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The Colonists News

V1.6.3.1

Hi everyone,

The April Frontier is live! This month's challenge is all about mega sheep farms - 3x production but 2x pasture size - you'll need new layouts to best optimise all that resource flow. Good luck!

Also, thanks to the brilliant community translators, The Colonists now officially supports Turkish!

[h3]V1.6.3.1[/h3]
  • Added support for April fronter
  • Added Cancel Expedition button for boats assigned to an expedition
  • Fixed Cursor Constrained not being remembered properly between sessions
  • Fixed techs not preresearching when testing custom maps with mods
  • Terrain graphic overlay system rebuilt for modability
  • SetTerrain now sets terrain categories
  • On tech tree panel, a researched technology icon no longer shows padlock if completed but doesn't have required techs researched (only relevant when using preresearched techs)
  • Enabled Turkish language


Thanks!

V1.6.1.8

Hi everyone,

A few tweaks and fixes from the last couple of of patches:

[h3]V1.6.1.8[/h3]
  • Fixed boats not docking correctly at flipped harbours
  • Fixed bots auto-destructing after printing if there was a terrain kink in a road on the route to their building
  • Fixed resources disappearing in certain situations where a 'Banned Except Storage' rule was on the road post of the target storage yard


[h3]V1.6.1.6[/h3]
  • [Modding] New terrain types can now be added in a terrain.json file
  • [Modding] Added ability to customise categories in the global storage section in the bottom left of the UI
  • [Modding] Now handles invalid meta.json more gracefully
  • [Modding] Added directory name as ID to local mod info panel
  • [Modding] Custom victory conditions in maps with mods can now show correctly
  • [Modding] When creating a custom map, it now remembers mods you select to a different list than the mod list used for playing random or sandbox games
  • [Modding] Fixed fog causing blackout issue with mod prefabs using the standard shader in map view
  • Fixed scaffolding not showing for upgrading buildings
  • Fixed captainbots not appearing on clippers
  • Fixed Road Layer L2 floor not showing
  • Fixed "Infinity" showing occasionally in resource rate production stats
  • Fixed production rate values not showing correctly for a few buildings
  • Fixed text rendering of building limit section in construction panel
  • Fixed error when monument boost is off map
  • Fixed Korean font issue
  • Stackbot pick up and put down animations now take into account road and path speed multipliers
  • Added rating buttons to game complete screen for workshop maps
  • Added water and wheat to 'Alcohol' resource preset



Thanks!

January Frontier

Happy New Year!

Like every month, January brings a new frontier to compete in, but this one comes with a new twist. Starting with no territory limits, how much money can you make inside 4 months?

Good luck!

[h3]V1.6.1.4[/h3]
  • Added Featured tab for workshop maps panel, showing a selection of the best old and new player created maps
  • Fixed train engine being offset when created at train station with certain orientations
  • Maps with mod dependencies now auto download the mods when starting a game
  • Fixed error when returning to main menu after playing a custom map with victory conditions


V1.6.0.4


Hi everyone,

A few small fixes:

[h3]V1.6.0.4[/h3]
  • Fixed watchtowers sometimes not firing arrows (Disable then Enable to fix any existing watchtowers that are stuck)
  • Fixed bug when removing existing sheep and cow fields from farms in savegames before V1.6
  • Fixed clicking Main Menu on challenge complete screen not going back to main menu
  • Fixed [Alt] removing path from road also removing road visuals
  • Updated German and Brazilian Portuguese translations
  • (V1.6.0.3) Fixed issue with placing paths on tiles that had previously contained buildings
  • (V1.6.0.4) Fixed storage yards accepting resource before construction had completed


Thanks!

V1.6 - Mod Support!

Hi everyone,

Mod Support is here for The Colonists!

[h2]Mod Support[/h2]
You can now create, share and play custom buildings, resources, ores, flora, research and more on Steam Workshop. Activate local or subscribed mods when starting random maps, sandbox games or when creating custom maps in the map editor.

Check out the Community Wiki for information on how to get started making mods, access to the base json and some example mods. You can also join the #modding channel on our Discord server for help and tips.

There's plenty to experiment with and try out as well as more to come, so if you have any feedback, suggestions or issues I'd love to hear them on Discord or at [email protected].

[h2]V1.6 Release Notes[/h2]
  • Added Steam Workshop mod support
  • [Shift] +10/-10 functionality added to changing trade rule amounts
  • Space port resource information for "this visit" now doesn't clears until the ship has fully departed
  • Stackbots no longer load Energy fuel to worker bots if building production is paused
  • Added construction import settings to settings copy and paste [C] & [V]
  • Added construction import whitelist functionality to building upgrades
  • Fixed victory conditions UI not updating when building is dismantled or destroyed
  • 🎄 Festive decorations turned on


Special thanks go to the Discord members for their testing, bug reports and feedback 🚀

Happy Holidays everyone!