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Friday Blog 195 - How Shall We Overhaul Crafting?


Last week, we wrote about the addition of longer crafting times to the dev build. This allows us to refactor crafting times. The total cost of daily necessities like food and ammo cant change significantly (one day of food and ammo cant cost two days of crafting). But permanent improvements like job blocks can be changed to be significantly more expensive in terms of crafting time. Currently, job blocks often have trivial crafting requirements and are made in seconds. Completing a job block should become more of a valuable accomplishment, especially the more advanced ones. Currently, most job blocks can be made by the colonist operating the workbench, and by the player. The player has 0 crafting time. Nobody is going to wait 120 seconds for a new furnace if such an alternative is available. Should we remove a lot of recipes currently available for player crafting? Should there be an alternative job block crafter that takes a lot of recipes from the workbench? Because we can increase the crafting time, we can remove some ingredient items. Instead of a job block taking 8 seconds to craft + copper nails/tools/parts that require 22 seconds to craft, the job block itself can just take 30 seconds + pure copper. But the workbench currently mostly makes these ingredient items and job blocks. Is it wise to remove all of these from the workbench? While redesigning the crafting recipes and ingredients like this, its smart to keep our planned changes to resource distribution in mind. Weve been thinking of the details there more clearly this week. When we started Colony Survival, we were thinking about roughly the Viking Era, 700-1000AD. With later updates, we added things like crossbows and the printing press, extending the timeline to ~1600AD. Now that were thinking about making trade between colonies a more important part of the gameplay, weve tried to figure out when this became important in real life. It turns out long distance trade is already crucial when youre producing bronze, because tin is a very rare resource. But civilizations started smelting bronze in 2000BC, nearly 3000 years before the start of CSs current timeline! Bronze is one of the earliest unlocks in CS. We dont want second colonies to become important so soon in the gameplay. Do we skip it? Do we think of an unrealistic alternative (like tin being available everywhere)? Or do we extend the timeline to significantly before 2000BC, adding gameplay, progress and unlocks to the Stone Age? But which interesting, significant progression happened in the Stone Age, that we can utilize in Colony Survival? Domestication and selective breeding of crops and livestock seemed to have important consequences, but we cant easily put that into the game. We havent drawn any definitive conclusions yet, so let us know your opinion! How far back in time should CS start? How realistic should things be? Leave a comment here on Steam, or share your opinion on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord


[ 2021-03-12 12:36:14 CET ] [ Original post ]

Colony Survival
Pipliz Developer
Pipliz Publisher
2017-06-16 Release
Game News Posts: 259
🎹🖱️Keyboard + Mouse
Very Positive (7274 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux 32-bit [97.57 M]
  • Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
  • Multiplayer support: play with friends and strangers!
  • Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
  • Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
  • Support for textures and language packs created by players
  • Dynamic lighting and eye adaptation
  • Voice your suggestions and be part of the development of Colony Survival!

MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 5000. 1280x720 display
  • Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
RECOMMENDED SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
  • Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
GAMEBILLET

[ 6089 ]

4.24$ (15%)
23.99$ (40%)
8.47$ (15%)
33.95$ (15%)
4.85$ (71%)
2.84$ (78%)
13.02$ (13%)
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4.85$ (81%)
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9.23$ (16%)
17.59$ (12%)
15.87$ (36%)
2.84$ (72%)
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3.74$ (75%)
10.00$ (50%)
5.89$ (80%)
5.94$ (15%)
9.19$ (8%)
1.63$ (18%)
10.26$ (66%)
4.12$ (17%)
33.97$ (15%)
7.79$ (61%)
20.74$ (17%)
GAMERSGATE

[ 3241 ]

5.31$ (79%)
5.31$ (79%)
0.88$ (82%)
4.5$ (75%)
10.79$ (46%)
1.95$ (90%)
4.0$ (80%)
5.0$ (75%)
9.0$ (85%)
12.99$ (35%)
9.0$ (64%)
8.8$ (65%)
8.7$ (78%)
18.74$ (25%)
9.9$ (67%)
23.99$ (40%)
2.0$ (80%)
6.38$ (57%)
1.02$ (87%)
4.95$ (67%)
2.55$ (83%)
10.0$ (75%)
0.85$ (83%)
14.99$ (40%)
11.04$ (45%)
0.79$ (92%)
5.4$ (82%)
24.49$ (30%)
0.45$ (85%)
10.49$ (48%)

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