Sleipnir

Sleipnir



09 Sep

Comment
    Sleipnir on Steam Forums - Thread - Direct
Glad you are liking it. :)

08 Sep

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    Sleipnir on Steam Forums - Thread - Direct
If you're on the beta, there's a bug with collecting water and fish from lakes. You can still collect water from wells, though.
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    Sleipnir on Steam Forums - Thread - Direct
Open the utility menu (U) and select the lock/unlock door button. You can then toggle the lock. :)

07 Sep

Post
Hey folks!

Real quick update today. I'm still working on zone priorities. I'm adding two options for editing the priority of zones:
-Zone fill priority - Determines which zones gets filled first
-Zone withdraw priority - Determines which zones get used first for picking up items

This functionality works exactly the same way as job priority settings:


Hoping to finish that up early next week. Thanks and have a fantastic weekend! :)

Waylon
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    Sleipnir on Steam Forums - Thread - Direct
Hello! If you open up the 'Jobs' Menu (J), there should be a deconstruct option. Click that then select the things you'd like to tear down.

Hope that helps.

06 Sep

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    Sleipnir on Steam Forums - Thread - Direct
That's something we have planned along with item inscriptions. :)

02 Sep

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    Sleipnir on Steam Forums - Thread - Direct
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    Sleipnir on Steam Forums - Thread - Direct
Use the beverage zone. I need to remove the liquid zone as it's currently not used.

31 Aug

Post
Happy Friday all!

I've been working hard on finishing up a lot of the world/core system improvements. The rendering stuff I had been updating last week is pretty much good to go. When I had finished up the last of the main changes for that and seeing as I was already neck-deep in core code, I was inspired to jump onto some other things which I had been putting off in that realm. I figure that since I've been making my bed, I might as well clean the whole damn room. ;) These are largely QoL improvements related to blueprints and building and I think they reduce player headaches.

Here are some examples:

-Blueprints now act as holograms on top of a block. This means that they won't clear out previous blocks until they are built and IF the thing which was built needs to replace the previous block. For example, a floor blueprint won't clear out a zone which had been there.
-You can now mix floor and prop blueprints. Before, you had to place the floor blueprint... Read more

27 Aug

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    Sleipnir on Steam Forums - Thread - Direct
Did your farm have farmers owning the room?
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    Sleipnir on Steam Forums - Thread - Direct
Yep! But not any time soon. They are planned though.

24 Aug

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    Sleipnir on Steam Forums - Thread - Direct
We have plans for some very similar rooms! The Town Hall especially. One other function of the Town Hall is to be a meeting point for non-military settlers when being attacked. You'd ring the Town Hall bell and everyone not set as a fighter would go there for safety.

Anywho, thanks for the suggestions! :)
Post
Hey friends!

I'm still alive! I just wanted to give you a quick update so you don't feel like I've abandoned you.

I've been super busy fixing and re-writing a lot of world and rendering tech I wrote early in development. Since the beginning of early access a lot of bugs and minor issues or roadblocks popup from these systems, so it was passed time for me to clean it up. Unfortunately, this means nothing in terms of new content or features. However, with these systems written properly, I'll be able to implement things much easier and with fewer bugs going forward.

One example of rendering improvements is how I treat blueprints. Before, a blueprint would completely replace a previous block but create a facsimile of what was there. With the newer rendering system, I'm able to display two blocks occupying the same space. i.e., A dirt wall blueprint placed over a stack of wood logs.

... Read more

19 Aug

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    Sleipnir on Steam Forums - Thread - Direct
Ok. I'll change up the 'fall' check to keep them from dropping down. Good find!

16 Aug

Post
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, frankly, it'... Read more

13 Aug

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    Sleipnir on Steam Forums - Thread - Direct
You can set automated collect water tasks from the Workstation screen (H).

Fishing does not require you to reset. They will fish forever and catch fish as long as they exist in the water source. If they are stopping fishing, then that sounds like a bug. If so, send me your save file and I'll take a look.

11 Aug

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    Sleipnir on Steam Forums - Thread - Direct
Hello!

Up until now, we've been focusing on getting the most important features into the game over content. As a result, we've barely scratched the surface with implementing planned content. We are in early access after all.

Here are *some* things we have planned:
-More overworld map interaction. i.e., raiding, scouting, sending merchants, etc.
-More rooms. The merchant room is one example. Merchants that arrive would show up and camp out here, giving you the option to open trade at any time.
-Lore. Way more lore. There's a story that has yet to be revealed beyond some of the racial descriptions. We plan on having books, items with inscriptions, places of interest, important characters, etc. Lots planned here.
-End game goals. This one isn't set in stone, but we do want to give players an objective to 'win' which would be optional. Some ideas people in the community have come up with include building a portal to somewhere. Seems fun.
-More co... Read more

09 Aug

Post


Hey all!

Just uploaded the most recent changes to the steam Beta branch.

This update is likely to be pretty buggy, so, only get it at your own risk.

Why is it a risky build? I've made a significant change to how light acts underground. Before, lights produced by torches and other similar devices would not penetrate the ground. Now it does. This may or may not cause problems because visibility was a huge part of determining whether your settlers could do something. Is that mining job visible? No? Ok, we won't do it. Now, you can see much further into the earth. So this might have issues where settlers think they can do something when they really can't yet. I've gone through the majority, if not all, the instances where this comes up but, hey, it's easy to miss things.

Also, the load times are slightly bloated b... Read more

08 Aug

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    Sleipnir on Steam Forums - Thread - Direct
The difference is size and material requirements. Also, I forgot to mention that containers will keep food from decaying for an extra two days. :)