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[Logistics and Multi town Operations]

Added an action to move items, moving a specified number of items to a designated location.

The move item action can have a return parameter, which makes role to automatically return to the container's position from the location the item was transferred to.

Added a mobile item task that can be picked up by characters and converted into a mobile item action.

You can add and delete material transfer rules on the regional planning page. The rules for material transfer can stipulate that at specified times, a specified number of designated items within a certain area are moved to another area connected by another road (both roads and two areas are connected and have overlapping grids with both of them. Virtual roads, gravel roads, stairs, etc. are considered as roads that can be used for connection). Both areas used for transmitting materials should be as small as possible, as the starting area will check all points within the area so performance overhead increases as the area increases, while the ending area is prone to scattered materials. The material delivery rules have been specially optimized, and players can set up long roads (no more than 100000 grids, and if there is a longer distance logistics demand, they can consider adding an area for relay.) to operate multiple bases that rely on each other for materials in a larger spatial range. (It is recommended to make more use of some characteristics of regional planning in order to achieve larger business scale with less performance resources.)

The container can be configured with collection rules to automatically collect specified items within 100 squares that are not inside the container. Every specified number of minutes, if the number of specified items in the container does not exceed the specified limit, fill in the specified number of moving item tasks. Recommended for use in conjunction with material delivery rules.

Choose a storage container and try the random container for the specified storage category three times. If none of them are suitable, traverse the storage container for the specified storage category until the first one is found.

Take food and water randomly three times first, and then take what is available within a distance range. Considering that there are many piles of food and water, if food and water cannot be retrieved during traversal, they will not be retrieved within an hour.

Two map commands have been added to set for sale and cancel for sale. Used to set the maximum sales volume for all self owned items within the selected range, as well as cancel all sales volumes. (You can use logistics rules to transport your own goods to a store in a distant town, and then select a box to set up a batch of these items for sale, inviting others to visit the store area and shop)

A connectivity page has been added to the region details, displaying all areas with known connectivity paths and all areas with known 100000 grid roads that cannot be found. And you can choose any area to reset the road, regardless of whether the path was previously checked as unreachable, it will be searched again.

When there is a road repair in the area, reset all unreachable judgments related to this area.

[Optimization]

By limiting the running time of pathfinding resources, a character's pathfinding strategy is restricted for more than 30ms, and the pathfinding resources of him and all subsequent units are restricted.

When a character is searching for a path, if any pathfinding strategy is used for more than 30ms, the continuation of this strategy will be immediately terminated, and the current best point will be taken as the result of this strategy.

A new routing optimization has been added. When the endpoint is in the planning area, if the detected grid points are in the planning area that is already connected to the endpoint planning area, the optimization of the previous area planning will be used to significantly reduce routing consumption. (Because characters will try to find their way in the opposite direction, this optimization can be used for either the starting or ending points in the planning area.)

[Knowledge]

Added a basic metallurgical knowledge, based on human common sense, and serves as the foundation for various metallurgical knowledge. Thus, various metallurgical knowledge can be derived from human common sense.

Adjusted the relationship between knowledge and knowledge, formulas, and skills, and all existing knowledge has its role.

[Character]

Reduced the status bar for hunger, drinking water, and more for characters

Added a happiness bar, increasing positive emotions by 0.5 times the happiness value, while increasing negative emotions will decrease the happiness value.

When the happiness bar value is below 20, the character will not take the initiative to work.

Happiness add 20 after sleep, no more than 100.

When conducting an environmental test, a positive value will add 1 happy emotion, and a negative value will add 1 sad emotion.

Adjusted the relationship of automatic conversation between characters, with equal positive and negative probabilities. The positive change in automatic conversation relationship increased happiness by 0.01, while the negative change increased anger by 0.01.

Disease can be defined as the negative emotions it brings upon acquisition (which should be negative value), as well as the positive emotions it brings upon recovery (which should be positive value).

Calculate the excretion and return locations only when the action lock is obtained

A cleaning requirement bar has been added, usually reducing by 0.1 per minute and 0.01 per minute during sleep.

In areas such as gravel washbasins, washbasins, and bathtubs, cleaning strips can be lifted through washing actions. The washing time can be specified, with an additional 5 cleaning points per minute and a maximum of 100 points. When the cleanliness level is less than 30, characters tend to automatically go to these furniture areas in the group to wash up.

When a character wakes up, if the cleanliness is less than 20, they will feel unhappy and lose their mood.

Items can define a degree of dirtiness. When a character passes through a grid containing items with dirtiness, if there are no containers in the grid, the cleanliness of the character will decrease by the dirtiness of the item * min (number of items, 10).

[Management]

Manufacturing tasks have added a bottom line allocation, which will be more stringent and in many cases, tasks will be directly removed.

In order to give opportunities to tasks that are ranked later, there is a 0.1 chance of skipping during the bottom line processing.

Each round of bottom allocation allows for a maximum of 10 tasks to be viewed.

Improved the probability of characters automatically receiving construction tasks

[Animal]

Added an action to feed with items on hand.

When fed, wild animals have a low probability of launching attacks based on their wild values, a medium probability of being cautious and ignoring them, and a low probability of becoming friendly units if eaten. When the favorability is below 20 and there are no hostile units, feeding will increase the favorability by about 1.

Non intelligent units with a relationship value of 20 or above can be requested to follow, while rideable units with a relationship value of 10 or above can ride.

[Other]

Added exchange for smart potions, requiring 300 points. It will be easier to advance the technology tree.

Items with action units cannot be occupied (such as monster hibernation bodies, activated hibernation robots)

A new flag has been added that does not observe after hibernation. When a creature with this flag is in hibernation, its dormant object is set to unowned.

Similarly, when the block is loaded, the ownership of dormant objects with the flag of not observing after hibernation will be cleaned.

Being attacked can lead to a change in the relationship between the attacked group and the attacker and their affiliated group

When distributing rewards for completing tasks, if the focus grid is in the air or filled with solid squares, the rewards will be randomly placed in a player's container, or placed in the focus grid but it doesn't belong to player.

The command to occupy the map will skip the solid grid

[Construction]

Added a command button to build along grid points, which relies solely on the grid points to determine the position, not based on the click offset as in the construction command.

The lighting building has added floor lamps

Added wall type building stone columns

Added decorative items: radio, telescope, iron

Added 2 2 grid carpet items, 1 2 grid vertical table, and 2 3 grid deluxe bed. A fireplace with 1 2 compartments that functions equally as a stove.

[Drawing]

The lower square of the empty filled grid is also empty filled, but when there is a thin plate blocking the top of the lower grid, the tiles at the grid are on the rock surface.

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