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Devlog #9: Trains

Engineers, Conductors, and Spark Ticketers,

We’re currently finishing up our big August update (our roadmap is here), and we wanted to finally show off one of our big new features. As one part of the name for the update, trains are very important to us (and the update too). It’s time to talk about the pinnacle of transportation!

However, setting up your first train can be a little complex, so we wanted to go step by step and talk to you how you can set up the most basic network in August!

[h3]Train Basics[/h3]

To have a train, you first need the Train Tracks! You can build tracks on elevated 1x1 poles, which means that you can very easily build on the mountains. These poles are also height adjustable, so you can have them go up and down, including over each other. You can even build a corkscrew to take your Sparks and items on a rollercoaster adventure.


Each pole can handle up to three connections - One “front” connection to the next pole, one "back" connection to the previous pole and one “to the side” connection to a third pole. The side connection is how you make junctions but we’ll talk properly about junctions later.

So once you have the tracks, you go back to the Build Menu and build a Locomotive onto the tracks! Each locomotive needs a driver and fuel. Once it’s fueled, you can assign a Spark and it’ll just go forward. You can also manually drive it yourself! When you’re driving, it can go forwards, backwards, and take any arbitrary junctions you want.


One more important thing to know is that each locomotive can have identifiers. A locomotive can handle up to four different items, and those are for using junctions automatically. But again, we’ll talk properly about that after the basics.


Now that you have a locomotive on tracks, it’s not really a train yet. You can attach Wagons onto a locomotive to make a full train. You can have as many as you want and even attach them in front of the locomotive, if you want!

The wagons can hold a number of items. They also have two seats in them, so if you want to just ride on the train (instead of driving the train) you can hop in one of the wagons and journey along with it.


Now you have a proper train! You can put as many trains as you want onto a network - they don’t crash, but they do block each other.

What you need now is a Train Stop. A train stop, as the name suggests, stops the train.


A train stop has lots of different modes and that changes when the train leaves. All you need to know for now is that the default is a “Timer Mode”. So the train will stop, wait for as many seconds as you want and then leave! There’s other modes that we’ll talk about at the end.

You can also manually override all of these modes and just tell the train stop to not let any train leave. Maybe you need to fix whatever problem you have on the tracks, maybe you just want to pause the network. Either way you can just temporarily stop all trains from leaving the station with a press of a button.


However, the train stop only stops the train. It doesn’t do anything to the wagons. For that, you need the Wagon Loader. The wagon loader allows you to load and unload a wagon using Sparks when it stops in the wagon loader.

The Sparks can load the wagon on one end, and unload the wagon on the other end. You might want to be careful though. The Sparks don’t really know what they’re supposed to load and unload, so if you try to use both at the same time without any logic, they might end up unloading the things you wanted to load!


In the beginning, especially if you want to avoid messing with the logic for now, you probably want to just have dedicated “loading” and “unloading” stations. That way the Sparks won’t get confused.

And now you have a basic train network! Choo choo!

[h3]Train Stop Modes[/h3]

You know about the default mode of the train stop, but there’s actually four different modes in total, so you can set up different kinds of train stations.

  • Timer Mode - A train will stop for a number of seconds and then leave.
  • Loading Mode - A train will stop and only leave when its wagons are full.
  • Unloading Mode - A train will stop and only leave when its wagons are empty.
  • Custom Mode - The train stop is connected via logic, and the train will leave if the train stop is currently receiving a signal.

The first three modes should cover the basic use cases and when you want to start introducing logic, you can do more complex things! You can use the Capacity Sensor on the wagon loader to see if the wagon on it is empty or full to have a train station that actually unloads and then loads. You can use the Counter Gate to only fill up every second train. With path system, the logic wires, and the trains, you'll be able to have three different spaghetti networks overlaid on top of each other!

[h3]Junction Basics[/h3]

The junctions are pretty simple. Each train pole can handle up to three connections - One “front” connection to the next pole, one "back" connection to the previous pole and one “to the side” connection to a third pole.


You can open up a pole to add identifiers to the junctions. They interact with the train identifiers! Let’s say you have two trains. Train 1 has a log as an identifier and Train 2 has a stone. When they come to the junction, if one of the junction identifiers is a stone, then Train 2 with the stone will take the side route, while Train 1 with the log will take the straight route.


The identifiers are separate from each other, not additive. So if you have a stone and a log as a junction identifier, then both Train 1 with only a log and Train 2 with only a stone will take the side junction.

You can also do more complex constructions by attaching train poles and junctions to logic, but we’ll let you figure that one out.

We're looking forward to you playing with the trains when we release our Trains and Trains update, which should be around latter half of August! We've already been showing off parts of our train over at our Discord if you want to see WIPs.

After reading all of this about the trains, you might be thinking, hm, I don't know if we really need the trains with the biomes and the overall space that's in the current version. Well, next devlog, we'll talk about a smaller feature that's on our roadmap for August - "Biome Variations". What does that actually mean? How will it play? What do we want to encourage with it? Well, we'll talk to you about it very soon. See you next month!

Oddsparks Patch Notes (v0.1.S21120)

  • Fixed an exploit that allowed to duplicate items using the trash slot.
  • Fixed unintentionally deleting items when dropping them from a big slot using controller.
  • Fixed the player character being stuck after climbing down the ladder inside the village (only fixed for new games).
  • Fixed being able to put miasma into inventory slots and not easily get rid of it.
  • Fixed a mistake in the German notebook description for "Spark Handling".

Oddsparks Patch Notes (v0.1.S20696)

  • Fixed a crash connected to deleting paths far away from the player.
  • Fixed the path type selection not working inside the build menu.

Quality of Life Update is out now!

Friends and Soon-To-Be-Friends,

We’ve been working on our big August update (our roadmap is here), but we felt that a few smaller features are already ready to be showed off and added to the game now! These are primarily quality of life features, a little bit of rebalancing, and some bugfixes that weren’t breaking the game.

It’s a big list for version 0.1.S20573, so we’ve tried to make it a little easier to read. Let’s talk about all of it properly.

[h2]Quality of Life Features[/h2]
[h3]Trash Slot[/h3]
We’ve added a Trash Slot! You can get it by unlocking it from the village monument, it becomes available from Tier 2. You'll be able to retrieve the last trashed item, in case you accidentally threw away something important, and in general, it tries to keep a single stack of items.

(Basically, if you throw away 5 logs and then 10 logs, you can actually get all 15 logs back. If you then add 5 stone, all of the logs are gone though.)


[h3]Big Slots[/h3]
It’s an inventory slot, and it’s BIG.
Big Slots are a new type of inventory slots that can hold ten stacks of a single item!

When you get one, it replaces one of your standard inventory slots. You'll get them by unlocking it from
the monument. For now, you can get three of them and they become available tier 3, tier 5 and tier 7.


[h3]New Inventory Shortcuts[/h3]
We've added two new inventory shortcuts to go along with Sort, “Move All” and “Transfer Same Type”.
  • “Move All” just moves all items from one inventory to another and exists in both your primary inventory and other storage inventories.
  • “Transfer Same Type” only exists in other storage inventories, and basically pulls items that already exist in the storage.
So if you have some wood and some bark in your inventory, and one piece of wood in the storage inventory, you can press “Transfer Same Type” to pull only the wood in your inventory to the storage inventory.


[h2]Balancing Changes[/h2]
[h3]Harvestables Respawn Slower[/h3]
Running out of resources is not what the game is about, but clearly, harvestables such as trees, stones, etc have been respawning a little too fast. Harvestables now take 20 minutes before they roll the 20% chance to respawn.

Enemies will respawn roughly the same as before.

[h3]Shortened Callback Delay[/h3]
It’s now a little faster for the callback to change from targeting individual sparks to the bigger spark circle. It should feel a little better when you need to get all of your Sparks back.

[h3]Quest Rebalancing[/h3]
So for some quests we require you to manually harvest stuff or require parts from enemies. Sometimes it’s because you’ve just unlocked something new and we want you to use some new tools, sometimes it’s to give you an excuse to explore further, sometimes it’s to get you into the combat part of the game. We’ve gotten the feedback that the overall balancing for this has been too tedious and that’s not our aim, so we tried to change that.

To that end: We’ve tried to explain and communicate a bit clearer when we’re trying to encourage you to use new tools. We’ve balanced a few of the quests to need less items. We also swapped when two quests unlock - you now unlock Limestone Harvesting first and then Quartz Harvesting, so you don’t need to manually harvest so much.

If you wanna see the full details, they're here:
[expand]
  • Bark Harvesting (Tier 3 - Woodsman) now asks for 15 Loamy Sparks instead of 20 Loamy Sparks.
  • Vertical Logistics - 2 (Tier 4 - Quartermaster) now asks for 150 Rope instead of 200 Rope.
  • Delivery Chests (Tier 5 - Quartermaster) now asks for 15 Aetheric Pellet instead of 20 Aetheric Pellet.
  • Supply Chest (Tier 5 - Quartermaster) now asks for 10 Aetheric Chunk instead of 20 Aetheric Chunk.
  • Limestone Harvesting and Quartz Harvesting quests (Tier 5 - Mason Sisters) have been functionally swapped - Limestone Harvesting now unlocks first and asks for 200 Pebbles and 40 Path Tiles, while Quartz Harvesting asks for 400 pebbles and 80 Path Tiles.
  • Mountain Spark R&D - 2 (Tier 6 - Divine Researcher) now asks for 80 Hauling Sparks instead of 120 Hauling Sparks.
  • Miasma Capture (Tier 6 - Divine Researcher) now rewards you with one Frowl Sac to help you build your first Miasma Collector.
  • Spark Pen - 2 (Tier 6 - Quartermaster) now hints at using the Boomy Spark and Puffy Spark to help you collect the Coral.
[/expand]
[h3]Better Throughput of Vertical Logistics Tools[/h3]
We buffed the cannon, elevator and zipline, we noticed that you had to build a few too many. Cannons and Ziplines will now bring approximately 60 items per minute instead of 30 and 50 items per minute respectively, and the Elevator will bring approximately 90 items per minute instead of 60.


[h2]Communication “Bugs”[/h2]
[h3]Better Quest Flow[/h3]
We’ve done two changes to the quest flow. Number one, NPCs will let you hand in quests that you are able to complete before they give you a new quest. We’ve seen a few people get distracted because they have to accept a quest before handing in an old one, and it’s clear to us now that this is too disruptive. So now you can always hand in a ready to be completed quest before the game tries to give you a new one.

We also have made now made sure that the villagers will always give you “older” quests first - there was a specific instance where your quest log can have a quest that you are technically not able to do, and while the quest is available in the quest giver, but that can be missed. So now, that can’t happen and the villagers will give you the quests they are able to give you in a linear order.

[h3]Gameplay Clarifications[/h3]
There’s a lot of stuff to learn in the game and we missed out on some glossary entries that could’ve had a bit more clearer stuff.

We now have an actual clarification on how you equip Sparks. We have a better Hauling Spark explanation. Did you know you can toggle the Aim Mode button instead of the holding the Aim Mode button? We didn’t realise it was so easy to miss, so we added info about the Aim Mode Toggle and Hold in the little popup you get when you first get a Spark.

[h3]New Save and Quit Button[/h3]
We saw on social media that someone lost their 40 hour save. They completed the early access content in a single save, only using the autosave. They then started achievement hunting in a new world, but of course, since they only used the autosave, their 40 hour save was deleted.

We want to prevent that, so we’ve added a “save and quit” button that hopefully encourages people to manually save more often, and also streamlines that process.

[h2]Bugfixes[/h2]
It’s the lightning round! Here are some bugfixes.
  • Fixed build menu not updating if you’ve unlocked something while the menu is open.
  • Fixed Hauling Spark pick up AI where it would hang around instead of picking up items.
  • Fixed the build menu not remembering what type of path you used last.
  • Fixed “Full Inventory” showing up when it shouldn’t be.
[h3]Multiplayer Bugfixes[/h3]
We do want to specifically shout out that we've fixed two major desyncs and thank folks who helped us out by playing multiplayer in the Beta branch!

[h2]New Customisation[/h2]
[h3]Pride Flag Pattern[/h3]
We also squeezed in a Pride flag pattern - as a diverse team with queer people, we wanted to add this one in for ourselves and for all the other queer folks out there. Fun fact: In Germany, Christopher Street Day is what we call pride parades, and it happens all throughout summer! We're based in the Cologne area, a historically queer city, and our pride parade is in late July.


[h2]That's all for now![/h2]
Alright, and now, we're going to go back into working on the August update. If you're looking for more WIP stuff, you can join us in our Discord! We told them a little earlier about when this update would be ready and showed off some of the features there!

Little sneak peek on this month's devlog... We're gonna properly show off our trains! Choo Choo! Look forward to it!

Devlog #8: Colouring Spark

Organisers, Cartographers, and Spark Painters,

Welcome to the June Devlog. This one won't be too long, because we’re very busy currently finalising the small update for July!

We don’t have a specific date yet for the update and we’ll talk more about what’s in it when it’s out. However, here’s three things from the changelist that we can spoil for you: We're adding a Trash Slot, there'll be New Inventory Shortcuts, and even though Pride Month will be over, we’re also squeezing in a little Rainbow Flag Pattern for your poncho. After all, we’re a diverse team with queer team members, and we’d like to let people express themselves in the game.

In general, we think that expression is a pretty important aspect of Oddsparks. And to us, organisation is a type of expression! How one person build and organise their base is completely different to how a different person would tackle the same generated world. For our big August update, (you can check out our roadmap if you haven't seen it yet) we wanted to provide multiple different tools that allow players to express themselves and can help them organise their bases. We’re already planning to add a lot of decorative buildings in the August update for this reason!

A bonus sneak peek at some of our upcoming decorative buildings!

By having these kinds of tools, you can better map out your workshops, identify where you are with various landmarks you’ve placed yourself, and generally, make the world look really nice. But decorative buildings while nice, can be hard to fit in. They take up valuable space and that’s where our main topic comes in! Let’s talk about the Colouring Spark (name not final)!

[h3]Paint By Spark[/h3]

The Colouring Spark is a spark with a special interaction. It can be thrown into a new building, the Paint Bucket (again, name not final). If there’s Paint in the Paint Bucket, then the thrown Colouring Spark will pick it up…


And now your Spark Bar has expanded with a new category, just like with the Puffy Spark.

You can swap between the empty colouring sparks and the “full” colouring sparks to pick one of the full colouring sparks and throw it at a building with a roof tile. Now, the roof tiles will be changed to that colour, and it also changes how it looks on the map!


With this, you have another way to mark which Sawbench is doing what, which Shed has what items, and of course, this can also be used for paths and logic wires!

[h3]Painting Charges[/h3]

Just like the Puffy, a Colouring Spark will have one “charge” and when thrown onto something that can take that colour, they’ll use it up. They also lose that “charge” if you unequip them.


And because it's fun, they make a small mess when you go up and down places. You don’t use up the paint by doing this.

[h3]Colour Palette[/h3]

You’ll have a palette of 8 colours in total - Red, Blue, Yellow, Black, White, Green, Orange and Purple. You’ll also have Turpentine in case you want to remove any colour you've placed.


The primary colours will be made in the Chopper, breaking down common resources like Bark and Quartz to turn into paint. You’ll later be able to mix the primary colours to get the secondary colours in the Stone Workshop. The idea is to have something pretty simple that you also need to automate. We can imagine a few of you dedicating a little side space to make all the colours you need to not just organise but really draw on the map!

That's all for now. If you're looking for more WIP stuff, you can join us in our Discord! We've already shown off a little glimpse at the decorations there a few weeks ago. We hope to talk again very soon about the small July update and show off the stuff we have there.