Posted February 15, 2019 by Anarkis Gaming
#update
Warning: This update breaks save-game compatibility with previous versions.
Here's a fairly major update for 0.5. It introduces a new farming system with new crops, more efficient food & water production and an improved AI. We'll go over those changes in details, but, for those who want a TL;DR here it is:
This is the big new feature in this update. Simply put, food production is more efficient. Probably too much at the moment, as it still need balancing. Generally speaking recipes give more bang for your buck with a lesser time investment.
Additionally farms are no longer magical things. Plants will require water and (generally) lighting to stay alive. Your farmers will automatically supply the farms with purified water whenever necessary, and rain will also help.
As this screenshot demonstrates, underground farms will require proper lighting for the plants to survive, unless you decide to grow our new edible mushrooms there. Those can't grow above ground and are awfully inefficient but don't require any lighting. We also added rice as a new crop, it requires a lot of water but also produces a lot of food.
A new water purification building has been added too (construction tech). It's way more efficient than using camp fires and doesn't require a survivor to work at the station for the work to be done.
Lettuce and lettuce related recipes have been removed and replaced by hops for beer production only. Speaking of alcohol, vodka has been introduced. Alcohol fixes the need for 'fun' but might render your survivors drunk for a few hours (slower, less likely to work).
Right now, we're producing way too much food and water, even with large bases. Which, I'm sure, is a nice change for many, but it's not going to last forever either. While it's not part of this update, pests and farm related events will be introduced later down the line.
We also have more changes planned for the food production, as we'll soon be introducing generic recipes based not on specific ingredients but on their category (for instance: meat + vegetable = medium meal) instead.
It's only a few changes but it makes a world of difference.
Firstly, assuming that a crafting station is adjacent to a storage building, and that said storage building accepts its production, anything built in the crafting station will be automatically put into the container. For instance, if you put a container accepting consumable items next to a water collector, the process will be entirely automated, the container will get automatically filled with dirty water.
Secondly, when disassembling/razing stuff, settlers will look for nearby similar and unclaimed jobs, massively reducing back & forth between the area being destroyed and your base in the process. They also regularly look around them for stuff dropped on the ground, no matter what they are currently doing, and will pick it up if they have the storage capacity.
There are a few other minor tweaks, but generally speaking much less time is being wasted by your survivors.
Another much requested feature. It's still a bit experimental, but you can set expeditions to focus on rescuing other survivors. It will not guarantee that the expedition will find new survivors (especially if it's a short one) but with this focus, there's a 60% chance per successful search you'll find someone.
You won't know anything about the rescued survivors until the expeditions is back home. When back, the same menu you get during recruitment event will appear, and you'll be allowed to review them before taking them in (or banishing them).
Also, you can (finally) click on a queued item in the crafting station menu to remove it from the list. No need to clear the whole list each time you need something removed anymore!