In this small update, I'm adding a Pickles food item and a bunch of various small changes and fixes. Most of these are fixes and adjustments since the previous update post.
Pickles
The main addition is the new Pickles food item:

First off, I've added a new produce food item - Cucumber:

These are basically identical to carrots and tomatoes, but introduce some more variety. Now, I didn't actually want Pickles to only require Cucumbers. In fact, I wanted Pickles to be made from more than 2 veggies, which just seemed a bit too simple. So they actually need all three veggies and the new Cucumber is the third.
I've also added a new farm building - Paddy Farm, which is for semi-aquatic crops. The new crop for now is Sugarcane:

Currently, paddies don't require any special tiles or preparation. This would have been one of the things included with the future level generation. For now, they act pretty much like regular Farms or Gardeners.
Sugarcane isn't used directly, but is used to produce Sugar at the new Sugar Mill:

Glassblower can now make Glass Jars ("Glass" in now called "Glass Pane"):

This means there is now a secondary use for the Glassblower, so they aren't totally useless after the monument.
From Sugar and Water, you can make Vinegar with a Glass Jar:

And finally, with Vinegar and all three veggies, you can make Pickles:

Pickles (and cucumbers) are residential food items. Pickles can be sold at the Grocery Shop. They also last significantly longer than "raw" veggies and longer than other prepared foods.
So, yes, this is a long and involved production chain, which I think is cool for endgame food items. Here are just the minimum required buildings for it:

In the future, I want this to serve as a trade item. It's difficult to produce, takes a lot of resources and is in some ways inefficient when you can just "feed" people raw vegetables. So its value would be in being able to trade it and acquire some resource you cannot otherwise. Pickles also theoretically won't spoil, although I haven't added any proper food spoiling mechanics (yet).
Infolines
One big decision I made is to remove textual descriptions from all items, buildings, etc. where this description simply describes what the entity does as part of its "recipe line" or (internally-called) "infoline". For example, Plank describes how it's made at a Saw Horse at the Sawmill. And Sawmill describes how it makes Planks via Saw Horse. And Saw Horse describes how it makes Plank at Sawmill. This is a lot to write, maintain, and read. And it is also very much redundant to the infolines that can visually and consistently show this using the same design language. For example, Flour item would only show these infolines without any description:

It feels like something is missing, but there really is nothing else to say about Flour. I could add some flavor text about Medieval flour use or something. But there is nothing gameplay-related to write here - no information I actually need to convey.
So Instead of text, I make sure to show infolines wherever it is useful to know about the entity in question. This mostly means most of the selection/toggle/etc. buttons now have a tooltip with an infoline now:

It should also be noted that any potential translation work would be much easier when every single entity doesn't need to have 3 redundant sentences translated. I would generally want to rely as much as possible on non-textual ways to present information - icons, symbols, recognizable layouts, etc.
One non-obvious difficulty is to choose which infoline needs to be shown here. After all, I can show how Flour is used or how Flour is made. So infolines have some priorities - for example, how to produce something is almost always what they show. (I should note that this is all extremely finicky to implement - in order to make it look simple and clean, it requires an inversely complex and messy implementation.)
I made a lot of small changes to Micropedia, but among them is having lists use the infolines instead of text:

I also added a few more infoline types to show some important information and to have entities show something where they otherwise didn't: For example, resident capacity:

Or knowledge production:
Various
Shops now can toggle their sold items:

There's a few scenarios when this could be useful. None were critical before, but now I'm considering when you wouldn't want to sell veggies that are used for pickling.
Future plans
I am still working on the new level generator and related changes. That remains the main goal for now. Unfortunately, it's a huge task that integrates with every part of the game, which basically means I've not posted any updates for a while to the point where people are concerned.
So the plan is now to split the work between smaller updates and the future level generation update. I will try to make separate earlier updates for some changes I planned together with level generation. On one hand, this means I'll likely post more smaller updates instead of disappearing for half a year. Bu-u-ut on the other hand, this means level generation update will take longer as I package and expand updates that would otherwise be too small or too broken to publish on their own. In the end, it's roughly the same amount of content, just differently spaced-out.
I personally wanted to just get the big update out of the way. But I think I should just accept that it just never works out that way. I think I have a tendency to always want to add just a bit more stuff. And then it's suddenly 3 months later and I'm still adding "just one more thing". It's the developer's equivalent of "just one more turn". And it always feels like any updates are not large enough anyway, this one included.
I think for now I will just get a few small updates out. I'll try to mix some new content with some mechanics additions. But I'll also try to work in the direction of level generation. Which is very broad and very vague but basically means "anything related to tiles, terrain and layout". So I will probably do some mining rework features next. I've been forever meaning to change the "3 mines can support the whole village" into something more involved mid-to-late game.
Full changelog
Changes
Add Cucumber item produced at Gardener
Add Paddy Farm with Paddy Plot buildings
Add Sugarcane item grown from Sugarcane at Paddy Farm
Add Sugar Mill with Sugar Press, Syrup Mixer and Sugar Dryer buildings
Add Sugar item produced at the Sugar Mill from Sugarcane
Rename Glass to Glass Pane
Add Glass Jar produced at Glassblower, which can now choose production for Glass Kiln
Add Vinegar Brewer with Alcohol Vat and Fermentation Vat buildings
Add Vinegar item production at the Vinegar Brewer from Sugar, Glass Jar (and Water)
Add Pickler with Packing Table and Pickling Box
Add Pickles item produced at Pickler with Carrot, Tomato, Cucumber and Vinegar
Add a new construction menu tab "Food processing" and move various buildings there from the "Food" tab, add most new ones here
Cucumbers and Pickles are now Reserve items. Cucumbers provide the same amount as other Produce, but Pickles last much longer
Items can now have distribution values for Shop target deliveries, i.e. veggies shared between Pickler and Produce Shop
Add Pickling tech that requires Brewing and Glassblowing
Produce Shop now sells Cucumbers
Grocery Shop now sells Pickles
Add "Pickling" goal to make Pickles
Shops can now toggle/disable the items that they sell
Rearrange tech tree slightly to accommodate the new tech and dependency arrow layout
Food tooltip now shows "processing" food counts for those as inputs, i.e. Pickler
Starting Food Stockpiles will now randomly pick two of the three available from Carrot, Tomato and Cucumber
Gardening goal now requires any Produce items instead of specific items
Remove most description texts from items, buildings, props, etc. that repeat what the icon- and label-based lines explain, i.e. "recipe lines"
Many tooltips will now show the primary/significant "recipe line" for related entity
Micropedia will now show the primary/significant "recipe line" instead of a description when listing various entities
Various Micropedia changes - layout, details, relations, etc.
Achievement panel to fit more items to account for new food items
Add Scholar and Library "recipe lines" for Knowledge production
Add House resident amount "recipe line"
Adjust names for grass tiles, i.e. Thick Grassland and others
Change some tooltip labels for bonus-affected values to use clearer wording "faster"/"slower" rather than ambiguous "rate"
Add various new concepts for Micropedia - Produce, Crop, Aquatic Crop, Felled Tree, Building Material, Produce, Storage
Various sprite and UI layout fixes
Some tutorial text improvements; make sprites more readable and pronounced, add some detail; adjust timing to switch steps faster
Split first construction Lumberjack tutorial into step-by-step parts and allow returning to previous step
Distribution panel to auto-size based on resolution to fit all the entries; otherwise show scrollable area
Shops can now have up to 10 dedicated sellers (worker slots) that will serve houses in 24 tile "radius"
Constructing Shops or Residences will show in-range or out-of-range basket icons and range indicator
Constructing Taverns will show Residence influence icons (like already shown vice versa)
Change Tavern's "work range" label to "service range" for clarity
Change Residence "influence range" label to "neighbour range" for clarity
Constructing Scholar will also show out-of-range knoweldge-observable icons
Crop growth tooltips to show potential stage speed variation % (e.g. seasonal growth speed)
Residence reserve item tooltips to show item/delivery demand/priority
Instead of random villagers starving, homeless villagers will starve first followed by villagers with no food reserves in their residences
Shops will warn when there are no Residences in range if worker slots are enabled
Add operation and auxiliary building range indicator/label to building inspection HUD window
Add timer to achievements in achievement progress window that need it (currently, Happy Place)
Fixes
Fix building workers swapping tasks with other workers for auxiliary tasks (including when it may be more efficient, but not intuitive/logical)
Reduce delay between a building worker finishing a task and the follow-up task being available
Add missing tooltips for entities in lists in Micropedia
Fix "recipe line" prop entity position and vertical offset
"Recipe lines" would show locked props
Outside delivery toggle button not being green when selected
Possible error/crash in some pausing interactions
Fix some very long tooltips going off-screen
Fix some singular/plural spelling/grammar issues
Remove some redundant font assets from build
Fix Export Station error when choosing shipment items while it's being constructed
Forester attempting to choose tiles with incompatible objects and then failing to plant at all
Forester placing saplings without removing existing object(s) in tiles with incompatible objects
Forester not attempting to preserve felled trees when considering what props to remove
Selection HUD for Quarry overlapping self-delivery toggles with efficiency display
Export Station over- or not delivering items in second and later "slots" based on the first slot
Export Station reporting shipment items source issue incorrectly with several selected items
Changing or removing Export Station's items in second and later "slots" would incorrectly record available space for items
Fix issue where a tile would disappear due to construction work attempting to prepare a tile that then transitioned (e.g. dirt regrowing or moss decaying), subsequently causing any interaction with that tile (location) to fail, including saving the game
Some tasks not counted for task counter totals
Removing a shipment item "slot" from Export Station could lead to delivery of incorrect number of items and broken inspection display under certain circumstances
UI elements reacting to default navigation events (arrows, enter, escape) and conflicting with custom actions; in particular, technology unlock screen would open repeat purchase confirmation dialogues, each able to spend knowledge
Fix Export Station sometimes not delivering items on "full only" setting when there are multiple items and/on targets
Fix exceptions on moving the mouse outside the playable area when constructing certain buildings
Charcoal Burner not observable by Scholar
Not showing meaningless residence empty reserve consumption info in tooltip
Crop growth tooltips showing stage time and progress without accounting for possible variation (e.g. seasonal growth speed)
Fix Mead brewing goal appearing before Beekeeping is unlocked
Villager's carried item occasionally improperly offset
Reword various incorrect and imprecise descriptions
Delivery markers for Houses will appear nearer to actual delivery location to avoid overlapping sentiment info icon
Fix periodically-updatable tooltips not updating upon moving between different elements
Residences not deducting score from Housing need with no other nearby residences
Planting Birch Sapling would not count towards "Trees Planted" goal
Top overview food tooltip not showing the correct consumption number
Villagers will resume starving and consuming Food when they have no immediate access to food (i.e. houses with no food reserves or homeless)
Micropedia infoline elements (like building icon and label) to have proper interaction/mouseover area for clicks and tooltips
Buildings with worker item delivery (Export, Large Storage) would not deliver items when the target building's capacity is close to full and would cancel pending incoming tasks at other times
Fix Charcoal not being producable with only Fishing unlocked
Herbalist would continue infinitely crafting Medicine even when the output is full
Fix Monument construction achievement not triggering
Fix achievement window not tracking achievements previously unlocked in Steam
Balanced Diet achievement not working
Balanced Diet achievement not including Cooked Fish
Populous achievement not working
Fix achievement individual sentiment checkmarks not lighting up
Happy Place achievement not working because it requires unattainable Awesome Sentiment
Balancing
Charcoal Burner now produces 3 Charcoal per Log
Residence (House) reserves will last ~30% longer
Increase Shop building space for each item from 24 to 48
Change Tavern operation range from 8 to 12, which is the same as "amenity" range for Residences
Farm Crops (Wheat, Barley, Hemp) now grow about 30% faster
Crop growth is further normalized across Seasons (i.e. growth slows down or catches up to match the season), making crops ready roughly at the start of Autumn
Crops decay 50% slower allowing them to survive into Winter
Crops won't instantly decay in the first half of Winter allowing more time for harvest
Potato now follows similar growth rules as crops
Wasted Dirt tile repairing is about 50% faster in total and twice as fast late Winter
Adjust Residence reserve demand to prioritize houses with fewer items
Starving villagers will consume Food at a rate comparable to the rate of villagers in houses with food reserves
Villagers will die quicker upon reaching the point of starvation
Villagers have a small chance of dying (5%) when forced to consume a random item due to not having immediate access to food (i.e. houses with no food reserves or homeless)
Residences require 2 neighbours (other residences) for +1 Housing need bonus down from 5
Rudy
Snowy Ash Games
[ 2022-11-27 14:38:13 CET ] [ Original post ]