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Steam News25 May 20233y ago

Mizter McGregor's Garden

Last time round we checked in with some of the main pillars of Build 42 – those things being the crafting and crafting systems update, the tech upgrade, animals/migration and MP.

In this update4

Full notes

Full Project Zomboid update

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

What changed

1 fix1 addition6 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Events
  • Compatibility
  • Fixes
changedLast time round we checked in with some of the main pillars of Build 42 – those things being the crafting and crafting systems update, the tech upgrade, animals/migration and MP.
changedFARMINGCurrently I’m working on smoothing out the interface and interactions for the revamped farming. One important part of the interface, and player feedback, are the new plant sprites Mash has produced to represent plant states. Previously, our far more limited number of plants had sprites for their individual growth stages, as well as some generic sprites to represent trampled plants. Now, for every single growth stage and for every plant, we have 600 additional sprites to represent what’s now grown to 15 crops and 8 herbs. These cover states of:
changedFARMINGUnhealthy – due to disease, lack of water, or general low health.
addedFARMINGWith the farming rework we are adding growing seasons (which can also be disabled in the sandbox settings).
changedFARMINGWith these most plants will have a planting season, with optimal months that produce additional yields. Plants that are planted out of season will be destined to wither away and die. This means, that aside from some winter crops, winter farming will be no more.
changedCHEEKY RABBITSLast time we properly met the Knox Event’s deer population and their migration habits, and now it’s time to introduce some smaller varmints – who are tied to the same system, but will move around according to a different ruleset.

Last time round we checked in with some of the main pillars of Build 42 – those things being the crafting and crafting systems update, the tech upgrade, animals/migration and MP.

As such, for today’s blog we’ll be dipping into some of the stuff that wider members of the team have been working on for more general improvement elsewhere in the game.

FARMING

First off, let’s darken Blair’s door – and watch him lean over a fence with a piece of straw in his mouth while he outlines what he’ll imminently be merging into our internal branch for our testers to play around with.

Currently I’m working on smoothing out the interface and interactions for the revamped farming. One important part of the interface, and player feedback, are the new plant sprites Mash has produced to represent plant states. Previously, our far more limited number of plants had sprites for their individual growth stages, as well as some generic sprites to represent trampled plants. Now, for every single growth stage and for every plant, we have 600 additional sprites to represent what’s now grown to 15 crops and 8 herbs. These cover states of:

  • Unhealthy – due to disease, lack of water, or general low health.

  • In the process of dying – due to these aforementioned reasons.

  • Completely dead.

  • Dead-but-also-trampled/crushed. These are for plants that have been crushed by zombie hordes, vehicles etc, and also for dead plants that are degrading over time.

With the farming rework we are adding growing seasons (which can also be disabled in the sandbox settings).

With these most plants will have a planting season, with optimal months that produce additional yields. Plants that are planted out of season will be destined to wither away and die. This means, that aside from some winter crops, winter farming will be no more.

Growing seasons are learnable knowledge. A farmer character starts knowing all of them; a character with the gardener trait will know most of them; and they can also be learned from reading seed packets and special farming handbooks.

CHEEKY RABBITS

Last time we properly met the Knox Event’s deer population and their migration habits, and now it’s time to introduce some smaller varmints – who are tied to the same system, but will move around according to a different ruleset.

WIP vid. Kitten behaviour will probably get more realistic / change. (‘Kitten’ is the correct word for baby rabbit – we don’t know that either.

Also we had a bug this week with the carrots.

Also also, with animals comes poop:

https://twitter.com/theindiestone/status/1659235346301714450

MAPPING

Now ably assisted by our newest friend Dirk the map team carry on a-pace with the huge map expansion that (most likely) will land alongside 42, or be a part of its beta updates.

After a brief spot of begging we managed to bag a little taster of one of its more epic locations… as ever big thanks to Amz for the vid.

AND FINALLY

Elsewhere Fenris has been chewing on a key accessibility issue that we’ve been wanting to get fixed up since forever – namely the ability to remap mouse buttons (including extra buttons on fancy mouses) to different actions, by making mouse buttons and keys work exactly the same within the bind menu.

Ooh, and also look! Area-specific vehicle spawns in action…

This week’s misty hunt from Felkhan.

Source

Steam News / 25 May 2023

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