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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.

Nightly update V0.28.2.1379.hot ~ 1.02.2022

Changes:
Placed the fix disease icons patch in the correct place so it can actually do it's thing.

V0.27.8.1355.hot ~ 22.01.2022

Features:
Added an option to make crops have a random rotation and scale when planted. Only applies to new plants and is not retroactive.
Added a cheat Removes the 12 hour limits on sleeping and speeds it up. Will cause all kinds of issues with NPC and plants.
Added an option to skip the intro when starting a new game.
Cutting down plants in seedling stage will recover the used seeds.
Stevia plant added

Changes:
Added a feedback to the chaos elixir in case there is no trait to mutate.
Added a option to hide all icons by default. The icon toggle hotkey can't make icons appear when they are disabled in the settings.

Bugfixes:
Fixed an issue with shine particles in the cooking window.
Fixed an issue with double clicking effects in the cooking window.
Fixed issue with the talk scene only existing through pressing E.
Can't build on the same grid as NPC's tiles. Can still create graphical glitches if you try hard enough.
Fixed an NPC softlock where it permanently attempts to pathfind to an entity with no position.
Disease Icon now disappears if the plant is no longer diseased

Translation:
UIRandomCropRotation ~ Label for the configuration screen that dictates if the crops get random rotation and scale when planting or are all aligned.
UINoValidTraitToMutate ~ Error message when there are no traits to mutate or the available mutations are blocked by other traits when using a chaos elixir
UISleepNoLimit ~ Label for the configuration screen that removes the 12 hour sleep limits.
UISkipIntro ~ Label for the configuration screen that disables the introduction when starting a new game.
UIHideIcons ~ Label for the configuration screen that disabled the warning icons.