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Since releasing 0.5.2 last Friday, we've got a number of reports of small issues. Today, we'll release 0.5.3, which fixes issues like the stack size of stairs and adds a couple of small optimizations and updated translations. Thank you translators!
Next week, we're going to start working on 0.6.0 which will include the 'digger' feature. We've been thinking of how this feature should work. There already is an in-game 'savetool'. We used this tool to save the 'blueprints' of the trees that currently spawn in the world. You can see how it works in the screenshot below.
There's a group of trees in the middle, and I've selected them by clicking two blocks on opposite sides of the trees. The purple selection updates dynamically by hovering the cursor over blocks.
The final digger tool will not turn blocks solid purple, but give them a transparent colored overlay instead, like the banner tool currently does. That's step 1.
When you're happy with the area you've selected, you'll have to place 'job spots' similar to how you currently place miners or guards. These digger job spots can be placed on all the blocks that border the selected area.
Unemployed colonists will move to the job spots and start removing blocks from the selected area. They will move to crates regularly to deposit the blocks they've collected. When they're done and the entire area is removed, their job spots automatically disappear and they move back to the banner, like all other unemployed colonists.
In this approach, diggers will work pretty similar to most other jobs, which hopefully is the least confusing strategy!
Two weeks ago, we suggested a feature that could fix 'the bed problem'. We received a lot of enthusiastic replies and nearly all of you wanted to see the feature added. We'll work on diggers (and probably builders for 0.6.1 ) first, but there is a very big chance that job-specific beds will be added in 0.6.* or 0.7.*!
Another very common suggestion is melee guards. We've thought about this idea, but it results in a number of problems:
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