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The Colonists News

V1.5.7 - Festive Update, Spanish Localization & December's Frontier

Hi everyone,

Here's a small Christmas update to enjoy with your robot friends!

Festive Decorations

It's that time of year again, spruce up your colonies with some festive decorations - christmas trees, presents and as many snowbots as you can build!

December Frontier

In case you missed it, December's Frontier is active and will run until the end of month. How quickly can you build five small monuments?

Spanish Localization 🇪🇸

Thanks to the terrific work of our community member Shekerd, the game is now available to play in Spanish!

Release Notes
V1.5.7
  • Christmas trees, presents and snowbots are back!
  • Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open
  • You can now remove the Colony Ship road post if you have 'free road post placement' setting active
  • Fixed workshops being dismantled showing up as idle
  • Fixed water-breaking bug when destroying a harbour or boatyard on water above sea level and game loading issue after that
  • Recompleted Korean translation (thanks to interp)

V1.5.6
  • Game is now available in Spanish!
  • Fixed some UI overlapping on blacklist/whitelist rules panels
  • Fixed offset of chocolate factory rollover info
  • Fixed one island entry not displaying beer count correctly on Beer Challenge
  • Fixed medal times not showing for challenges


Next Year

We'll be back next year with more frontiers and more updates. Thanks as always to the great community for their feedback and testing - you can join our Discord here: https://discord.gg/thecolonists

See you next year!

V1.5.5 - Chocolate Factory, Cocoa Farm & November's Frontier

Hi everyone,

This month we have two new buildings, new resources and November's Frontier!

Chocolate Factory & Cocoa Farm

You have a new way to feed your colonists - chocolate! Build a cocoa farm to harvest the cocoa beans, gather the milk from the cow farm and then combine them at the chocolate factory for a brand new level 3 luxury food!



November Frontier

November's Frontier is live and has a particularly chocolately flavour!

Release Notes
V1.5.5
  • NEW Chocolate Factory and Cocoa Farm! Supply your Level 3 Residences with chocolate
  • Fixed some issues with tooltips not showing up when hovering over farm fields
  • Fixed watchtower not resetting priority target after being captured
  • Added help section to research panel
  • Fixed tooltip staying open when right-clicking to close window whilst hovering over 'all resource' rule on a vehicle transport stop
  • Fixed right-clicking to close window whilst hovering over resource still opening the resource panel
  • Added tech icons to construction and upgrade panels
  • Better messages when farmbot is idle and waiting for something to grow
  • Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement


Modding

Mod Support is still under development, find out more in the #modding channel on our Discord server.

Next Month

Deveolpment has started on one way roads and if you'd like to test this new feature out then head over to our Discord to try them on our development branch later on this month.

Thanks as ever to all the community members for their testing, bug reports and feedback!

Discord: https://discord.gg/thecolonists

Thanks!

V1.5.4 - Pumpkin Harvest & October's Frontier

Hi everyone,

The 1.5.4 update for The Colonists has gone live!

Pumpkin Farms

The leaves are falling and the temperature is dropping, it's that time of the year again - the pumpkin harvest! For the next month the pumpkin farm is available and your colonists can enjoy their mysteriously processed pumpkins.

October Frontier

In case you missed it, Frontiers are a recently added feature where every month a new map is created with different goals to try and complete. October's Frontier has just appeared and has a seasonal theme, check it out!

Release Notes
V1.5.4
  • It's Harvest Time - Pumpkins and the Pumpkin Farm are back!
  • Players now can replay old Frontiers but times won't be recorded
  • Added tracking information for Challenges in the mission info panel
  • Increased max train speed by 25%
  • Added skippable warning to deleting savegame in load game window
  • Added beer to alcohol category preset
  • Fixed saved SFX volume not being applied on opening the game
  • Fixed deconstructing workshops counting as idle
  • Fixed an instance of possible space port ship freeze
  • Fixed visual ui bug with resource rules overflowing on boat/station stops
  • Fixed bug with being able to place train tracks below sea level
  • Fixed import building selection sometimes including irrelevant building types

V1.5.3
  • Enabled deconstruction for buildings under construction
  • Added 'Tiny' option to random map generation options
  • Fixed shaft mines on random maps occasionally blocking each other
  • Additional tweaks to proc gen to reduce chances of getting inaccessible shaft mines
  • Fixed storage yard still demanding resources after dismantling has started
  • Added overlay to watchtowers under construction to indicate territory gain
  • Fixed surface mine construction storage only being 4 resources instead of usual 8
  • Fixed incorrect mission names showing for some campaign missions in info panel


Modding

Mod Support is currently under development, if you'd like to help test or make mods for the game then come and join us in #modding on our Discord channel.

Next Month

Next month we've got two brand new buildings arriving! If you can't wait, head over to our Discord to try them on our development branch later on this month.

As always, a huge thanks to everyone for their testing and feedback, it's really appreciated!

Discord: https://discord.gg/thecolonists

See you next month!

V1.5.2 - New Frontiers Mode and Dismantling Buildings!

Hi everyone,

The latest 1.5.2 update for The Colonists is available!

Frontiers

The new Frontiers mode allows everyone to compete on the same procedurally generated map each month. At the start of every month a new Frontier is released with a different goal and can be played for the duration of that month. August's Frontier is available now - good luck!

Dismantling Buildings

If you ever find yourself short of materials then you can now dismantle any building and recover the resources that were used to construct a building. You can find this option on the info panel for any fully constructed building. Any unusued resources for production can also be recovered.

Release Notes
  • NEW! Frontiers Mode - Compete against each players on a new map each month!
  • NEW! Dismantle Ability - Dismantle any building and recover construction resources
  • Adjusted market prices for resources to better reflect production costs
  • Added Continue Game option to main menu
  • Minor optimisations to rocks and carrybot animations - large colonies may see a small performance boost
  • Fixed new trains not have upgraded storage after Steam Engines II is researched
  • Added warning when upgrading a building with import rules
  • Fixed shaft mine deposits placed precisely at sea level not being usable
  • Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map


Thanks to everyone for their continued testing and feedback!

Discord: https://discord.gg/thecolonists

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

V1.5.1 Update

Hi everyone,

Thanks for all the support and feedback for the random map generator in the V1.5 update, all your comments and reviews really contribute to further development of the game!

Once again, initial testing of mod support will be opening soon so if you're interested please join the Discord server for all the info.

Today's update, V1.5.1, is now available and brings a few small improvements and fixes:

Release Notes
  • Improved Key Bindings window usability
  • Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
  • Fixed sandbox games not being recognised as sandbox games
  • Fixed not being able to create a road over a flat section of train track
  • Fixed monument boost not applying to workshops
  • Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
  • Fixed expedition resources not showing on a harbour's 'en route' panels
  • Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
  • Fixed input resource rates for buildings not being displayed correctly when building has a monument boost
  • Fixed incorrect idle message for road layer when they're waiting for resources
  • Fixed bakery, flour mill and harbour not having correct destruction models and effects
  • Game no longer lets you draw paths over broken terrain that it can't autoadjust
  • Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location
  • Source and destination buildings are now clickable on an individual resource's journey panel
  • Bots will now (mostly) return to a printer when their building or road is destroyed
  • Made some fish more accessible on campaign map 8
  • Tweaks to some steep shoreline in campaign map 5


Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists

Thanks!