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Name

 Colony Survival 

 

Developer

 Pipliz 

 

Publisher

 Pipliz 

 

Tags

 Indie 

 Strategy 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2017-06-16 

 

Steam

 19,99€ 15,49£ 19,99$ / 0 % 

 

News

 252 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 324 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/366090 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 1424  

Average playtime (last 2 weeks)

 638 

Median playtime (forever)

 2201 

Median playtime (last 2 weeks)

 638 

Public Linux depots

 Linux 32-bit [97.57 M] 


 Linux 64-bit [96.17 M] 




LINUX STREAMERS (0)




Friday Blog 90 - Welcome to the Rice Fields


No content has been released publicly, this concerns changes to the internal dev branch

For the first time, we've added unique non-central-biome content! We've started adding content to the Far East biome. The Far East has received a unique crop: rice. It can be combined with chicken and cabbage to create a full meal. There are three new production chains for happiness items. Firstly, there's tea. Grow tea leaves, process and dry them and your cook will be able to make tea.


The workers are still default-pink, that should be different next week

Secondly, you can make porcelain. There's a unique ore in the Far East: kaolinite. When it's mined, a stonemason can use it to make raw porcelain. This should be fired twice in a kiln to make glazed porcelain.

The last new production chain concerns silk. You need to grow special bushes that cater to silkworms. Harvest their cocoons and process them in a special spinning wheel to make silk threads. A tailor can use the threads to make silk, which are required to make for example silk pillows.



Pathfinding

While I've been working on new models and icons for the new content, Zun was working on the pathfinding. It worked decently in 99% of the situations, but pathfinding errors were still some of the most common problems. He rewrote quite a bit of it, and it should cause a lot less errors with better performance now!

Instead of clustering in the banner, unemployed colonists wander around for a bit now:


And the new pathfinding system also has another feature; right-click a colonist to see where he's going.


Realistic Stockpile

Last week, we talked about our plans for the future. Lots of people were enthusiastic about our idea for realistic stockpiles, allowing us to make transport of items in for example minecarts a feature. But there was also a decent amount of criticism. People like the current system because it was easy to use and dislike having to search through crates for specific items.

Firstly, it's not our intention to ever make transport a significant problem in the early game. The game shouldn't be too challenging at first. Just like in real life, transportation of objects should be a significant challenge when you're running a civilization with big factories and large cities, not when you start a small commune with a handful of farmers.

Secondly, if we ever come around to adding the realistic stockpile, we'll try add a way to partly or totally revert the feature. A simple way could be to add a setting to dramatically increase the carrying capacity of crates/colonists/couriers. Another way could be allow people to re-enable 'magic' crates. Whatever we'll do, we're not planning to overly complicate the early game!

Bedankt voor het lezen!

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[ 2019-03-08 21:49:35 CET ] [ Original post ]