Hello everyone, I hope you're all doing well. This post will also be about 0.10 update content again. On the development side we're currently still finishing up the new biome map generator and crafting/chemistry system.
In this update6
Full notes
Full My Drug Cartel update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
0 fixes4 additions2 changes0 removals
Maps
Gameplay
Balance
addedI hope you're all doing well. This post will also be about 0.10 update content again. On the development side we're currently still finishing up the new biome map generator and crafting/chemistry system.
changedContainer temperatureThis mechanic was kind of already previously in the game. When you wanted to cook something like bread or opium you had to put it onto a burning stove. However, now they actually also have a level of temperature. Some reactions will need a higher temperature to actually process while others need to stay below a certain temperature (to avoid unwanted reactions like explosions). Some stoves/reactors/kilns can reach higher temperatures than others while others allow safely controlling the temperature in a custom range (why this is important will be shown in future posts).
changedBody temperature (NPCs only for now)While there is hypothermia, in the game's environment currently you only need to worry about heatstroke. It is a health issue that will progress with time and can even lead to death. To avoid this, you should let your NPCs wear not too much apparel and avoid having heat emitters in closed rooms.
addedWetlandsThis new biome contains clay (for now only usable for dynamite manufacturing but will become more important in future updates i.e. as building material) and has a new plant: Cattails. They can be foraged and will yield cattail roots that can be eaten raw. There's another wetland plant planned in the near future (Sugarcanes) as well as some new wild animals. The main reason I am already adding it now is just to have a clay source.
addedWetlandsThis is how the cattails will grow by spreading. Right now it still looks a bit odd but once we add ponds and water consumption by plants that should improve
addedWetlandsNext week's post will mostly be about chemistry stuff (explosives manufacturing) and the new soil fertility system.
My Drug Cartel changes
addedI hope you're all doing well. This post will also be about 0.10 update content again. On the development side we're currently still finishing up the new biome map generator and crafting/chemistry system.
changedThis mechanic was kind of already previously in the game. When you wanted to cook something like bread or opium you had to put it onto a burning stove. However, now they actually also have a level of temperature. Some reactions will need a higher temperature to actually process while others need to stay below a certain temperature (to avoid unwanted reactions like explosions). Some stoves/reactors/kilns can reach higher temperatures than others while others allow safely controlling the temperature in a custom range (why this is important will be shown in future posts).
changedWhile there is hypothermia, in the game's environment currently you only need to worry about heatstroke. It is a health issue that will progress with time and can even lead to death. To avoid this, you should let your NPCs wear not too much apparel and avoid having heat emitters in closed rooms.
addedThis new biome contains clay (for now only usable for dynamite manufacturing but will become more important in future updates i.e. as building material) and has a new plant: Cattails. They can be foraged and will yield cattail roots that can be eaten raw. There's another wetland plant planned in the near future (Sugarcanes) as well as some new wild animals. The main reason I am already adding it now is just to have a clay source.
addedThis is how the cattails will grow by spreading. Right now it still looks a bit odd but once we add ponds and water consumption by plants that should improve
I hope you're all doing well. This post will also be about 0.10 update content again. On the development side we're currently still finishing up the new biome map generator and crafting/chemistry system.
Temperature
Room temperature
The temperature is mostly room-based. This means each closed room will have its own temperature. The outside temperature is determined by logic that can't be controlled by the player himself (i.e. time of day, weather). The temperature of rooms however is calculated based on multiple factors. On one hand it's affected by adjacent rooms (including outside) relative to the isolation & size of those (an open door will make the temperatures mix more quickly). On the other hand it's also affected by temperature emitters.
Heat emitters
Some game objects are temperature emitters, meaning that they produce heat or cold in a room. An example would be a burning stove. A smaller room will change temperature more quickly than a large room of course.
Temperature emitters also produce local heat, which can "override" the room temperature. So if you are outside when it's cold, you can sit near a fire and it will prevent you from freezing.
Container temperature
This mechanic was kind of already previously in the game. When you wanted to cook something like bread or opium you had to put it onto a burning stove. However, now they actually also have a level of temperature. Some reactions will need a higher temperature to actually process while others need to stay below a certain temperature (to avoid unwanted reactions like explosions). Some stoves/reactors/kilns can reach higher temperatures than others while others allow safely controlling the temperature in a custom range (why this is important will be shown in future posts).
Body temperature (NPCs only for now)
While there is hypothermia, in the game's environment currently you only need to worry about heatstroke. It is a health issue that will progress with time and can even lead to death. To avoid this, you should let your NPCs wear not too much apparel and avoid having heat emitters in closed rooms.
There are also devices like coolers planned but they are scheduled for the 0.11 update.
Wetlands
This new biome contains clay (for now only usable for dynamite manufacturing but will become more important in future updates i.e. as building material) and has a new plant: Cattails. They can be foraged and will yield cattail roots that can be eaten raw. There's another wetland plant planned in the near future (Sugarcanes) as well as some new wild animals. The main reason I am already adding it now is just to have a clay source.
This is how the cattails will grow by spreading. Right now it still looks a bit odd but once we add ponds and water consumption by plants that should improve
Next week's post will mostly be about chemistry stuff (explosives manufacturing) and the new soil fertility system.