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The June update v0.4 is here!
This is the biggest update since the Early Access launch, and timed to coincide with the start of of the Summer Sale, so if you haven't yet tried Sigma Draconis now is the perfect time!
Four new buildings have been added - the water pump, water storage, items storage and food storage. Five existing buildings - the glass, battery cell, composites, solar cell, and compost (previously called the soil synthesiser) factories have all been updated to produce consumable resources instead of just passively enabling other buildings.
Lots of other improvements as well, here is the full list:
Changes
- The water pump extracts water from the ground and stores a small amount. Has a prefab so you get one for free at the start.
- The water tower stores water.
- The food storage stores food and mush.
- The Item storage stores battery cells, solar cells, glass panels, and composite sheets.
- The battery cell factory now consumes metal and energy, and produces battery cells.
- The glass factory now consumes stone and energy, and produces glass panels.
- The soil synthesiser has been renamed to compost factory. It now consumes energy and organics or mush to produce compost.
- The solar cell factory now consumes metal, stone and energy, and produces solar cells.
- The composites factory now consumes metal and organics, and produces composites.
- The glass, battery cell, solar cell, composites and compost factories now have some (admittedly rather subtle) animations.
- Walls, doors and roofs now require glass to build. Roofs take less energy.
- Batteries now require battery cells to build.
- Wind turbines now require composites to build.
- Solar panels now require solar cells to build.
- Stone planters now require compost to build.
- The rocket now requires 16 metal, 8 composites, 4 battery cells, and 4 solar cells to build (the idea is that we're launching a satellite here!)
- Water dispensers, cookers, mush churns, hydroponics, and stone planters now all consume water.
- The generator is now slightly cheaper.
- Reduced the construction cost of the hydroponics planter, but it is still more expensive and consumes more water than the stone planter.
- Yanbo (gold grain) can now only be grown in the stone planters.
- The mothership now has 9 colonists instead of 8.
- Terrain can dry out and become desert if pumped for too long, but can eventually recover.
- Cooker will now pause if switched off while in progress or waiting for water.
- Most production buildings now have an option to automatically either pause or shut down when a specified inventory level is reached.
- New conduit nodes will now be connected to all nearby nodes, not just one.
- Now can't deconstruct a conduit node if it would break a chain.
- The various storage buildings can now only be deconstructed if they are empty.
- If you build an environment control before building the roof, then the environment control will switch itself on once the roof is complete.
- Tweaked resource distribution parameters on the map generator. Coal is now a bit more common.
- Colonist activities now all have icons rather than text on the colonist UI.
- Planting crops, harvesting crops, and harvesting fruit are now all considered separate activities and can be independently enabled/disabled on the colonist UI.
- Buttons now appear on the building UI to remove the underlying foundation or network node, in cases where this is allowed.
- Rocket gantry and rocket can now be built directly from the rocketry page of the construction menu.
- Updated some building descriptions and crop descriptions.
- Updated and shortened the text on the welcome dialog.
- Added text on the mothership dialog to explain the three skill types.
- Message in corner of screen if a building needs repair (shown if switched on and maintenance < 10%)
- New message "[name] is waiting for a cooker to become available"
- Removed target temperature controls for sleep pod, will always try to heat to 20C if switched on.
- Sleep pods no-longer have an inbuilt cooling system.
- Added "m units per n hours" text to algae pool UI
- Added consumption rate tooltip to generator, power plant and hydrogen burner UI.
- A number of other minor, mostly cosmetic changes to the UI for various buildings.
- Pressing space or clicking the pause button will now both toggle the pause state, and the game speed won't reset to 1x on resuming.
- Disallowed building roofs if there are any trees, grass or redfruit plants (due to the height).
- Minor optimisation to reduce CPU usage of the commentary UI.
Fixes
- Fixed a pathfinding problem that caused colonists to briefly stop and become "idle" then carry on.
- "Preparing to wake" colonist should now always take 8 minutes, not 18.
- Fixed check that was preventing electrolysers from being built on the edge of the buildable area.
- Fixed case where colonist diary didn't fit on screen when colonist in sleep pod (colonist UI is now smaller)
- Fixed bug that could stop plants and fruit from growing if you save and exit to main menu, then reload the same game.
- Fixed an error that could very occasionally happen when starting a new game.
- Fixed a bug that would allow red bugs to walk through walls.
- It was possible in some circumstances to harvest fruit bushes through a wall.
- Two tooltips were shown at once if mouse over inventory display at a certain point.
[ 2020-06-25 17:55:02 CET ] [ Original post ]
- Sigma Draconis Linux Depot [96.26 M]
Sigma Draconis is a colony building game which focuses on building and resource management. It is designed to be quite challenging but also fun and relaxing to play.
World
The game features procedurally generated maps with vegetation that grows and spreads over time, free roaming wildlife, and resources for your geologists to reveal.Resources
Primary resources in the game include organics, ore, stone, and coal. Vegetation and exposed rocks can provide what you need to begin with, but later your geologists will need to find buried resources that you can mine.Food
Nutrient mush can be easily manufactured but is detrimental to your colonists' happiness. Some native plants have edible fruit which can be harvested by a botanist, but for a sustainable food supply you will need to grow your own crops. There are currently five varieties to choose from.Power
There are various ways to generate electricity in the game, and successful power management is vital. The nights are long and very cold on this tidally locked world, and your colonists may die if fuel reserves are inadequate.Colonists
Each colonist has one of three skills, all of which will be essential to the success of your colony. Colonists also have individual perks which can effect them in different ways. Various factors such as workload and diet can affect the happiness and productivity of your colonists, so these must be carefully managed.Objective
In the current version of the game, the final objective is to build and launch a rocket.- OS: Any x64 version of Ubuntu
- Processor: 2GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 mb video memory. OpenGL 3
- Storage: 120 MB available space
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