1. Edengrall
  2. News

Edengrall News

Steamworks Integration Nightly

V0.30.0.1 ~ 24.02.2022

Expect loads of bugs, back up your saves, etc

Features:
Added mods and a mod manager
Added Steam Workshop integration
Added 10 Achievements
Added Automatic Steam Cloud save sync
Added 20 Dark Wood building pieces
Added 14 Stone building pieces

Changes:
The game now saves to zip files.
Any existing save that is not on the zip format will be overriden when making a new save with the same name.
This means that the four Quicksave1 files will be deleted if you quicksave, the new quicksave being Quicksave1.zip
Increased harvest penality on Wild Crop trait
Added Disease Vulnerable trait to base tomato seeds
Fixed some UI cooking issues.

Bugfixes:
Fixed an issue with the save screen loading the wrong file if it needs to scroll.
Fixed issues with the building window miscounting items and/or showing the wrong requisites
Fixed an issue with the cut grass state not loading from save files
Fixed an issue with some systems not updating their Database Entity references, this caused buildables asking for the wrong materials if new items were added.

Translation:
Huge list of new texts due to the new building pieces: https://pastebin.com/sjGULC8X

Friday Progress Report 246

The mod manager is functional, and my brother even added a button to create a mod with scripting all configurated and ready to compile, it comes with the moon-jump cheat sample, but you can replace the script at will.

[previewyoutube][/previewyoutube]

If everything goes well (almost never does) the workshop update will be done by next week!



On the content area here we have new building pieces! I made 8 pieces using the same seamless texture, look how they all merge together! we will try to add bump and height maps to the stone textures to make they more realistic, but if it doesn’t work out it still looks cool as it is, these will probably be done by the time the workshop update releases.

Friday Progress Report 245

I finished the Rosemary bush, will be added to the game next update



Mod manager is progressing, you can have a sneak peak at the current form



Activating mods will be done by dragging them from the available into the active list, you can also drag them around to modify load order, we will try to sync the steam workshop so that subscribe mods are added to the active list automatically and unsubbing leaves them in the available list (with an option for deleting manually)



I am now working on more building pieces while my brother manages the modding, I will add diagonal wall, floor and roof, then make a dark wood version of all wooden pieces, then stone and marble versions of some pieces, after the workshop update we will expand the building system a bit before going for the AI update

V0.28.2.1385.hot ~ 3.02.2022

Features:
Added a experimental feature that attempts to fix long standing bugs or leftover consequences of previously existing bugs, these needs to be enabled in gameplay options
The first experimental patch is to fix crops that show as having diseases when they don't. It will run every time the game loads if "Run Debug Failsafes on Load" is turned on options
Added a keybind to open the bug report immediately with a screenshot, defaults to Ctrl+Shift+F1
Added aura plant trait effects: (Additive only, non stacking)
* NutrientFixingNu (Add/remove Nu nutrient to all Tiles in range)
* NutrientFixingKa (Add/remove Ka nutrient to all Tiles in range)
* NutrientFixingPi (Add/remove Pi nutrient to all Tiles in range)
* AuraWaterRequirementChangeMin (Change the min water level to all plants in all Tiles in range)
* AuraWaterRequirementChangeMax (Change the max water level to all plants in all Tiles in range)
* SlowTileWaterDecay (Made for testing the aura effects, unused ingame, Increases/decreases the water level of all Tiles in range as if watering with a watering can, will cause issues if the value is lower than -1 or higher than 1)
Added plant trait effects:
* ReplantOnHarvest (restores plant to seedling on a kill-harvest, speeds up first two stages at trait level two and three, removes diseases and chemicals and restores health to 100)
* PotTrained (Reduces Nu/Ka/Pi nutrient cost of potted plants by 50/75/100%)
* ModIngredientAromaEffect (Modifies Aroma values of all harvestables from the plant)
* ModIngredientTastesEffect (Modifies Taste values of all harvestables from the plant)
* ModIngredientNutrientsEffect (Modifies Nutrient values of all harvestables from the plant)
* ModIngredientCompositionEffect (Modifies Composition values of all harvestables from the plant)
* ModIngredientCookPropertiesEffect (Modifies Properties values of all harvestables from the plant)

Added new plant traits using the new implementations above:
Alpha Nutrient Boost - Boosts the nutritional Alpha value of ingredients harvested from this plant.
Beta Nutrient Boost - Boosts the nutritional Beta value of ingredients harvested from this plant.
Gamma Nutrient Boost - Boosts the nutritional Gamma value of ingredients harvested from this plant.
Delta Nutrient Boost - Boosts the nutritional Delta value of ingredients harvested from this plant.
Epsilon Nutrient Boost - Boosts the nutritional Epsilon value of ingredients harvested from this plant.
Omega Nutrient Boost - Boosts the nutritional Omega value of ingredients harvested from this plant.
Zeta Nutrient Boost - Boosts the nutritional Zeta value of ingredients harvested from this plant.
Salty Taste Boost - Boosts the Salty taste of ingredients harvested from this plant.
Sweet Taste Boost - Boosts the Sweet taste of ingredients harvested from this plant.
Sour Taste Boost - Boosts the Sour taste of ingredients harvested from this plant.
Bitter Taste Boost - Boosts the Bitter taste of ingredients harvested from this plant.
Savory Taste Boost - Boosts the Savory taste of ingredients harvested from this plant.
Spicy Taste Boost - Boosts the Spicy taste of ingredients harvested from this plant.
Minty Taste Boost - Boosts the Minty taste of ingredients harvested from this plant.
Auto Sow Seeds - Automatically sow seeds when the plant is kill-harvested, also speeds up initial stages. (this trait is very powerful as it preserves the plant traits without mutations, making it an alternative for Gene Lock)
Pot Trained - This plant is adapted to living in a plant pot, greatly lowers nutrient and water needs.
Drain Nutrients - Steal nutrients from adjacent tiles, overwrites other auras, but might mutate into something good. (negative trait, can mutate into Auto sow seeds)
Nu Fixator - Improves the amount of Nu nutrients in the soil of adjacent tiles
Ka Fixator - Improves the amount of Ka nutrients in the soil of adjacent tiles
Pi Fixator - Improves the amount of Pi nutrients in the soil of adjacent tiles
Improved Soil Drainage - Improves the drainage of adjacent soil tiles, increasing the water requirements of nearby plants.
Improved Soil Retention - Improves the retention of adjacent soil tiles, decreasing the water requirements of nearby plants.

Changes:
Scythe only kills if there was nothing to harvest
You no longer get money for discarding items (this was a temporary measure before the NPC shops was made)

Bugfixes:
Fixed a roof piece lacking texture.
Now grass and sky shows in the bug report screenshot.
You can no longer harvest infinite seeds with the sickle.
NPCs will no longer cause Adam's animations with certain tools to freak out.
Fixed a minor issue where plants were growing slightly slower when sleeping too fast
Fixed vases not showing icons

Translation:
UIRunFailsafesOnLoad ~ Label on the Gameplay config window that switches between running failsafes on load or not
InputAction.DO_BUG_REPORT_HERE ~ Keymap label for the button that opens the bug report with a screenshot from anywhere

Friday Progress Report 245

Mod Support Soon



Good news we managed to make a sample mod with scripting, which means the game will support mods way more complex than simple XML mods, but we still have to experiment more to know if we can add models and animations.

In less exciting news the rosemary plant model is finished



Not much else to report, the mod manager and modding experiments have taken up most of the week in worktime.