Electrician Simulator - Dorczenzo
Hello everyone!

Long time no see, but we were working hard on some new content. And while you didn't see any new devlog, you might notice our Steam page change. Also, if you are a member of our discord, you might find some additional sneak-peeks there! 👀

One working at night?

Well, we don't like working late. Whenever the sun sets, we know it is time to go home. But our electrician's life is not that easy. In our game, you might find some tasks to be done at night. Maybe it's because the house owner is never there during the day? Or maybe because the inhabitants are just a bunch of vampires? 🦇 Just kidding. Or are we?



As you can see, there is a unique mood in the night scenes. There is no sunlight, so lamps are the only light sources. But what happens when we turn them all off? Exactly - the house is completely dark.



The day is still there!

Enough of those horror-like environments! Of course, we still have many day scenes. Today we want to show you two new screenshots of our houses. Please keep in mind that those are made directly in-game. So that's how our game looks right now.



The first one is a little bit empty. Somebody just moved in. They will probably need a quick electrician check just to be sure everything is working good.



The second one is a bigger house. You can't see this in the picture, but there are two offices. So probably some couple working at home that needs some help with electric stuff.

And that's all this week! See you in the next Devlog! Or sooner on our Discord Server:
https://discord.com/invite/GTyR9ZC

Take IT Studio!


https://store.steampowered.com/app/1080020/Electrician_Simulator/
Colony Survival - Pipliznl

A test-world for Zun's refactorings

A month ago, in the most recent Friday Blog, we wrote about new, rough plans for 0.9.0. Since then, we’ve been trying to turn these outlines into specific new crafting recipes and tech trees. While doing that, we ran into multiple problems - and we think we’ve solved them.

Tool Usage Percentage - TUP

We’d like to implement Tool Usage for nearly all jobs - because IRL, nearly all jobs use tools. These generic (as in, all jobs use ‘tools’ but not specific pickaxes/axes/needles/hammers/screwdrivers etc) tools should come in multiple materials with different costs and benefits. Players would start with Stone Tools and would later develop Copper Tools, which are more complicated to make but yield higher productivity for jobs that use them. Bronze Tools require rare and expensive tin, but exceed Copper Tools in both productivity and durability. Iron Tools require more advanced tech to produce, but less expensive resources. The productivity would be near those of Bronze Tools, but without the durability. Last but not least, there are Steel Tools, an endgame achievement.

The difference in productivity should be significant to make developing these tools worthwhile. When you’re completely out of tools and workers have to work with their bare hands, productivity should decline dramatically. But how do we make this work at the start of the game? You don’t want to immediately starve to death a new player who doesn’t understand the tool mechanic yet. Nor should food be something that is very difficult to balance properly at the start of the game with low productivity, while it’s easy to create massive abundances a bit later on with more advanced tech.

Zun suggested a variable that is related to how important the tools are for the job. A miner or a blacksmith relies hard on their tools, but they’re much less significant for a berry gatherer. This should be reflected in the Tool Usage Percentage for that job. Let’s turn this into a specific example: (numbers aren’t definitive yet, just a hypothetical example)

No tools: 400% crafting time
Stone tools: 200%
Copper tools: 100%
Bronze tools: 50%
Iron tools: 55%
Steel tools: 33%

For a regular job with 100% TUP, this would be the full impact of using different tools. But a job with 50% TUP would see only half the impact of different tools, resulting in the following crafting times:

No tools: 250% crafting time
Stone tools: 150%
Copper tools: 100%
Bronze tools: 75%
Iron tools: 77.5%
Steel tools: 66%

TUP would also impact the durability of the tools. If tools are only "half as necessary", they'll last twice as long. Mainly early game jobs, and jobs that are crucial to survival of the colony like food jobs, will have a lower TUP. Other jobs might even have TUPs above 100%.

Of course, these numbers shouldn’t have to be calculated by players themselves: the UI should make this very clear. This does require some changes to the interface. For example, we've got to make it clear to players that they can investigate their miners by clicking on the jobs.

How to achieve progress?

So we’d like to see a progression from primitive tools to advanced tools, through different eras and materials. What effort do players have to do to receive these new tools? Do they have to recruit lots of scientists, gather lots of different ingredients, earn large amounts of Colony Points? What is interesting gameplay, what is moderately historically realistic, what can we build in a reasonable amount of time?

Currently, a large part of the early to mid game relies on gathering a wide variety of ingredients. People need olive oil, wax, cabbages, buckets, fish, copper parts, iron rivets, and need to set up lots of different jobs, to unlock new jobs, which can be used to unlock other jobs. It can become quite confusing.

Another core pillar of Colony Survival until now has been the idea that you’re an isolated community on a deserted world. Everything you want to produce has to be made with resources and ingredients that you’ve gathered and crafted yourself.

We’re strongly considering changing both. The game should start earlier: in the Stone Age. Players should be able to set up a self-sustaining colony, but to progress, they have to trade with the wider (offscreen, probably) world. There’ll be a trader who is able to both buy and sell items. Instead of having to craft large amounts of diverse luxury goods for your own colonists, they’ll be exported. Instead of the luxury goods being “daily consumables” like candles and meals, they’ll be more durable and significant, like extensively decorated pottery, fancy textiles, artistic objects and expensive jewelry.

Exporting these items should earn you currency, which can be spent in many ways. The currency will probably replace Colony Points, allowing you to do all the Colony-Points-upgrades with currency. They could also be required in the tech tree, with certain unlocks requiring significant amounts of money. Last but not least, you can spend the currency at the trader to purchase rare items and resources like tin.

Currently, the game doesn’t actually require you to recruit a lot of colonists and build a large colony, it just requires you to gather a bunch of diverse ingredients. Most players reach the musket-era-endgame somewhere between 80 and 150 colonists. We’d like to change that. You ought to need more colonists, but recruiting these colonists should be easier. The focus of the game should be more on the expansion and the actual colonists (building places to sleep, walls, new farms, managing new monster types) and less on balancing a whole bunch of different ingredients from different jobs at the cook.

With these changes, I believe we’ve got all the requirements to do a successful overhaul of the crafting recipes and the tech tree, resulting in a much more interesting and longer progression throughout the game. It’ll be quite different from what you’re used to though. Do you believe it’ll be a good thing? Let us know, in the comments here on Steam or on Discord!

Bedankt voor het lezen!

Reddit // Twitter // YouTube // Website // Discord
The Planet Crafter - deadalusai
Hello friends!

If everything's going according to plan, we'll send all of our newsletter subscribers the closed beta by the end of the month!

I'm currently working on the landscape, creating the world, adding the first biomes and space ship wrecks for you to loot and explore!



I've worked on the environment too, and when the sky is clear, you'll see planets close to your's!




Can't wait to share it with you!

Remember to subscribe to our newsletter to get the demo!




Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

We're kicking off June with a big update! Thank you for your patience and trust. As usual, you guys have been extremely supportive of our decision to move the release date to June.
We present you the result of our work - Update 1. 2. 5, including new tank - PzKpfw II Ausf. C

PzKpfw II Ausf. C











For full list with changes please find attached change log below:

1.2.5

Added:
  • Tank: PzKpfw II Ausf. C
  • German new decal for PzKpfw II Ausf. C
  • Assistant driver seat for Little Willie
  • Second welder for Workshop LvL 2
  • Prototype mechanism of selecting next suggested part (in orbit camera mode when tank part is selected press spacebar)
  • Decal for Canada - 4th Canadian Armoured Division
  • Decal for Canada - 2nd Canadian Armoured Brigade
  • Decal for USA - 2nd Armored Division
  • Decal for USA - 3rd Armored Division
  • Decal for USA - 6th Armored Division
  • Decal for ENG - Guards Armoured Division
  • Decal for ENG - 11th Armoured Division
  • Decal for ENG - 8th Armoured Brigade
  • Decal for ENG - 27th Armoured Brigade
  • Decal for ENG - 79th Armoured Division
  • Decal for GER - 10th Panzer Division
  • Decal for GER - 3rd Panzer Division
  • Decal for GER - 1st Panzer Division
  • Decal for GER - 4th Panzer Division
  • Decal for GER - 5th Panzer Division
  • Decal for GER - 2nd Panzer Division
  • Decal for GER - 21st Panzer Division
  • New shader for vehicles (merged 3 materials into 1, for now only Pz II C is using this)

Modified / Tweaked:
  • Prices of M20, M8, Little Willie and Vickers E when selling them
  • Tanks with less than 90% repairs and 90% assembly will not be allowed to put in museum
  • $ color in Shop Panel
  • Visual improvements in Prop Panel
  • Swapped position of ACCEPT and RESET buttons in Shop Panel
  • Visual improvements in Paint Room Panel
  • Visual improvements of slider in Storage Panel
  • Improved highlighting system for elements, selecting tools etc...
  • Improved performance for Storage panel

Fixed:
  • Crafting menu now correctly shows the selected tank when selecting Craft Missing Parts option
  • Money exploit by generating free ammo in AmmoResupply menu
  • Tank interior lights should now not be displayed/visible when the player is in test drive mode with given tank, and the player uses vehicle camera
  • Player won't be able to enter aim camera mode if the slot he is currently in has no weapons mounted/attached
  • Player now should not be transported under terrain when the game auto-repositions the player when switching tanks (the game detects that the player is too close to the incoming tank - so he wont clip)
  • Dependencies for various elements for M8 and M20
  • Colliders for test drive/proving grounds for main bodies of M8 and M20
  • Camo not visible when Default Textures is applied
  • Stug config now correctly handles the state of the elements, previously the state of the turret was incorrectly calculated
  • Configs of tanks that had incorrect modules assigned to them, and tank analysis menu might have showed incorrect values
  • Tank Warehouse slot 5 and 6 repositioned to be in center of the markers on floor
  • Welding damage is now correctly saved
  • Rotation of the AA MG on M8 Greyhound
  • Tanks with multiple armament now correctly selects ammo storage for given weapon
  • Instances where the game tried to release memory very often that caused hiccups and maybe even crashes
  • Repair state selected in storage menu now correctly takes into account if a part is a Drive or Tool Proof, and cannot be repaired to lower than Paint
  • Pressing F when sitting in a crew slot with radial menu opened is now blocked
  • Positions of Valves for Vickers E in engine (they had an offset)
  • Little Willie Engine belt is now tool proof (can be only repaired by outsourcing)
  • Offset for few parts on Panzer III M and J
  • Angle for gearbox hatch for T34s, so by default it covers the engine bay correctly
  • Dependencies for wheels and suspension for Little Willie, so no parts are floating
  • Dependencies for wheels and suspension for Vickers E, so no parts are floating
  • Spare wheel for Panzer III J/M is now interchangable with other road wheels
  • Material config for Panzer III J/M hull mgs
  • Dependency for Panzer III J Viewer B must be now disassembled before the cannon base

Thanks for all the support and have a good weekend.
DeGenerals


College Kings - The Complete Season - collegekingsgame




Play College Kings Act II Now on Steam!
https://store.steampowered.com/app/1624520/College_Kings__Act_II/

After a wild night at homecoming things get hot and heavy fast. It's a night you will never forget, but will it be for the right reasons?
The semester has started but you still have lots to learn, and Mr. Lee will make sure of that however unorthodox his methods are.
As you grow closer to Penelope she confesses her secret to you before it's too late, but it doesn't end there.
Pledging to your fraternity was the biggest decision so far and tensions rise between the Apes and the Wolves. It's clear that those you thought had your back may not be so friendly after all when training for the summer showdown kicks off.
Jun 4, 2021
Draft Day Sports: Pro Basketball 2021 - wolverinestudios
- fix for multiplayer coaches not being able to properly submit all files via FTP
Squad - Krispy
Update - 10th June 2021
Thanks to everyone for their submission on the {LINK REMOVED} we issued on our socials yesterday, we are still accepting your feedback but as a heads-up we have had a lot of internal discussions and while monitoring the feedback from players, server owners and the modding community OWI have made the decision to re-open mods back into the licensed server browser indefinitely.

The same caveats from Phase 1 of the Open Modding event still apply: If we notice a major disruption to Squad we will pause the ability for mods to appear in the default browser.

Our intention here is to provide more ownership and collaboration to server owners and modders in working together to help provide the different experiences they are facilitating.

Original Post
Thanks go out to all the server owners, players, and dedicated modding teams that made this event possible! We’ve had a very successful open modding event during the last week!

At this time we are coming to the scheduled end of the open modding event. Instead of ending today, we're extending the open modding to next Monday June 7th so we all get one more weekend of modded fun together.

We ask that all licensed servers remove any non-whitelisted mods by Monday 7th June at 12:00PM GMT.

Before we start lifting restrictions on mods in general, there are a number of issues on our end that need to be addressed, including the following:
  • Stability issues relating to mod versioning.
  • An infinite Loading Screen issue that affects mods with custom factions.
  • An issue where, after downloading a mod through the game client, the game must be restarted in order to access any map layers which come with the mod.
  • An issue where installed mods cannot be updated properly through the game client.
These were mostly known issues, and this test run gave us an idea of what to expect when we open the floodgates for the real thing. We are currently investigating these issues.

The team is very passionate about revisiting another testing phase for modding, followed by another open modding event once the most serious issues have been resolved.

We want to thank everyone for the time and passion in making this phase of the open modding event a success, we couldn't have done it without you all :)

Our team has been going over the analytics we have available to us throughout the event and we aim to provide a breakdown of what we learned and discovered from this event and will also be issuing a survey to gauge player feedback from the event. I will share the link once it has been finalized.

Lastly, please note that as this open modding event comes to an end (for now), that does not mean that mods are no longer playable in Squad! Several servers running mods can be found in the Custom server browser, and there are often events scheduled by their respective communities on their social channels. If you like a particular mod, join their communities to keep track of their progress while we work on the necessary improvements on our end.
Jun 4, 2021
CarX Street - FiraZ

Hey guys! This week we would like to introduce a significant part of the CarX Street world, i.e. Clubs.

When you join different clubs, your goal is to obtain a reputation of the best racer in Sunset City. In order to pursue this goal, you’ll be able to join different clubs sprawling on city streets.

Clubs are unique communities of racers who tend to group based on a preferred kind of racing and focus on polishing their skills. Each one of the clubs should have a leader. Aim to become one to prove you’re the best and to have the opportunity to join other clubs.

By reaching top place in different racing disciplines and overturning the current leader, you will gain access to unique tuning parts, garage, elite races, private property and more...

We are waiting for your comments and suggestions.

Best regards, CarX Team
Follow US:
https://www.facebook.com/carxstreet/
https://vk.com/club196319959
https://twitter.com/carx_technology

The Perfect Tower II - SpeedyBrain
Hey everyone,

we're starting our Q&A focused on military perks now!
Join us on Discord if you want to take part: https://discord.gg/fireswordstudios

This session will be recorded and available afterwards.
If you don't want to join the Discord, but still want to ask your questions leave them in the comments.
NBA 2K21 - NBA 2K
The Trial of Champions has begun. In Season 8, six NBA stars will enter in the Game of Rings and battle it out in Limited. Defeat new challenges & agendas on your way to Level 40. Will you make it to the top?

Details
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