A new month means a new frontier! This month's frontier brings a new twist - all mines only require Level 1 Energy and there are natural resources everywhere. Plan your strategy and build that large monument as fast as you can!
Featured Workshop Maps
Here are this month's five great Steam Workshop maps that you can also find in-game under Custom Maps - a mix of old and new, peaceful and military. We'll feature five more next month! https://steamcommunity.com/sharedfiles/filedetails/?id=2967220443 https://steamcommunity.com/sharedfiles/filedetails/?id=2961896941 https://steamcommunity.com/sharedfiles/filedetails/?id=2809456141 https://steamcommunity.com/sharedfiles/filedetails/?id=1728517177 https://steamcommunity.com/sharedfiles/filedetails/?id=1911765928
Steam Workshop Embeddable Mods
When creating custom maps you can now embed mods as well as linking to existing Workshop ones, so it's now a whole bunch easier to create maps with your own custom settings and content!
For more information on making mods check out the Community Wiki
V1.6.4.1 Release Notes
May Frontier
Local mods are now embedded in custom maps and will upload along with the map when published to Steam Workshop
Fixed AI building excessive storage yards
Rebuilt terrain overlay graphic system for modability and improved performance
Added ability to set a market resource to be sell only or purchase only in market.json
Added ability to set players starting money with players.json
Added ability to easily set preresearched tech in techs.json
Reworked boat expedition code for future updates
Thanks to everyone on Discord for their support & ongoing feedback! ๐
If you'd like to be first to hear about major updates to The Colonists and about new games from codebyfire, you can follow us on Steam, subscribe to our newsletter or join our Discord server.
The April Frontier is live! This month's challenge is all about mega sheep farms - 3x production but 2x pasture size - you'll need new layouts to best optimise all that resource flow. Good luck!
Also, thanks to the brilliant community translators, The Colonists now officially supports Turkish!
V1.6.3.1
Added support for April fronter
Added Cancel Expedition button for boats assigned to an expedition
Fixed Cursor Constrained not being remembered properly between sessions
Fixed techs not preresearching when testing custom maps with mods
Terrain graphic overlay system rebuilt for modability
SetTerrain now sets terrain categories
On tech tree panel, a researched technology icon no longer shows padlock if completed but doesn't have required techs researched (only relevant when using preresearched techs)
Enabled Turkish language
Thanks!
V1.6.1.8
Hi everyone,
A few tweaks and fixes from the last couple of of patches:
V1.6.1.8
Fixed boats not docking correctly at flipped harbours
Fixed bots auto-destructing after printing if there was a terrain kink in a road on the route to their building
Fixed resources disappearing in certain situations where a 'Banned Except Storage' rule was on the road post of the target storage yard
V1.6.1.6
[Modding] New terrain types can now be added in a terrain.json file
[Modding] Added ability to customise categories in the global storage section in the bottom left of the UI
[Modding] Now handles invalid meta.json more gracefully
[Modding] Added directory name as ID to local mod info panel
[Modding] Custom victory conditions in maps with mods can now show correctly
[Modding] When creating a custom map, it now remembers mods you select to a different list than the mod list used for playing random or sandbox games
[Modding] Fixed fog causing blackout issue with mod prefabs using the standard shader in map view
Fixed scaffolding not showing for upgrading buildings
Fixed captainbots not appearing on clippers
Fixed Road Layer L2 floor not showing
Fixed "Infinity" showing occasionally in resource rate production stats
Fixed production rate values not showing correctly for a few buildings
Fixed text rendering of building limit section in construction panel
Fixed error when monument boost is off map
Fixed Korean font issue
Stackbot pick up and put down animations now take into account road and path speed multipliers
Added rating buttons to game complete screen for workshop maps
Added water and wheat to 'Alcohol' resource preset
Thanks!
January Frontier
Happy New Year!
Like every month, January brings a new frontier to compete in, but this one comes with a new twist. Starting with no territory limits, how much money can you make inside 4 months?
Good luck!
V1.6.1.4
Added Featured tab for workshop maps panel, showing a selection of the best old and new player created maps
Fixed train engine being offset when created at train station with certain orientations
Maps with mod dependencies now auto download the mods when starting a game
Fixed error when returning to main menu after playing a custom map with victory conditions
V1.6.0.3
Hi everyone,
A few small fixes:
V1.6.0.3
Fixed watchtowers sometimes not firing arrows (Disable then Enable to fix any existing watchtowers that are stuck)
Fixed bug when removing existing sheep and cow fields from farms in savegames before V1.6
Fixed clicking Main Menu on challenge complete screen not going back to main menu
Fixed [Alt] removing path from road also removing road visuals
Updated German and Brazilian Portuguese translations
(V1.6.0.3) Fixed issue with placing paths on tiles that had previously contained buildings
Thanks!
V1.6.0.4
Hi everyone,
A few small fixes:
V1.6.0.4
Fixed watchtowers sometimes not firing arrows (Disable then Enable to fix any existing watchtowers that are stuck)
Fixed bug when removing existing sheep and cow fields from farms in savegames before V1.6
Fixed clicking Main Menu on challenge complete screen not going back to main menu
Fixed [Alt] removing path from road also removing road visuals
Updated German and Brazilian Portuguese translations
(V1.6.0.3) Fixed issue with placing paths on tiles that had previously contained buildings
(V1.6.0.4) Fixed storage yards accepting resource before construction had completed
Thanks!
V1.6.0.2
Hi everyone,
A few small fixes:
V1.6.0.2
Fixed watchtowers sometimes not firing arrows (Disable then Enable to fix any existing watchtowers that are stuck)
Fixed bug when removing existing sheep and cow fields from farms in savegames before V1.6
Fixed clicking Main Menu on challenge complete screen not going back to main menu
Fixed [Alt] removing path from road also removing road visuals
Updated German and Brazilian Portuguese translations
Thanks!
V1.6 - Mod Support!
Hi everyone,
Mod Support is here for The Colonists!
Mod Support
You can now create, share and play custom buildings, resources, ores, flora, research and more on Steam Workshop. Activate local or subscribed mods when starting random maps, sandbox games or when creating custom maps in the map editor.
Check out the Community Wiki for information on how to get started making mods, access to the base json and some example mods. You can also join the #modding channel on our Discord server for help and tips.
There's plenty to experiment with and try out as well as more to come, so if you have any feedback, suggestions or issues I'd love to hear them on Discord or at dev@codebyfire.com.
V1.6 Release Notes
Added Steam Workshop mod support
[Shift] +10/-10 functionality added to changing trade rule amounts
Space port resource information for "this visit" now doesn't clears until the ship has fully departed
Stackbots no longer load Energy fuel to worker bots if building production is paused
Added construction import settings to settings copy and paste [C] & [V]
Added construction import whitelist functionality to building upgrades
Fixed victory conditions UI not updating when building is dismantled or destroyed
๐ Festive decorations turned on
Special thanks go to the Discord members for their testing, bug reports and feedback ๐
Happy Holidays everyone!
V1.5.20.3
Fixed game freezing when starting a frontier and then going back to the main menu
V1.5.20.2
V1.5.20 is another small interim update with a few small fixes and tweaks.
Added a separate import list for construction resources
Added icon overlay to building if any import or export rules exist
Fixed changing export rules on buildings not necessarily calling all the correct triggers for resource recalculations
Fixed space port not resetting demand count on ship departure
Fixed a particular situation where game wouldn't accept adjacent building placement
Fixed layer height reset upon clearing natural resources not confirming which could have lead to potential weirdness when loading a save game
Fixed on military gain process not taking into account final tiles causing low stone/tree notification messages not to count properly
Fixed stackbots moving to the wrong locations when loading and unloading resources from boats and trains (this was only a visual issue)
Added two more stackbots to the train station building
Made all building construction incoming stacks to 12 instead 8
Fixed [Escape] while text editing triggering in-game menu
[V1.5.20.1] Fixed boat-related error in V.5.20 causing the game to freeze
[V1.5.20.2] Fixed being unable to save a loaded game in V.5.20