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The July update v0.5 is here!
This update adds one new building - the shore pump. Two new wild plants have been added, with the introduction of a wet biome. Birds now fly overhead.
Here is the full list of changes:
Changes
- New building: Shore Pump. Build on the coast to pump water.
- Renamed the water pump to groundwater pump and updated description.
- Adjusted map generation parameters and added wet areas. These have lots of vegetation and groundwater pumps are 40% more effective.
- New plant: Haida-spindax (coast grass). Another big grass-like plant, this one grows in wet areas by water.
- New plant: Pin-lodax. Also grows in wet areas.
- Terrain is now shaded based on whether it is dry (desert), normal, or wet.
- Ground cover (the green specks on the ground representing tiny plants) is denser in wet areas, and is now also rendered on coast tiles.
- Made various changes to rah-lodax (roundleaf plant), including adding dead plants.
- Added birds that fly overhead.
- Stone furnace no-longer takes metal to build.
- Can now set inventory target for mines in the same way as for other production buildings.
- Production buildings will now pause if inventory target reached while factory is in progress (e.g. because the required items were produced somewhere else).
- Spread out the UI at the top of the screen if there is enough space.
- Moved the battery cell, composites and solar cell factories to the Materials page of the construction menu.
- Updated some building descriptions.
- Updated the grass shadow to try and make it look better whilst also slightly reducing poly count.
- Added shadow detail setting. Low detail may give a slight performance gain, but so far only a few of the plants have a low detail shadow model.
Fixes
- Colonists should now be less likely to attempt to drop resources into a full network and get stuck at the resource processor.
- Colonists should now be less likely to wander off without picking up the resource after deconstructing something.
- Fixed a bug that could cause factories to lose items if items storage was full.
- Fixed a bug that could cause changes in diet and new arrival happiness not to change the total happiness of a colonist.
- Fixed bug affecting the layout of the energy display.
- Fixed a graphical glitch when deconstructing dinrey-kadax (cactus) plants.
- Fixed an occasional minor glitch on solar panel graphics.
[ 2020-07-18 10:50:47 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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