Developer Log #60

Howdy Folks!

Hope everyone is doing well and staying safe. It’s a crazy world out there so don’t forget to relax and just breathe.

There are some exciting new features that I’m working on that I wanted to talk about. The previous update focused heavily on changes to the planet surface. While more content/tweaks will be done on the surface, I wanted to return focus to the underground facility and the colonists.

Room Zones

A purpose for rooms is a topic I’ve talked about before and has been on the to-do list for a while. After considering how to handle such a thing, I’ve decided to create a new zone system. A zone section will be added to the main button bar and will allow you to create room zones.

A room zone, once created, will need to be enclosed by walls and have at least one door to be considered valid. The type of room is determined by the dominant flooring. A room zone has mostly bedroom tiles? Then it’s a bedroom zone.

Room zones have four primary attributes: Size, Decor, Light Level and Efficiency. Size is determined by the total amount of tiles in the zone. Decor and Light Level are increased by placing decorations and lighting. Efficiency is the average of the decor and light level attributes.

Efficiency will affect machines/objects in a room zone. As an example, crafting stations now use efficiency to determine craft speed. A lower efficiency means it will take longer to craft items. Base crafting speeds have been adjusted to provide room benefits.

Some new colonist attribute effects are being developed as well which will be affected by rooms.

Additional zone types are in development, but more on that next time. I’m hoping to have an update to the Experimental branch next week so that you can try it out and let me know what you think.

What are your thoughts on the room zones?

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