HomeGamesUpdatesPricingMethodology
Steam News26 February 20215y ago

Friday Blog 193 - Dotting the I's and Crossing the T's on the Logistics Plan

As explained in the last couple of blogs, adding realistic logistics between your main colony and its outposts will be a massive overhaul. There's a large amount of interdependency and edge cases.

Full notes

Full Colony Survival update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions2 changes0 removals
  • Gameplay
  • Maps
  • Fixes
  • Events
addedAs explained in the last couple of blogs, adding realistic logistics between your main colony and its outposts will be a massive overhaul. There's a large amount of interdependency and edge cases. We're now 99% certain that we want to do this.
addedThe Outpost System: Currently, starting a second colony is an end-game feature that requires difficult-to-unlock Colony Starter Kits. These later colonies pretty much stand alone as sepate places with their own tech tree. In 0.9.0, it should be way easier to start new outposts, like a mining town. They should be more connected, all being part of the same civilization/empire. It will be easiest to set up a capital that is supplied by its outposts, but you should be able to develop these outposts as well.
addedNew Terrain Generation: At the moment, useful terrain features like ores and the ability to grow certain crops are spread out like tiles on a chessboard. There's a large square on the map called "Far East" were porcelain can be found and rice can be grown, and another large square for diamonds and sugar cane. These large squares are separated by large areas of uselessness: desert, steppe, ocean. These ores and the ability to (efficiently) grow certain crops should be spread out more organically. You shouldn't have to traverse large deserts or steppes for your first outpost. It should be a more natural expansion, fueled by the desire to gain "that resource just over there". This requires a new world with updated terrain generation.
fixedWe should investigate whether it's annoying to fight monsters everywhere in this system. If so, that should be fixed.
changedJobs should be more sensible and "upgradeable". Jobs like berry farmers should benefit from having larger areas. Jobs like wheat farmers could have similar yields on smaller areas if they use items like fertilizer. It would be nice if jobs like flax farmers have better yields if a beekeeper is nearby. Smelters should be able to use different fuels, and crafters should be able to use better tools for improved crafting times.
changedDeveloping 0.9.0 will be a large project that's going to take a relatively long time. We do believe it's a good idea. The plans will make way better use of the large world. The game is able to support tens of thousands of colonists, but only rewards recruiting a couple of hundred. That's a lot of unused potential that 0.9.0 should take advantage of. We could've chosen a different direction, or focused on smaller updates, but we think this path ultimately will result

Colony Survival changes

addedAs explained in the last couple of blogs, adding realistic logistics between your main colony and its outposts will be a massive overhaul. There's a large amount of interdependency and edge cases. We're now 99% certain that we want to do this.
addedThe Outpost System: Currently, starting a second colony is an end-game feature that requires difficult-to-unlock Colony Starter Kits. These later colonies pretty much stand alone as sepate places with their own tech tree. In 0.9.0, it should be way easier to start new outposts, like a mining town. They should be more connected, all being part of the same civilization/empire. It will be easiest to set up a capital that is supplied by its outposts, but you should be able to develop these outposts as well.
addedNew Terrain Generation: At the moment, useful terrain features like ores and the ability to grow certain crops are spread out like tiles on a chessboard. There's a large square on the map called "Far East" were porcelain can be found and rice can be grown, and another large square for diamonds and sugar cane. These large squares are separated by large areas of uselessness: desert, steppe, ocean. These ores and the ability to (efficiently) grow certain crops should be spread out more organically. You shouldn't have to traverse large deserts or steppes for your first outpost. It should be a more natural expansion, fueled by the desire to gain "that resource just over there". This requires a new world with updated terrain generation.
fixedWe should investigate whether it's annoying to fight monsters everywhere in this system. If so, that should be fixed.
changedJobs should be more sensible and "upgradeable". Jobs like berry farmers should benefit from having larger areas. Jobs like wheat farmers could have similar yields on smaller areas if they use items like fertilizer. It would be nice if jobs like flax farmers have better yields if a beekeeper is nearby. Smelters should be able to use different fuels, and crafters should be able to use better tools for improved crafting times.

As explained in the last couple of blogs, adding realistic logistics between your main colony and its outposts will be a massive overhaul. There's a large amount of interdependency and edge cases. We're now 99% certain that we want to do this.

The rough order looks like this:

  1. Longer Crafting Times: Crafting should be able to take longer than 15 seconds, and different items should be able to have different crafting times at the same jobblock. These old limitations led to certain choices like complex recipes and separate jobs. That will have to be refactored.

  2. Improving the Trade Feature: There should be actual, physical paths linking colonies, marked by milestones or buoys. These should determine the cost and waiting time for trading items.

  3. The Outpost SystemCurrently, starting a second colony is an end-game feature that requires difficult-to-unlock Colony Starter Kits. These later colonies pretty much stand alone as sepate places with their own tech tree. In 0.9.0, it should be way easier to start new outposts, like a mining town. They should be more connected, all being part of the same civilization/empire. It will be easiest to set up a capital that is supplied by its outposts, but you should be able to develop these outposts as well.
  4. New Terrain Generation: At the moment, useful terrain features like ores and the ability to grow certain crops are spread out like tiles on a chessboard. There's a large square on the map called "Far East" were porcelain can be found and rice can be grown, and another large square for diamonds and sugar cane. These large squares are separated by large areas of uselessness: desert, steppe, ocean.

    These ores and the ability to (efficiently) grow certain crops should be spread out more organically. You shouldn't have to traverse large deserts or steppes for your first outpost. It should be a more natural expansion, fueled by the desire to gain "that resource just over there". This requires a new world with updated terrain generation.

  5. We should investigate whether it's annoying to fight monsters everywhere in this system. If so, that should be fixed.

  6. Jobs should be more sensible and "upgradeable". Jobs like berry farmers should benefit from having larger areas. Jobs like wheat farmers could have similar yields on smaller areas if they use items like fertilizer. It would be nice if jobs like flax farmers have better yields if a beekeeper is nearby. Smelters should be able to use different fuels, and crafters should be able to use better tools for improved crafting times.

We haven't decided on all details yet. Will there truly be no realistics logistics within colonies? Will certain item types be constrained to "special" stockpiles - weapons and ammo can only be stored in armories, wheat in granaries, etcetera? We're still debating these issues.

While we were making plans for the future, Zun has still been working on and releasing small patches for 0.8.1. The full details can be seen in #small-patch-changelogs on Discord, but here are the last three updates:

Developing 0.9.0 will be a large project that's going to take a relatively long time. We do believe it's a good idea. The plans will make way better use of the large world. The game is able to support tens of thousands of colonists, but only rewards recruiting a couple of hundred. That's a lot of unused potential that 0.9.0 should take advantage of. We could've chosen a different direction, or focused on smaller updates, but we think this path ultimately will result

Source

Steam News / 26 February 2021

Open original post

Changelog.gg summarizes and formats this update. How we read updates.