sgthale - Family Time Development Part 12 - Furniture and Water Contraptions!

sgthale - Family Time Development Part 12 - Furniture and Water Contraptions!

More from sgthale sgthale - Family Time Development Part 17 - Wrecking Balls and Fireflies!

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Video shows the summary, text shows the technical!

These features are part of October 9th's Episode 3 release!

This week:

Furniture

Water Contraptions

Furniture

Well technically there is only 1 new furniture (boar leather chair), but the new construction props can be used to furnish the interior of your house. Half walls, stairs, roof 1x1, and long roof 1x2 have been added. Pathfinding was recently supercharged to iron out wrinkles like pups getting stuck.

Buckets can also now become furnishings in your house because they can now carry up to 10 meats, great for storage. They can only carry meat of the same kind so you can't mix a bucket of chicken with pork. Pups can be commanded to pick up meat if carrying a bucket.

The new mill cleaver can probably be used as a furnishing as well though it is an expensive building to construct. It requires the new polished stone construction material:

By placing a regular rock on a fast moving stream of water, it will overnight turn into a polished stone. This was done to enhance the need to "plan ahead" when building or looking for stuff to do. It also makes rocks more valuable. It's very cool!

The mill cleaver produces 5 planks for each log (axe produces 3) and the pups can be commanded to place logs on the cutting table. Pups will form a queue to wait their turn. This will make producing planks much much easier and faster.

Alternatively, trees can now be planted and oh boy, you can make some DENSE forests now! The default map procedural generation spaces out trees roughly 3 cells apart max but with full tree-planting control you can fill every 1-cell in a neighborhood, thick forests! Trees now have lifecycles: buried, sapling, little, and regular.

To account for new gameplay balances I will be reducing mature trees producing 4 logs -> now 3 logs. Little trees are smaller and only yield 1 log when cut.

Water Contraptions

Honestly there's just so much to talk about this week because I've just been BLAZING through fixes, missing features, and quality of life additions. I've been looking back and thinking "Before I move on, what do I need to add/fix?". I've also been watching lots of streamers play my game and have gathered an enormous amount of feedback (which the vast majority has been implemented!). So things for Episode 3 already feel so much smoother, less jankier, less buggy, etc.

One thing I really wanted to rework was the water well. In Episode 2 it was kinda pointless. Not anymore! Now it's amazing. How they work now is as follows: if you right click a water well, it will switch to OFF, IN, or OUT. In the OFF mode it does nothing. IN sucks up water. OUT pushes it out. Water wells cycle the same amount of water. This means you can create infinite water cycles, man-made rivers, man-made lakes, waterfalls, and maybe even auto-farming contraptions with animals!

As I said before, I do not want full automation or Factorio-like mechanics. But I will add things like this that are super easy to exploit for unintended automation! Super fun.

Episode 3 releases in 2 weeks from today.

We're hitting HALF A MILLION WISHLISTS over the weekend.

Stay tuned!

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