- fixed missing check for pasture when designating areas
- added wheelbarrows
- added gui for game settings
- added auto generate jobs
Disclaimer:
Wheelbarrows and auto generate are first implementations and still far from finalized.
For wheelbarrows it means the code implementation is done but a lot of definitions in the game's data files, which define which items and how many go into which carry container, are still missing.
Auto generate works for generating craft jobs of "any" material. Why it's complicated to make it work with selected materials I'd need to explain in a longer extra post.
0.4.8
Just a small update but I wanted to make it available for testing before going on
vacation. it should improve fps for some people significantly. Might still have low
fps on toasters but on microwaves it should run decently.
What I did was merging the rendering of floor sprites (everything floor and overlays) and wall sprites( walls, items, characters) into one render pass. This
puts a bit more work into the fragment shader for each tile but has half the render calls.
- added checkbox to gnome window to let them ignore no pass zones
- removed seperate render passes for floor and wall tiles
0.4.7
- added no pass designation
- fix falling gnomes discover their new location
- remove floor - improve job selection to avoid getting trapped
- build wall - improve job selection to avoid getting trapped
- add renaming of gnomes
0.4.6
- breaks save games, new game required
- added dig ramps down
- water flows down now
- wild animals no longer spawn in the starting zone
- animals now getting hungry
- some animals on pastures eat grass
- fix dig hole
- fixed gravity for dropped tools
- fixed path finding/move order not correctly aborting in in some cases
- remove dead gnomes from lists
0.4.5
- tiles with non wall neighbors are discovered at game start
- grass spreads now to dirt tiles
- fixed beer and bread recipes taking grain
- reinstated water
- added fish
0.4.4
- improved check if item is allowed in a container
- fixed items in containers being rendered after load
- built soil and rough stone walls and floors will be mined rather than deconstructed
- added cabinet, dresser, statues to funiture options
- fixed a workshop crafting related crash
- animals no longer randomly wander through doors that are blocked for them
- fix: pasture onle show collect eggs checkbox for egg laying animals
- separated selection rendering from main render
0.4.3
- update lights in range when mining a wall
- open stockpile window at stockpile creation
- goats give milk now
- eggs can now be collected, omelette!
- removed glFinish in the main render function, this might improve things on some systems
0.4.2
- fix Gnome list showing the right job after sorting
- another fix for initial gnome speed
- fixed brewing recipes to use brewing skill instead of cooking
- building/replacing floor tiles with ramp tops is no longer possible
- prevent logs created by felling a tree at map border to float in limbo
0.4.1
- shift leftclick now forces the tile info widget to open even if only one thing is on the tile
- made gnomes less blinking
- added cheese
- added move top/bottom buttons to stockpile widgets
- fixed bug that caused craft jobs with materials set to "any" not being started
- add "fow" option to configs when missing
0.4.0
- stockpiling, tiles with containers are handled first
- job queue: craft# the number to craft will count down now
- job queue: craft to, jobs will not disappear anymore when the number is reached but suspend
- slowed down fast runners
- sun loving plants no longer grow underground
- fixed crash when removing a pasture
- fixed selection checking for zLevel to only stop at walls and floors