![the colonists game demands panel the colonists game demands panel](https://img.youtube.com/vi/a9gUvqDc4dM/0.jpg)
- The colonists game demands panel Patch#
- The colonists game demands panel upgrade#
- The colonists game demands panel free#
* Fixed incorrect mission links in sandbox map selectionĬhangelog for Patch 1.1.1.2 (added 08 November 2018):
![the colonists game demands panel the colonists game demands panel](https://gray-wflx-prod.cdn.arcpublishing.com/resizer/pVJ4FJvn-YvR5fWUBfzqHfxB8Qo=/980x0/smart/filters:quality(85)/cloudfront-us-east-1.images.arcpublishing.com/gray/VESI4CBZ7ZRQYLJVC4UHD5YOUQ.jpg)
* Added underground Coal Mine to Mission 2
![the colonists game demands panel the colonists game demands panel](https://static1.thegamerimages.com/wordpress/wp-content/uploads/2021/05/mission-2-feature-image-the-colonists.jpg)
* When placing buildings, switching level of building remembers rotation and flippedness * Removing track now longer has the possibility of deforming roads
![the colonists game demands panel the colonists game demands panel](https://i.pinimg.com/originals/f4/de/08/f4de0816dc7a8ad4118e5b06b8d2e33a.jpg)
* Fixed error when placing wheat field on edge of map * Fixed Weaponsmith sometimes causing a game freeze * Fixed error with orchard field being lost leading to watchtower capture failing * Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement * Fixed boat and train names force-including worker bot name * Fixed bug where direct delivery of expedition resources from storage yard were not being delivered * Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island * Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed * Fixed error where savegame would not load * Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered * Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts * Fixed repair demands not showing up on resource demand list * Fixed weaponry and repair demands not being flagged as urgent on occasion * Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or the building will be lost * Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts * Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts
The colonists game demands panel free#
* Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any current map with customisable options including auto-research, optional fog of war, optional territory and free construction mode * Fixed cancelling colony expedition resource collection potentially causing an errorĬhangelog for Patch 1.1.0.2 (added 06 November 2018): * Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck * Development continues apace on the sandbox mode, you can head over into the Discord server to be able to try it out when it's first available: Ĭhangelog for Patch 1.0.2.3 (added 27 October 2018): * Fixed savegame not loading for people with unusual calendars * Fixed Salt description which had incorrect mine levels * Fixed Road Layer bot idle pose so it resets correctly after worker animation * Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot * Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues * Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building
The colonists game demands panel upgrade#
* Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on * Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there * Fixed issue with listing savegames with PCs running certain regional calendar systems Changelog for Patch 1.0.2.1 (added 27 October 2018):