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The Colonists News

Update V1.5.17

Hi everyone,

A small update including support for March's frontier, which offers something a little different this month.

Release Notes
  • Support for March Frontier
  • Fixed building connections not being recalculated when standalone road post placed
  • Fixed bug with not resetting track selection when destroying track
  • Fixed bug with loading a savegame where camera is out of range and can't be reset
  • Fixed bug when starting dismantle with building production panel option
  • If everything else is equal (priority, building type, stored/incoming resource count), resource routing now takes into account a building's production cycle progress
  • Boat and train will leave immediately if port or station has all resources on export blacklist
  • Printing Press tech production bonuses now show correctly
  • Production halted overlay icon shows for under construction building
  • Fixed incorrect rank messaging on challenge complete window
  • Under construction boats with custom names won't change name when they're constructed
  • Stop showing boat tutorial in challenge mode
  • (Belatedly) turned off festive decorations


Mod support is still the next feature to be added, it's just unfortunately been delayed. More updates on that soon. Once again I hugely appreciate all the feedback and bug reports please keep them coming.

Discord: https://discord.gg/thecolonists

🎄 V1.5.16 Update 🎄

Hi everyone,

This is a small update with a few fixes and some festive decorations! Also, if you haven't seen it yet, there is still time to take on December's Frontier!

Release Notes
  • Turned festive decorations on! 🎄
  • Fixed bug when harbour expedition was sourcing resources from directly connected building and resources weren't being delivered
  • Fixed tile highlights not showing when going between Info and Upgrade panels on the watchtower
  • Watchtower Upgrade highlights now includes tiles already in your territory
  • [Tab] will now scroll through building instance panel tabs
  • Hold [Alt] to delete path connections when clicking 'remove' on a road
  • Resource storage panel now includes space ports if resource in outgoing or has purchase order
  • Minor UX improvements to building import and export selection panels
  • Fixed en route beer being incorrectly counted towards the goals in the beer challenge
    V1.5.16.1
  • Fixed bug from V1.5.16 where cleared natural resource tiles on randomly generated maps (inc. Frontiers) would cause terrain issues and affect bot movement
  • Fixed bug with loading savegames before V1.5.16 which contained one way track signals


Thank you once again for all the feedback!

Discord: https://discord.gg/thecolonists

V1.5.15.1 Patch

Release Notes
  • Fixed map editor not loading correctly

🎃 V1.5.15 - Custom Views and Pumpkin Harvest! 🎃

Hi everyone,

It's time to enjoy the annual pumpkin harvest along with a handy new custom views feature. Oh, and there's still to take part in October's pumpkin-selling frontier!

Custom Views

You can now save camera locations in your game and return to them instantly with a key press. You have nine slots to use with default hotkeys of [1]->[9] on the keyboard keypad. Hold to set the view and tap to go to it!


Release Notes
  • [NEW!] Custom views - default hotkeys are [1]-[9] on keypad. Tap to view, hold to set.
  • Enabled pumpkin harvest visuals! 🎃
  • Added Dismantle button to bottom right of in-game UI
  • Added hotkey for Dismantle mode - default: [G]
  • Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts
  • When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placement
  • Fixed rubble getting being non-removable in non-saved proc-gen game
  • Fixed fuel consumption stat not being added when building is monument boosted
  • At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return
  • Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window
  • Resource icons in space port panels now have correct rollovers
  • Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy
  • Adjusted trade ship interval to bypass rebuild hack during ship departure
  • Alert icon for road post connection now won't show if directly connected by a path to a bot printer building
  • AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers
  • Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting
  • Map Editor - cleaned up UX with 'set starting location' buttons


Thank you to all the players who submitted bug reports and suggestions!

Discord: https://discord.gg/thecolonists

V1.5.14 - September Frontier, Boats Panel, Improvements

Hi everyone,

This month's update has a new frontier, a new boats panel along with some improvements and fixes.

September Frontier

This month you get a small headstart in the desert where the race is to produce beer and bread as well as squeezing a medium monument in. Good luck!

Boats Overview Panel

There's a new panel available in the top left of the screen where you can view all of your boats and their current status.

Mod Support News

Mod support is nearly there and will be entering a beta this next month. Follow progress on Discord (https://discord.gg/thecolonists) or look out for more news on that soon.

Release Notes
  • [NEW] Boat list panel - lists all the boats in your colony
  • Added options to unlock all campaign missions and clear all campaign progress
  • Spruced up buildings list panel and building entries in resource production, demand and storage panels
  • Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame
  • Fixed data leak in AI players which could cause saving to fail in very long and very large games
  • Changed vegetable and wheat farmbots to prioritise seeding over harvesting
  • Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings
  • Fixed bug where storage yards could show up twice in the resource demands panel
  • Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. If full ban, resource will attempt to turn around and find a destination. If ban except storage rule then resource will search in all directions for a valid storage yard
  • Fixed issue with water jumping when changing game speed
  • Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes
  • Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources
  • Added difficulty info to in-game scenario panel
  • Disabled up/down arrows and added message in resource demand panel about building construction priority
  • Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible
  • Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0
  • Fixed potential rare issue where building height adjustment could get locked
  • Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles
  • Show challenge complete screen even if no trophy earned
  • Now only shows challenge complete screen when started as a challenge game (i.e. challenges won't register in campaign mode)
  • Fixed boat challenge victory condition goal not updating unless panel reopened
  • Updated Unity version to hopefully fix alt tab crash/freeze issue
  • Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available
  • Campaign screen now resizes and adds a scrollbar for squarer resolutions
  • Fixed an issue where custom maps wouldn't run if an AI player was first in the player list
  • Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels
  • Increased size of resource progress bars a little on construction and upgrade panels
  • Fixed surface miner bot appearing black when zoomed in very close
  • Fixed not returning to main menu when trying to load a savegame that couldn't be found
  • Fixed gold icon incorrectly showing against military times in campaign screen


Massive thanks to everyone who's posted or sent their feedback and bug reports, it helps a huge amount. See you next month!

Discord: https://discord.gg/thecolonists