A new month means a new frontier! This month's frontier brings a new twist - all mines only require Level 1 Energy and there are natural resources everywhere. Plan your strategy and build that large monument as fast as you can!
When creating custom maps you can now embed mods as well as linking to existing Workshop ones, so it's now a whole bunch easier to create maps with your own custom settings and content!
For more information on making mods check out the Community Wiki
V1.6.4.1 Release Notes
May Frontier
Local mods are now embedded in custom maps and will upload along with the map when published to Steam Workshop
Fixed AI building excessive storage yards
Rebuilt terrain overlay graphic system for modability and improved performance
Added ability to set a market resource to be sell only or purchase only in market.json
Added ability to set players starting money with players.json
Added ability to easily set preresearched tech in techs.json
Reworked boat expedition code for future updates
Thanks to everyone on Discord for their support & ongoing feedback! 🚀
If you'd like to be first to hear about major updates to The Colonists and about new games from codebyfire, you can follow us on Steam, subscribe to our newsletter or join our Discord server.
The April Frontier is live! This month's challenge is all about mega sheep farms - 3x production but 2x pasture size - you'll need new layouts to best optimise all that resource flow. Good luck!
Also, thanks to the brilliant community translators, The Colonists now officially supports Turkish!
V1.6.3.1
Added support for April fronter
Added Cancel Expedition button for boats assigned to an expedition
Fixed Cursor Constrained not being remembered properly between sessions
Fixed techs not preresearching when testing custom maps with mods
Terrain graphic overlay system rebuilt for modability
SetTerrain now sets terrain categories
On tech tree panel, a researched technology icon no longer shows padlock if completed but doesn't have required techs researched (only relevant when using preresearched techs)
Like every month, January brings a new frontier to compete in, but this one comes with a new twist. Starting with no territory limits, how much money can you make inside 4 months?
Good luck!
V1.6.1.4
Added Featured tab for workshop maps panel, showing a selection of the best old and new player created maps
Fixed train engine being offset when created at train station with certain orientations
Maps with mod dependencies now auto download the mods when starting a game
Fixed error when returning to main menu after playing a custom map with victory conditions
You can now create, share and play custom buildings, resources, ores, flora, research and more on Steam Workshop. Activate local or subscribed mods when starting random maps, sandbox games or when creating custom maps in the map editor.
Check out the Community Wiki for information on how to get started making mods, access to the base json and some example mods. You can also join the #modding channel on our Discord server for help and tips.
There's plenty to experiment with and try out as well as more to come, so if you have any feedback, suggestions or issues I'd love to hear them on Discord or at http://mailto@dev@codebyfire.com.
V1.6 Release Notes
Added Steam Workshop mod support
[Shift] +10/-10 functionality added to changing trade rule amounts
Space port resource information for "this visit" now doesn't clears until the ship has fully departed
Stackbots no longer load Energy fuel to worker bots if building production is paused
Added construction import settings to settings copy and paste [C] & [V]
Added construction import whitelist functionality to building upgrades
Fixed victory conditions UI not updating when building is dismantled or destroyed
🎄 Festive decorations turned on
Special thanks go to the Discord members for their testing, bug reports and feedback 🚀