Made trash collectors also clean objects on public lots
Fixes
Fixed being able to grab a serving of a glass or mug
Fixed randomly generated people always having a cheap everyday outfit
Fixed objects being marked as not seen in the household storage at all times
Fixed being able to tinker with any furniture in the demo
Fixed various exceptions when moving objects out of bounds
Fixed a crash when deleting the first outfit in the character creator
Fixed Liam Lungo having non-demo clothes in the demo
0.43.7
Additions
Added the ability to ask others to play in the sandbox, on the jungle gym, and with toys together
Added the ability to set Steam workshop items public from within the game
Added some more breakfast foods, including various sandwiches
Added industrial-themed stairs
Added a small indicator for items, actions, foods, woodworking recipes and upgrades that the player has never seen before
Improvements
Sort color selector colors by lightness
Clarified the brightness increase setting's name
Order worlds by display name in various menus
Display hidden achievements in their own box, rather than as text
Fixes
Fixed a rare crash during loading due to the new file loading percentage display
Fixed a relationship crash when a person interacts in a smaller map than their memory was created in
Fixed the cleanup action starting prematurely for the baby
Fixed getting items from storage causing them to sometimes have the wrong rotation
Fixed the build mode button tooltip hiding the button if long enough
Fixed some concrete tiles displaying a rogue pixel near map borders
Fixed the ResetLocation cheat not moving the person to their home map
Fixed stairs not properly checking whether entry adn exit points are blocked
0.43.6
Additions
Added a "Get Full Game" button to the demo's main menu and in-game menu
Added an action to get store-able items back from household storage while playing
Improvements
Display progress percentage when loading and deserializing a save file
Display which map is being validated during loading
Remember the most recently selected person when opening or reloading the play mode tool
Display memory usage information in the debug menu
Improve error messages when objects fail to load
Gain social need when fooling around or online gaming
Display a person's home's map in the relationship tooltip along with their home
Fixes
Fixed a crash when moving the cursor out of bounds in build mode while holding a furniture item
Fixed being unable to invite someone in or ask them to leave when they're stopped before they reach the door
Fixed being unable to switch TV channels when no one else is watching
Fixed people starting romantic relationships with people who already have a partner autonomously
Fixed an exception when multiple actions try to open a player prompt at the same time
API
Updated MLEM to 7.0.0, which includes various namespace changes so unfortunately, mods are likely to break
0.43.5
Fixes
Fixed a crash when a person with certain clothes goes to bed
Fixed a crash when fences or counters are next to the borders of the map
0.43.4
Fixes
Fixed a crash when babies try to age up
Fixed being unable to copy saves to Steam cloud since 0.43.0
0.43.3
Improvements
Display more stages in the loading screen while loading the save file
Fixes
Fixed being unable to deserialize the discard held item action when loading a save
Fixed some important social actions only working when the partner's needs are high enough
Fixed some important social actions losing priority when done recently
Fixed another exception when holding something while aging up
0.43.2
Additions
Added an autonomous Check on Baby action that'll help with autonomous baby care in homes with multiple floors especially
Added non-buyable debug openings that are just the cutouts other openings use without a texture of their own, which may be useful for custom maps
Improvements
Improved the way household previews are created and stored. This means that all saves will have to have their previews regenerated by loading them, selecting a household, and saving the game.
Center the camera on the last relevant lot when entering the household selection screen
Display infinite tiny bucks in build-only mode, instead of no money at all
Made the tech withdrawal emotion modifier give bored rather than sad
Fixes
Fixed the baby cleanup action not displaying proper visuals based on person ordering
Fixed an exception when adding furniture from other maps to storage
Fixed empty lots causing a crash when calculating their size
Fixed a crash when a person holding something just aged up
Fixed the outdoorsy emotion modifiers displaying when out of town
Fixed pregnant bellies being able to display out of bounds when changing lifespan settings during pregnancy
New Plant Stuff, New Language and New Gross Stuff
Hi everyone! It's been a little bit since the last devlog-worthy update, but we're back with a bunch of small features, small improvements, and important bug fixes! Let's get right into it.
Some New Objects
First up, we added a few new objects into the game, most of which are variations of or spins on existing objects!
First up, there are now larger versions of the evergreen and cypress trees! This will be especially nice for people wanting to make a map (or a lot) with a deep forest, or a mansion with glorious rows of cypresses in front of it.
Ever since the game first came out, there's been a "grass with flowers" tile available to place. This, I felt, was always a little clunky, but at the time it was implemented, the rendering engine wasn't nearly as feature-rich as it is now. Because of that, having objects batched statically was impossible, while having tiles was.
In rendering, putting something in a static batch is great for performance. That's because an object is only drawn once, and then that draw data is preserved and put on the screen several times. Compare that to dynamic batching (or no batching at all), where objects are drawn anew every frame, and you can see where the performance improvement comes from.
All that to say: the flowers that you can see on the "grass with flowers" tile are also available separately as a placeable object now, so you can put them on any natural tile you like.
We also added bowls. There's no new food in them (yet), but they're bowls! Not that interesting, we know, but they're very much meant for when we add foods in the future that don't make sense on a plate at all, like cereal or soup.
Japanese!
Over the last few months, the lovely mameketchup has been making steady progress on the Japanese translation of Tiny Life, and we now feel that it has enough content translated to be added into the game! You can find it, like all other localizations, in the options menu's general tab.
Thanks so much again to mameketchup, without whom the game wouldn't have a Japanese version to speak of at all.
Ew, Why Would You Add This (Sorry)
Okay, this is maybe a bit of a weird one.
In the little free time that I've had recently, I've been playing a lot of OpenRCT2 again. RollerCoaster Tycoon 2 was one of the first games that really got me into video gaming, and its isometric perspective is also a main inspiration for the visuals of Tiny Life (despite the fact that RollerCoaster Tycoon 1 and 2's art is actually created from 3D models and just happens to look a bit like pixelart due to the low pixel density).
I'm bringing this up because, in RollerCoaster Tycoon, people that went on intense rides may start feeling nauseous and, as a result, throw up onto the ground. And while playing the game, I guess I thought: wow, wouldn't that be lovely to have in Tiny Life?
Yea.
Anyway, when your Tinies have had enough brew to start feeling very brewed, they may throw up, which, thankfully, also makes them feel a little bit better.
You then have to clean it up off the ground, or your Tinies will be pretty unhappy about their surroundings, for obvious reasons.
Isn't that just a lovely feature?
The Full Changelog
That's it for this update! I've been really into working on smaller features as well as improvements for the game recently, so I haven't gotten around to starting on a new big thing yet. I've really been wanting to add gardening for a while, but it's not on the public roadmap, and it's been a while since a new feature from that was implemented. Because of that, I kind of want to tackle social events first, which'll also pave the way for fun events like birthday parties and weddings. Feel free to let me know what you really want to see next, from the roadmap or otherwise!
Lastly, here's the full changelog for you to peruse, as always.
❤️ Ell
Additions
Added the ability to throw up from being drunk
Added a wealth tax, whose value is partly determined by the game's difficulty setting
Added a flower bed object that looks the same as the flower tiles, but can be used on any tile
Added larger versions of the evergreen and cypress trees
Added bowls for food that makes more sense in bowls
Added an ambient water sound, as well as a placement sound for water and water objects