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Steam News19 May 20233y ago

Friday Blog 231 - Doors / Windows / Stairs / Flowerboxes / Pillar-Fences / Roofs

In the past month, we’ve continued work on controller support and more decorative blocks. We’ve noticed that large collections of decorative blocks are common in many frequently used mods.

Full notes

Full Colony Survival update

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What changed

0 fixes2 additions3 changes1 removal
  • Compatibility
  • Balance
  • Gameplay
  • Events
changedIn the past month, we’ve continued work on controller support and more decorative blocks. We’ve noticed that large collections of decorative blocks are common in many frequently used mods. We think it would be good to make the unmodded game a bit more like that.
changedSecondly, Zun has made great progress on a system that automatically chooses the right 3D-model for the situation. Take for example the fence. A fence can be unconnected - basically making it a wooden pillar. It can be connected to 1, 2, 3 or 4 other fences horizontally. And if you stack the “unconnected fence” (the pillar) vertically, it adapts into a special pillar with unique pieces at the start and end. So we’ve got many different 3D-models for the fence, but only one will be available in the stockpile. That simultaneously helps solve the clutter-problem, and it makes these items a lot more usable!
addedA special problem was the window. One of the blocks we’re adding is a window frame, and this one will adapt to different window sizes as well. When designing the required 3D-models, I only thought about regular rectangular windows; 1x2, 2x4, 6x4.
removedBut of course, players can build much more complicated window shapes. And in the process of building a large window, or when removing one piece from an existing large window, you also get quite weird, non-rectangular shapes.
changedFiguring out how to deal with these shapes and making them look relatively sensible and natural was a challenge, but Zun has solved it well! I haven’t been able to “break” the current system.
addedThe new decorative blocks have no “functional” impact on gameplay. They are not required, they don’t make colonists happier or more productive. On one hand, they are merely tools for more artistic players. On the other hand, I do think they’ll influence less artistically inclined players as well. I’ve noticed that due to the new options, I look differently at my buildings. I’m more tempted to make them a bit unique, and I feel more immersed. We hope it’ll be a good step towards making CS feel more alive!

Colony Survival changes

changedIn the past month, we’ve continued work on controller support and more decorative blocks. We’ve noticed that large collections of decorative blocks are common in many frequently used mods. We think it would be good to make the unmodded game a bit more like that.
changedSecondly, Zun has made great progress on a system that automatically chooses the right 3D-model for the situation. Take for example the fence. A fence can be unconnected - basically making it a wooden pillar. It can be connected to 1, 2, 3 or 4 other fences horizontally. And if you stack the “unconnected fence” (the pillar) vertically, it adapts into a special pillar with unique pieces at the start and end. So we’ve got many different 3D-models for the fence, but only one will be available in the stockpile. That simultaneously helps solve the clutter-problem, and it makes these items a lot more usable!
addedA special problem was the window. One of the blocks we’re adding is a window frame, and this one will adapt to different window sizes as well. When designing the required 3D-models, I only thought about regular rectangular windows; 1x2, 2x4, 6x4.
removedBut of course, players can build much more complicated window shapes. And in the process of building a large window, or when removing one piece from an existing large window, you also get quite weird, non-rectangular shapes.
changedFiguring out how to deal with these shapes and making them look relatively sensible and natural was a challenge, but Zun has solved it well! I haven’t been able to “break” the current system.

In the past month, we’ve continued work on controller support and more decorative blocks. We’ve noticed that large collections of decorative blocks are common in many frequently used mods. We think it would be good to make the unmodded game a bit more like that.

One problematic thing in these mods is the abundance of… “variants”. Firstly, things come in multiple colors. Secondly, there are quite some mods that offer “combined shapes” - like fences that actually link up. Which does require players to have separate items like “fence start”, “fence middle”, “fence end”. If each of these parts has color variants as well, the inventory quickly becomes very cluttered.

To solve this problem, we’ve got paints and “adapting blocks”. Firstly, players will be able to make paint items, and they’ll have to use these items to “physically” paint blocks. This helps reduce all these items to one base color variant.

Secondly, Zun has made great progress on a system that automatically chooses the right 3D-model for the situation. Take for example the fence. A fence can be unconnected - basically making it a wooden pillar. It can be connected to 1, 2, 3 or 4 other fences horizontally. And if you stack the “unconnected fence” (the pillar) vertically, it adapts into a special pillar with unique pieces at the start and end. So we’ve got many different 3D-models for the fence, but only one will be available in the stockpile. That simultaneously helps solve the clutter-problem, and it makes these items a lot more usable!

A special problem was the window. One of the blocks we’re adding is a window frame, and this one will adapt to different window sizes as well. When designing the required 3D-models, I only thought about regular rectangular windows; 1x2, 2x4, 6x4.

But of course, players can build much more complicated window shapes. And in the process of building a large window, or when removing one piece from an existing large window, you also get quite weird, non-rectangular shapes.

Figuring out how to deal with these shapes and making them look relatively sensible and natural was a challenge, but Zun has solved it well! I haven’t been able to “break” the current system.

The new decorative blocks have no “functional” impact on gameplay. They are not required, they don’t make colonists happier or more productive. On one hand, they are merely tools for more artistic players. On the other hand, I do think they’ll influence less artistically inclined players as well. I’ve noticed that due to the new options, I look differently at my buildings. I’m more tempted to make them a bit unique, and I feel more immersed. We hope it’ll be a good step towards making CS feel more alive!

Bedankt voor het lezen :D

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Steam News / 19 May 2023

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