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The Farmer Was Replaced News

πŸ₯³ Version 1.0 is Here! – Multiple Drones, New Unlock Tree and more! πŸŽ‰

[p]Hey folks
After over three and a half years of steady development, over 20 updates, and your amazing feedback, I am excited to announce that The Farmer Was Replaced is now officially released as version 1.0 on Steam and available at 20% off to celebrate the launch! πŸ₯³[/p][previewyoutube][/previewyoutube][h3]🌟 What’s new in 1.0?[/h3]
  • [p]Multiple drones to maximize your farming πŸ€–πŸŒ±[/p]
  • [p]A reworked unlock tree with a more exponential progression[/p]
  • [p]50+ achievements to test your skills[/p]
  • [p]Unlocking certain achievements will give your drone special hats. 🎩[/p]
  • [p]A complete sound overhaul[/p]
  • [p]One new music track 🎡[/p]
  • [p]Quality of life improvements and various fixes[/p]
  • [p]11 🌍 languages supported[/p]
  • [p]Breaking Changes: Upgrades will be partially reset. Reusing mazes works slightly differently.[/p]
[p](To experience all 1.0 features fully, I suggest starting with a new save.)[/p][p][/p][p]As you can imagine, today is a really special day for me and my game! It would mean a lot to me if you could help spread the word, and of course, buy the game for yourself or a friend. Your opinion also helps a lot, and I would be very grateful if you write a review or update your Early Access review.[/p][p]All these actions are helping more than you think! πŸ₯° [/p][p]Thank you all so much for supporting The Farmer Was Replaced from Early Access to full release.
I can’t wait to see how you use the multiple drones in creative and clever ways! πŸ’»πŸŒ±[/p][p]Timon[/p]
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[p][/p][h3]🚦 Shout-out to my friend's programming game:[/h3][p]My friends at Kerzoven (also a Swiss studio) just announced their traffic programming game using state machines: If Red Then Stop [/p][p]I thought you might be interested in it since it teaches you how to use a real programming tool, too. They would be really happy if you followed the game on Steam and added it to your wishlist.[/p][p][dynamiclink][/dynamiclink][/p][p]Detailed Patch Notes:[/p][p]Multiple Drones Have been added to the game. Check out the new "Megafarm" unlock! Also a large part of the tech tree has been reworked to be a bit more exponential.[/p][p]Breaking Changes:[/p]
  • [p]Due to the rework of the tech tree, the upgrade numbers of old savegames will no longer be valid. The game will reset all upgrades to a reasonable level when you open an old save.[/p]
  • [p]If you are reusing mazes you now have to first reposition the treasure and then measure the position instead of first measuring and then repositioning.[/p]
[p]Gameplay:[/p]
  • [p]Added tooltips with helpful information when hovering tiles in the farm.[/p]
  • [p]Using [c]measure()[/c] anywhere in the maze now always returns the position of the current treasure. You no longer have to measure the treasure specifically.[/p]
  • [p]There is now a [c]can_move()[/c] function for the maze.[/p]
  • [p]Pumpkins now scale up to 6x6 instead of 5x5.[/p]
  • [p]The ground drying behavior has slightly changed. Instead of drying by 1% every 0.8 to 1.2 seconds, each ground tile now has a 10% chance of drying every 0.1 seconds.[/p]
  • [p]The cactus grow time is now always exactly 1 second.[/p]
  • [p]Pumpkins now leave behind a dead pumpkin to indicate that they have died.[/p]
  • [p]Added [c]pet_the_piggy()[/c].[/p]
  • [p][c]num_unlocked()[/c] now already gets unlocked with Senses.[/p]
[p]Audio:[/p]
  • [p]The audio has been completely remade.[/p]
  • [p]There is music when you start the game now![/p]
[p]Visuals:[/p]
  • [p]The visuals of the tech tree have been completely reworked.[/p]
  • [p]The inventory panel in the top left corner of the screen now has a nice item pickup visual effect.[/p]
  • [p]Cacti are now brown when they aren't correctly sorted to make it more visible.[/p]
  • [p]Plants are now visible immediately after planting, even if they haven't grown yet.[/p]
[p]Code Editor:[/p]
  • [p]Double clicking identifiers with underscores in them now selects the whole identifier.[/p]
  • [p]If the "tabs to spaces" option is turned off, indentation spaces are now converted to tabs.[/p]
  • [p]Zooming is now much smoother.[/p]
  • [p]The code completer is now properly import aware and can give suggestions from other files.[/p]
  • [p]Added different cursors for editing text and resizing windows.[/p]
  • [p]Debugger steps are now based on the code line instead of simulation ticks.[/p]
[p]Other:[/p]
  • [p]You can now chain comparison operators like in Python.[/p]
  • [p][c]get_cost(Entities.Hedge)[/c] and [c]get_cost(Entities.Treasure)[/c] now return the cost of a 1x1 maze.[/p]
  • [p]Added a resolution setting.[/p]
  • [p]Added a setting to turn off the flashing highlights when the code is running.[/p]
  • [p]The code execution has been optimized further, allowing the game to run smoother while code is running.[/p]
  • [p]Added a "Toggle HUD" keybind.[/p]
[p]Fixes:[/p]
  • [p]Some of the most common cases of code highlights being visible through other windows have been fixed.[/p]
  • [p]Actions like tilling can no longer affect the water drying behavior.[/p]
  • [p]Fixed keybinding problems on non US keyboards.[/p]
  • [p]Fixed the piggy bank moving really far away from the farm sometimes.[/p]
  • [p]Fixed fertilizer not infecting fully grown plants.[/p]
  • [p]Fixed [c]set_world_size(get_world_size())[/c] resetting the drone position.[/p]
  • [p]Fixed a simulation + dinosaur interaction that caused lots of apples to be left behind.[/p]
  • [p]Fixed the bug that caused error messages to move around when you clicked minimize and then opened the menu.[/p]
  • [p]Fixed error messages popping up while you are still typing.[/p]
[p]Breaking Changes from older Patches that you might have missed:[/p]
  • [p]Functions defined in other files (windows in the game) are no longer imported implicitly. You now have to unlock and use explicit import statements like in Python (See the import unlock).[/p]
  • [p][c]Items.Bones[/c] has been renamed to [c]Items.Bone[/c] so all items are singular.[/p]
  • [p][c]Entities.Carrots[/c] has been renamed to [c]Entities.Carrot[/c] so all entities are singular.[/p]
  • [p][c]Grounds.Turf[/c] has been renamed to [c]Grounds.Grassland[/c] to make it easier to understand.[/p]
  • [p][c]Items.Water_Tank[/c] has been renamed to [c]Items.Water[/c] because the tank refill feature has been removed.[/p]
  • [p][c]Unlocks.Benchmark[/c] has been replaced with [c]Unlocks.Timing[/c].[/p]
  • [p][c]get_op_count()[/c] has been renamed to [c]get_tick_count()[/c].[/p]
  • [p][c]set_farm_size()[/c] has been renamed to [c]set_world_size()[/c] to be consistent with [c]get_world_size()[/c].[/p]
  • [p][c]get_companion()[/c] now returns a tuple of the form (entity, (x, y)) instead of a list.[/p]
  • [p][c]trade()[/c] has been removed from the game.[/p]

πŸ₯³ The Farmer Was Replaced – Full Release on October 10! πŸ₯³

[p]Hey folks [/p][p]I’m super excited to share some big news with you: The Farmer Was Replaced is leaving Early Access and officially launching into version 1.0 on October 10! πŸŽ‰[/p][p]This is a huge milestone for me. After three years of solo development the full release is finally coming up now! You may have noticed some changes to the Steam page. This is because the folks from Metaroot are helping me with marketing.[/p][p][/p][h3]What’s new in the 1.0 Full Release on Oct. 10?[/h3]
  • [p]Multiple drones to really maximize your farming [/p]
  • [p]A reworked tech tree with a more exponential progression[/p]
  • [p]50+ Achievements[/p]
  • [p]A complete sound overhaul[/p]
  • [p]One brand-new music track[/p]
  • [p]11 languages fully supported[/p]
  • [p]Breaking Changes: Upgrades will be partially reset. Reusing mazes works slightly differently.[/p]
  • [p]The price has already been adjusted to $9.99 for the 1.0 release. (On 10 Oct., there will be a launch discount.)[/p]
[p]πŸ‘‰ Because of these changes, I really recommend waiting until October 10 to jump back in. That way you’ll get the full experience with all the new content and you won’t have to deal with resets or missing features.[/p][h3]πŸ™ Some things we could use your help with:[/h3][p]For the 1.0 to be a success and for me to be able keep making games, I would greatly appreciate your support:[/p]
  • [p]Andri from Metaroot is looking for YouTubers who could enjoy the game: Do you know any gaming YouTubers who also like programming? Write them! And let him know who they are here.[/p]
  • [p]Which programming communities or Reddits do you hang out in? Where should TFWR be shared? (Of course, you are also welcome to share it there yourself!) Post them here.[/p]
  • [p]Get the word out to your fellow programmers![/p]
[p]Thank you so much for being part of this community. Your support has carried me from a small prototype all the way to full release. It feels a bit surreal that 1.0 is finally coming up. Looking forward to October 10.

Timon[/p]
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Optimizations!

This patch brings many optimizations on both the GPU and CPU side.
Particularly on the GPU side there have been some very significant optimizations that finally make the game less GPU intensive.
Unfortunately the items in the inventory are no longer 3D because it turned out this was using a lot of GPU resources.

Some things that were changed alongside the optimizations are:
-The call stack limit is now 1000 function calls.
-Items in the inventory are now in a fixed order.
-When the camera moves to the position of an error or a search term it now moves to it's exact location instead of the center of the window. Also, the camera no longer moves to errors that are already on screen.
-Fixed various UI bugs.

Editor Update

-Code windows are now scrollable.
-Added code highlights to visualize the call stack.
-You can now search all windows with ctrl + F.
-If an error happens in a window that is completely off screen the camera will move to it.
-The code autocomplete is now more fuzzy and inserting autocomplete words with Enter works better.
-There is now a warning icon that pops up when a warning is emitted to make it more visible.
-To better support external editors that don't automatically pick up on the `__builtins__.py` file, importing from that file can now already be done before unlocking the import feature.
-The Undo and Redo history is now per window instead of global.
-Autocomplete suggestions work better with imports now.
-Green is back in the syntax color.

-Fixed a bug that mixed leaderboard runs with the main simulation.
-Fixed growtimes not being updated when watering grassland.
-Fixed the UI issue that was caused by trailing spaces in file names.
-Fixed unindent problems with the "tabs to spaces" option.
-Infecting bushes by using 1 weird substance after upgrading the maze now works.
-Fixed item numbers rounding wrong in some cases.
-Typing in values in slider options in the menu has been fixed.
-Fixed the broken "error_not_a_function" error.
-Fixed a bunch of error messages that showed up in the wrong place.

Added Translations

-Added a language setting with 12 languages.
-Various improvements to the documentation.
-`measure(None)` is now allowed and equivalent to `measure()`.