The farm room should keep up with the area you have marked, unless the farmers are too busy to do so.
Let me see how much I can help you here!
Settlers need down time to breed, if I'm not wrong, so having them work constantly will make this difficult. They also need bedrooms!
I believe a room value tool is in the works.
Room quality, I believe, is to increase the quality of living and mood for settlers.
Tavern is sort of like how bedrooms work, it's somewhere for settlers to go on their downtime when they're not working. It's a place you can find your workers relaxing and enjoying themselves.
If not right now, these are on their way in.
This is planned I believe.
Also planned.
That is a really good idea, I'll mention it.
The farming "room" should do that? If not, try resetting that location.
Not yet, but that's a good suggestion.
And for your mining suggestion. Veins are best mined by those who are of a h...
Read morecan we have saved storage loadouts (Like, no stone chunks if I store them in other building) and/or stone/sable bricks?
Great idea!
QoL stuff you say? I'd like it if you make it so if I click on the idle villager count (top center hud) it cycles through my idlers? I do know there's a hotkey, but I kept trying to click it.
Also I've had some trouble with info text boxes going off screen in larger GUI size.
Also can all walls be climbed? I'd like that to be reconsidered. Or if there could be a '(wood/stone) fortress wall' that isn't climbable, maybe stronger and a little more expensive?
All walls can be climbed. Building an overhang (like an upside down L) will keep settlers from climbing. Or you can build a fence around the top of the wall.
Thanks for the suggestions!