Full notes
Full Cosmorists update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Maps
- Gameplay
Cosmorists changes
A slow month
Sometime after the Verdant update, I was getting a little tired from working on the game after a period of creative highs focusing on one biome for a week. By the start of the month, I started to feel some burn out from game development after working on it almost every day for so long, so I took a roughly 2 week long break early this month, only checking the community for any bug reports every few days during that time, which is why I was mostly quiet for that time period with no updates except for bug and crash fixes, and why there were no videos on my channel being made. This one will be shorter than previous months.
Right after my break, I focused on replacing the current way the game stores data with the new data structure, where I named it as an "object dictionary tree". Instead of carefully saving all the data in the form of byte arrays each time, the game will instead store all data in this data structure, and read from it when loading. I replaced all the saving code with this new way of saving. All the loading code only still remains for existing saves.
This is the month where the refactor was done, and it works for both new and existing saves at this point! The save at the top uses the new data structure, and the save at the bottom stores data in the older less organized way. The new file size relative to the old will vary for different saves, but it's still be small enough to easily be uploaded to the cloud!
This conversion is also the reason for the v 0.1.2 spaceship deletion bug, as the game now either deletes or overrides files that use the old format, one of which was spaceship data. The data was deleted, but wasn't replaced by the file that was supposed to override it when saved.
Taiga cave update
Once that refactor was done, I decided to do an update similar to the Verdant update, but overhauls an existing biome that lacks content on Tierra, and the taiga caves were the perfect fit! Before the update, all it had to offer was a higher concentration of glow ferns, and harvestable frost flora, and the rewards didn't quite justify the risks of freezing temperatures. This is what it used to look like before the update. After the update, it now has treasure containing a new toolset called permafrost tools that can only be found here, and it's also crafted by some resources that can only be found here as well, a lot more decorative plant life, and slippery ice patches in the freezing parts of the cave! Here's what it looks like now! Most of that change was made after the refactor in roughly a week similarly to the Verdant update!
Experimenting with Generative AI
This video above shows off the permafrost tools added in v 0.1.2, and is the first time I've done narration on the channel. The narration however is AI generated, and wanted to disclose its use. This is to experiment with something new on the channel surrounding the game after over a year of posting videos whose format barely changed apart from the trailers, which is mostly videos with text that show off something new added to the game with the soundtrack in the background. It may not be the best quality for now, but it's definitely a start,
Source
Changelog.gg summarizes and formats this update. How we read updates.
