1. APICO
  2. News

APICO News

Wonderful relaxing beekeeping sim APICO is opening up a playtest

Want to care for the bees? The upcoming casual sim APICO from TNgineers is opening up a Steam Playtest that starts on August 30 for anyone to give it a try.

Read the full article here: https://www.gamingonlinux.com/2021/08/wonderful-relaxing-beekeeping-sim-apico-is-opening-up-a-playtest

Open Beeta Playtest

Hey Beekeepers!

Some exciting news - we're going to be running a Steam Playtest for the game, and you can sign up right now!!



Now the game is pretty much finished we're looking to do some serious testing and bug hunting and just make sure all round that we're making APICO the best game it could possible bee.



[h2]What's a Playtest?[/h2]
If you haven't heard of Steam Playtest, it's essentially just a new way that Steam lets devs do playtests of their game without having to mess around with keys.

You sign up to join the Playtest, then when it's available Steam randomly picks a bunch of people who have signed up to give them access to the game! You can sign up right from the APICO Steam page (and maybe give it a lil wishlist if you haven't already while you are there? :D)

Sign up here!
https://store.steampowered.com/app/1390190/APICO/


[h2]Why Now?[/h2]
Now the game is feature + content complete we are still picking away at a few little bits but overall the core game is done! (yippee). We're still getting things like the localisation added and setting up things for consoles, but in terms of the full game it's all there and waiting to bee explored!

We want to take this time to get any feedback from players - what isn't obvious, what was boring, what was confusing etc, as well as find any major bugs that we've overlooked.



Obviously at this point any major features or ideas won't be added right now (although we have plans for future content), this is more just for sense checking and bugs and also giving some people the opportunity to play further than the demo!


[h2]How Long[/h2]
The Playtest will run from the 30th August to 12th September - we'll also be running our proper QA with Whitethorn at the same time so you can expect little updates during the Playtest to fix any major breaking issues too!

After that we'll be closing the Playtest so we can take on any feedback, make any changes, fix a hella lot of bugs, and finally prepare ourselves for the console slog.

We can't wait to see what you all think of the full game, good luck and bee good!

Love, Ell & Jamie

Beeta 1.3

Hey Beekeepers!

Mainly updates for the modding API with this update, with exciting things like being able to add your own custom NPC! I did also fix a few longstanding bugs with Windows and window resizing so it's nice to finally take them off my list.



For Mod Creators, the Sample Mod and API Docs have been updated along with update.

[h2]Bug Fixes[/h2]
  • Fixed Windows not resizing in windowed fullscreen properly the first time
  • Fixed bees in hives not in the swamps being turned into lightning bees when they shouldn't be
  • Fixed settings menu being drawn twice on home page and not drawn at all in-game
  • Fixed conservation status title in the book being "Special Produce"


[h2]Modding API[/h2]
  • Added the ability to specify modules to load in your register() hook - these must be modules in a /modules/ folder in your mod root
  • Added api_define_npc() which lets you create a custom NPC along with shop + stock
  • Added api_get_menus_obj() which lets you get a menu object inst for a given menu inst
  • Added api_get_game_size() that returns the current game window size (accounting for scale)
  • Added api_create_bee_stats() which lets you create a stats obj for a given bee species to use in api_slot_set() or api_create_item()
  • Added api_set_tooltip() which lets you change the tooltip for a given oid's dictionary definition
  • Added api_get_inst_in_circle() which lets you find instance ids in a given circle
  • Added api_get_inst_in_rectangle() which lets you find instance ids in a given rectangle
  • Added api_play_sound() which lets you play a sound from the game
  • Added an optional "alpha" argument to draw_line, draw_rectangle, and draw_circle
  • Added an optional "oid" argument to api_get_menu_objects() and api_get_objects()
  • Added an optional "coordinate" argument to api_get_menu_objects() and api_get_objects() to use a given position as a center instead of the player when specifying a radius
  • Fixed api_set_menu_position() not working correctly with a valid menu inst
  • Fixed api_define_menu_object() and api_define_object() not being able to have the invisible property set correctly
  • Fixed sc_mod_api_get_menu_objects() not working properly
  • Fixed game crash when destroying a highlighted instance
  • Fixed draw_script argument being wrong position in api_define_object()
  • Fixed draw script not being called for api_define_object() obj instances
  • Fixed place_water and place_deep on obj definitions
  • Tutorial will be skipped if dev mode is enabled to help speed up testing world gen
  • You can now only allow certain species in slots by using "bee:species" as your slots allowed input item i.e. {10, 10, "Input", {"bee:common"}}


[h2]Modding Docs[/h2]
  • Updated the Sample Mod on Github with examples of using module loading, defining a fake book, and defining an NPC
  • Updated with above changes
  • Updated worldgen() hook example to show how to loop through the world tiles
  • Updated api_get_menu_objects() to show an example specifying an oid
  • Updated api_get_objects() to use specifying an oid
  • Updated obj_definition to show the correct properties for place_grass/place_water/place_deep instead of nature/aquatic/deep

Beeta 1.2

Hey Beekeepers!

Some more modding updates today, adding in a whole bunch of new methods based on your feedback. I also added a few balances and tweaks for the base game as well as fixed a few bugs!

For Mod Creators - it's worth noting that I've changed "api_create_object()" to "api_create_obj()" for now in the hope to try and get that function to return an ID (spoilers, it's still not working), so sorry if that breaks anything!

[h2]Changes[/h2]
  • Changed Advanced Apiaries to have 7 slots instead of 6 to match with the uncapper + centrifuges
  • Bottler now only requires 50bl to fill a bottle instead of 100bl
  • Rebalanced a few sell prices around water/resin/honey/mead
  • Added totals to each tab within the beebank
  • Fixed Hivanium wrongly reducing Crepuscular bees, it now correctly adds 2 hours to Nocturnal bees instead
  • Various tweaks to text and labels


[h2]Bug Fixes[/h2]
  • Fixed Abbee and Barnabee not showing random stock when you've unlocked more than 10 flowers / bees
  • Fixed shop unlocks being off by 3 bees, i.e. saying you needed 8 but you already had 8 but it wasn't counting common/forest/verge
  • Fixed Noticeboard quests not actually taking items off you (no more freebees!)
  • Fixed putting Rocky Bees in a beebank giving you a bee you shouldn't get until later
  • Fixed shop unlock text still referring to levels instead of bee discovery
  • Fixed a bug with the world being slightly faded compared to the player
  • Fixed Honeycore Crystals not showing the honeycore symbol in the "Sells for" tooltip
  • Fixed uncommon bee worldgen in non-demo mode
  • Fixed bees being in the wrong coloured hives when generated with structures, i.e. frosty bee in a red hive
  • Fixed tier seperators not showing the tier number
  • Fixed bee book overview showing /34 when it should of been /35
  • Fixed home screen settings/accessibility menus showing a pink cube in the corner


[h2]Modding API[/h2]
  • Added a gui() hook to draw on top of the menu layer (like the old draw()) did
  • Added a step() hook that runs every step (frame), i.e. every 1/60s. You should only use this for things you need to update visually to be smooth, and not for evil
  • Changed the click() hook now has two new parameters, button with "LEFT" "RIGHT" or "MIDDLE", and click_type with "PRESSED" or "RELEASED"
  • Changed the draw() hook to be on the overworld layer underneath menus
  • Updated the object + menuobject datatypes to include an "invisible" key - invisible objects will not be drawn but will still be interactable based on their sprite bounding box - menu objects will still have a draw script drawn for their menu even though the object will not be visible
  • Updated menu object datatypes to include a "center" key - menu objects with this set to true will have their menus centred to the viewport when opened
  • Updated the click() hook is now linked to "press" rather than "down" so it doesn't proc every tick the mouse is down
  • Updated api_define_gui() to allow you to add a "click" script if you need it
  • Updated api_get_objects(), api_get_menu_objects(), api_get_trees(), and api_get_flowers() to have an optional radius parameter based on distance from player instead of all onscreen
  • Updated api_define_object() to take an extra optional "draw_script" parameter to specify a custom draw script function to call instead of the default object draw (note: won't be called if this object is invisible!)
  • Added api_take_money() and api_take_honeycore() to remove an amount of that currency
  • Added api_create_counter() that lets you create a custom counter, say to count between 1-2 in intervals of 0.1 every 1s, resetting back to 1 when it hits 2
  • Added api_toggle_menu() that lets you force a menu to open or close
  • Added api_destroy_inst() that lets you destroy an instance
  • Added api_check_discovery() which lets you see if a give oid has been "discovered" (picked up) by the player
  • Added api_define_notification() to let you define a custom notification type + click action to use with api_set_notification()
  • Added api_define_bee_recipe() which lets you define a new bee hybrid combination along with a mutation criteria script
  • Added api_define_command() which lets you define your own command to run in the in-game console, i.e. "/teleport 100, 50"
  • Added api_define_tank() which lets you define a liquid storage tank for a given menu
  • Added api_define_flower_recipe() which lets you define a new flower hybrid combination
  • Added api_define_trait() which lets you define a custom trait for all bees - you can specify ranges for specific species and set a default option for the rest
  • Added api_draw_tank(), a draw helper that draws a liquid storage tank, with the liquid amount and texture + highlights, all for you
  • Added api_slot_fill() that lets you start a fill event for a given slot in a menu (requires the menu to have a tank defined)
  • Added api_slot_drain() that lets you start a drain event for a given slot in a menu (requires the menu to have a tank defined)
  • Added api_get_filename() which gives you the name of the file currently being played by the player
  • Added api_get_slot_inst() which lets you get slot instance details from a slot_id
  • Added api_set_menu_position() which lets you move a menu (not menu object) to a given position
  • Fixed hooks being defined before init() is finished being called, leading to some issues with the draw call getting undefined sprites
  • Fixed object oids with "pot" in them crashing when highlighted
  • Renamed api_create_object() to api_create_obj()


[h2]Modding Docs[/h2]
  • Added new entries for each of the methods above
  • Added a new custom datatype entry for "stats" to help explain bee + frame stats
  • Fixed api_define_color() using the wrong position in it's example
  • Updated api_set_notification() to account for the ability to now define custom ones
  • Updated api_create_item() and api_create_object() to add that they return the inst id
  • Updated api_get_player_instance() to list some player inst props that might be useful
  • Updated api_bee_definition() and api_flower_definition() to fix the color property to use a color datatype not a list

Beeta 1.1

Hey Beekeepers!

So it's been a pretty hectic week or two since the last post where we announced we'd be adding modding to APICO - since then I've managed to smash out the first pass for the APICO Modding API!

This update contains a few fixes and changes (see below), but most importantly it contains the ability to load and run mods you create.



If you're interested, you can view the full API reference over on the wiki here:
https://wiki.apico.buzz/wiki/Modding_API

If you're interested in getting started with modding you can check out our Getting Started Guide! As the game is not yet released and modding is not available in the demo you will need to apply to become a Mod Creator if you want a devkey to access the full game with the modding update.

You can apply below here:
https://forms.gle/gaqa4S6jUcoxePrA6

Mods created by Mod Creators will be seen by the game as "official" mods, and will be available to download by the player at any time. You will still be able to make mods without being a Mod Creator, and players will be able to side-load custom mods into the game - although they will be warned of potential security risks if they do so!

We can't wait to see what you all come up with!!

[h2]Changes[/h2]
  • XP has been removed - "locked" shop items are now based on the amount of bees you've discovered instead
  • The XP bar has been replaced with a bee discovery "counter" to be able to see all bee progress
  • Added the modding API! See above for info
  • Added a modding menu from the home-screen - currently you won't be able to see any mods yet
  • Changed the in-game feedback button (top-right) to the Beeta specific feedback form
  • Removed the BPS meter in normal mode so you all stop asking me questions about it


[h2]Bug Fixes[/h2]
  • Fixed an issue where you could move around the home screen settings menus
  • Fixed an issue where yellow carpet had no name in the tooltip
  • Fixed an issue where trying to create mead or hand it in at the Noticeboard crashing with a ".spice" error
  • Fixed an issue where you couldn't drain honey from the auto-centrifuge even after putting a canister in it
  • Fixed missing magazines for Rocky + most tier 4 bees
  • Fixed an issue with clicking some notifications crashing the game
  • Fixed the map randomly clearing when moving to fullscreen
  • Fixed Cargo Boats not staying shown on the map
  • Fixed multiple crafting taking way more items than needed