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This one is kind of a grab-bag, folks.  Loads of fixes, changes, and expansions.

On the New Stuff front, the game now supports Farms, Hygiene, and Lactation, and seriously, in what other genre of games would I be able to assemble that sentence?  I'm still figuring how I want things to balance out and how much materials various things require, but you can build a Milking Stall and a Creamery, and getting there feels like getting to a higher tier of buildings, so that's good.

I've also untangled the difference between picking up a bucket and getting the stuff out of the bucket, and that's pretty important, so yay on that front.

As far as minor changes go, the world generation has been tweaked to make a better central continent.  Defrosting new crewmembers will usually be defrosting new colors, to make things easier to distinguish.  WASD keys will pan the map like my fingers kept assuming they would.  The help system should be better formatted to answer "how do I make X" questions.

Under the hood, I did a bunch of refactoring-slash-recoding, generalizing a bunch of the inventory management that had been done differently in different parts of the game.  This should (a) take care of a bunch of bugs, and (b) make any future bugs identified be all in the same, easy-to-track-down place.

Play it now at: http://dexsin.com/teayephvi/ 

On the horizon, I'd like to see more and varied radio chatter, getting a better idea of who your various crewmates are, and specifically fulfilling their aspirations, both bodily and carnally.  Under the hood, I'm planning on generalizing the TF code to make things even easier to expand in the future.

Once those are in place, I feel like the "core game experience" will be laid down.  Then we can get into the make-chain to victory, worldbuilding backstory, epilogues, and discovering the other inhabitants of the planet...

Changelog

task list fixes & changes

- eat and drink tasks collapse into eat-and-drink tasks appropriately

- postponing tasks for eating and drinking go to end of task list instead of second item

- build orders no longer get repeated, since you never want to repeat build orders

- make orders no longer break when the game is loaded from save

- world generation tweaked to make a more consistent central continent

ui improvements

- newly defrosted crewmembers are whichever one is the most distinctive color

- pause function also pauses animations, which makes pause state more apparent

- generalized item names so they appear the same in crew inventory and tile inventory

- crewmates movement on map no longer jittery at faster speeds

- help template improvements to help answer "how do I make that" questions

- WASD pans the map

recoded all the inventory-shuffling functions to weed out old bugs

- collect and deliver concerns resources in containers

- pickup and dropoff concerns containers of resources

- make and build consume resources as you go instead of collecting them first

- make and build projects are on the tile so multiple crewmembers can team up

farms

- farm availability displays in build projects

- farm harvest modifier properly increases harvests

- farm harvest modifer displays in tile readout

plumbing buildings

- water pump will pump foul water out of the ground and into a tank

- solar boiler will take foul water from one bin, purify it, and pump it into a pure water bin

bathing

- two buildings: washtub and showers

- scrub off the gunk the crewmembers collect

- slight happiness boost

lactation

- pregnancy triggers lactation in crewmembers with breasts

- lactating crewmembers have to stop and express milk

- hungry and thirsty crewmembers do not produce milk

- new building: milking stall allows harvesting crewmembers' lactation

- new building: creamery can refine milk into rations

under the hood refactoring and light bugstomping

- generalized out a find-a-target-container function

- prioritize matches over empties

- respects dedicated containers

- respects liquid-only containers

- does not set contents (that happens after it returns the targetContainer)

- optionally create a new container

- generalized an add-to-inventory function

- generalized a function to consume materials for building and making


Files

Previews only

Comments

Exitus

Oh hell yes.

danime

So I'm trying to figure out how to use the fence and waspiary kits. I make the kit, I have someone pick it up and take it to the location I want it to be used at. I assume fence kit is to build a fence to keep out tentacle monsters or something like that, and waspiary kit builds a waspiary to collect honey or something from the giant wasps? Anyway, I take them to a tile... and then I have no idea. Do I drop it on the ground? Do I need additional resources at the location to build the fence/waspiary? I have no idea how to make it work, and the index isn't very forthcoming on how to use the kits.

Exitus

I also can't seem to place prefab constructions. There's a couple other things too: The scrollbars and text are scaling weird in firefox like in the card game. Even if later crew are a unique colour, starting crew can be right next to each other. A side-effect of the previous appears to be that newly defrosted crew are no longer randomized if you reload the page and try again -meaning that I now have to take what I'm given even if they are not a gender or body type I find sexually attractive. Crewmembers no longer take a needed item from the ground when assigned a task so you have to manually tell them to pick it up, or when harvesting food to remove deliver and add a cook action. That last one may be intentional though, it's just different to what I'm used to, not necessarily a problem. Oh and rafts don't appear to be working.