On our road to the World Update II, we improved the placement of buildings and the walkways that lead you there.
We've added snapping functionality and a building grid to aid with the placement of buildings. For those who prefer the old type of building, both the grid and snapping can be disabled. This update comes with a couple of extra quality of life changes allowing you to smoothly build a nice little floating town.
Early Access 0.4.2
Building Grid
- Buildings where you can build at (such as the townheart and walkways) now generate a grid on each of their attachable edges where buildings snap to.
- Buildings will now show their grids when building around them.
- Grid visibility and Snapping functionality can both be disabled with 2 toggles found in the building menu.
- Walkways now display their boundaries.
- A visual is added for the propeller blocking buildings on the Townheart.
Building Improvements
- Added a collision tolerance. This will reduce edge cases where it looked like you could build somewhere, but couldn't due to a small overlap.
- While placing a construction, it will now align next to another construction.
- Walkways are now built one segment at a time. You can hold shift or set a shortcut to continuously place walkways.
- Walkways now show building buoys when they are placed and ready for construction.
- Walkway lines will now look for the closest intersecting building it can hook to. This makes for more natural snapping.
- Walkway integrity has been added, this means that walkways are no longer able to be deconstructed when it would cause a part of the town to become disconnected from the Townheart.
- Individual walking segments can now be deconstructed.
- Reduced the snapping distance when building.
- Buildings marked for deconstruction will now display building lines around them.
- Producers will no longer wait for their recipes to finish before being deconstructed. This means that drifters will immediately stop working and the construction will be marked for deconstruction.
Misc
- Producer recipes can now be cancelled, even if they are currently being produced.
- Overhauled the visual of the building radius.
Fixes
- Fixed an issue where a walkway could snap further than it's allowed angle if it snapped to another walkway.
- Fixed building buttons not starting a new construction when pressed.
- Fixed additional electricity grids being made when salvaging a building and cancelling it. This could cause certain buildings to never receive power, such as the research station, and thus not getting worked by drifters.
- Fixed floating worker position in the Unbottler.
- Fixed drifter name tags not updating correctly after reloading.
- Fixed bullet points not displaying in the update notes.
Behind the scenes
- We decentralized the building so we can more easily test it in a separate environment.
Changed files in this update