Shapez 1 didn't have fluids, and colors were simply items that you could mine, just like shapes. The painter would then take those items as an input and modify the shape color:
This worked, but for Shapez 2 we wanted something more interesting and also more "visual" and easy to understand. This is why we are introducing fluids:
Fluid Extraction
The first step to acquire fluids is to find a fluid resource on the infinite map. In the area close to the HUB you will be able to find the 3 primary colors: red, green and blue. Farther apart, we can imagine that there will also be secondary colors, but that's not settled on yet.
We still haven't figured how those fluid resources should look, so they are still placeholders in the game. Daniel already made some concepts for them, but all of these are super early!
Once you found a resource to mine, you can place a fluid extractor island on it. Again, this is only a placeholder:
There is already a concept for it as well, but again, very early!
On the miner itself, there will be a fluid patch, similar to the shape miner, where you can place pumps to extract fluids. Pumps currently extract 1200 Liters per minute, but this is not final. Currently the unit used to measure fluid volume is liters, although we could imagine introducing additional units in case we ever want to add steam for example.
Fluid Transport & Simulation
To transport fluids on the island, you can then place different types of pipes. There are straight, corner, junction and cross pipes. As everything in the game is open, we wanted the pipes to also be open so you can see the fluids actually flow through your factory!
Fluids are simulated at a fixed tickrate right now. Basically every pipe has a "storage" called "FluidContainer" internally. The size of that storage is 50 L for pipes currently. Every container then stores the current flow to the adjacent containers. When updating the simulation, it basically goes like this:
1. Iterate over all containers and "spread" fluids. Every container can only store one fluid at a time, so once it is "tagged" with that fluid, it can only store that fluid until it is entirely empty again. More about that in the "Mixed Pipes" section.
2. Compute & propagate pressure differences Pressure in a container is simply computed as value / maxValue. The simulation then tries to achieve a state of "balance" where all containers the system have the same pressure. However, just trying to average the container levels won't work great, because then the throughput will be extremely low at some point. Thus, instead of storing only the pressure, we also store a flow rate, which is determining how much fluid from one container flows to another container in one tick. The flow rate only changes very slowly, and increases / decreases based on the pressure difference. There are still some issues that a lot of fluids simulations typically have, for example dealing with waves. But we already have a few ideas how to tackle them!
3. Clamping & clearing In the last step, all containers that are empty are now un-tagged, so they can receive a different type of fluid again. Also in case any container did over- or underflow, it will be clamped.
While the fluid simulation can be a little technical, our goals is and was that if you just want to use fluids, it should be intuitive and "just work". With the current system in place and the visual indicators, we feel that already is the case, but we are very interested in your feedback!
Mixed Pipes
Since mixed fluids in the same pipe wouldn't really make sense, we don't allow them. Instead, every fluid container can only store one fluid and is tagged with that. Transfer between containers then only works if they have the same fluid:
There are also buttons to flush pipes or the entire network, in case you mess up.
Secondary & Tertiary colors
In order to produce secondary and/or tertiary colors, you can mix colors with the color mixer:
Cross-Layer Transport
Fluids can be transported up and down, however, in order to transport them up you will have to place a pump:
The pump will limit the flow to one direction, so you can also use it as a gate to prevent backflow:
We are also considering to add a building just for that, in case it becomes a commonly used pattern.
Instead of going for an overly complex system, the rules for cross-layer transport are very simple: Fluids only go up in a pump, and they go down in regular pipes. This should be very intuitive and still allow for some interesting designs. However since it's not final - let us know what you think!
Buffering
In case you want to store some fluids, there is also a fluid tank, and because of the cross-layer pipes, you can also stack them on top of each other:
Keep in mind that, because the simulation effectively averages the pressure, the tanks will only fill once you have a surplus of fluid in the system.
Painting
There will be different types of painters in the game, for now we have planned a topmost painter and a full painter. The topmost painter only paints the highest layer of a shape where as the full painter paints the whole shape (and needs more paint in exchange).
Here's an early concept of the topmost painter in action (the animation is currently broken):
As you might have seen, there are multiple inputs - and again, due to the multi-dimensionality of the game, you can build some pretty cool & compact setups!
Fluid Packing & Cross-island transport
If you read the past devlogs, you might wonder how you actually transport fluids between islands, since there is no building space for pipes in between.
Disclaimer: The following mechanics are work in progress and we don't know whether they will end up exactly like this in the game. However, let me explain what we have right now!
To transport fluids, first you have to produce barrels. Barrels are produced from shapes, and the size & color of the barrel depends on the used shape:
Once you produced the barrels, you can now fill them using the fluid packer:
Then transport them between islands and unpack them again.
Since barrel production is pretty slow, you can also recycle the production by returning the empty barrels again (as seen in the above gif)
We are not 100% certain this feature will be a great fit, so be sure to leave your feedback on it, so we know whether you like it or not!
Color Blind Support
As soon as colors are a crucial part of the gameplay, we have to think about color-blind support as well. We are still looking for good ways to make it easier in case you are affected, such as patterns, or different symbols for fluids. If you have any ideas please let us know!
Wishlist Shapez 2
I hope you enjoyed the devlog, and I wish you a nice remaining weekend!
And as always, be sure to wishlist & follow Shapez 2 to get a notification on important updates:
The Agnietta ~The holy healer & the cursed dungeon~ - 萬千丶
Fixes:
Fixed the issue where the CG dialogue automatically fast-forwards and freezes after the defeat of the Sheep Head Priest. Fixed the problem where the quantity of bottles sometimes displayed as -1. Fixed a bug in which certain old save files were unable to trigger the final storyline. Fixed the bug where players could pass through walls and go outside the map in the secret passage. Fixed the bug where the Shadow Core power could not be used in certain situations. Fixed the bug where players could interact with NPCs while the menu was open. Fixed the bug where the game could freeze on a white screen before the Stone Golem boss fight.
Add your own custom backgrounds to Solitaire Expeditions!
Today's release adds a new customization feature where you can use any image for a background in the game.
Head to the 'Backgrounds' tab on the Settings dialog and click the new 'Add custom background' button:
You will then be prompted to browse to a PNG or JPEG file on your system. Once you pick an image, choose how you want the image scaled to fit the screen:
Once you click 'Add', you will have a new custom background! Add as many as you'd like. These backgrounds are attached to your user profile and have been added to the game's Steam cloud support so you can access them on all of your devices.
Other changes
Lowered volume of game and campaign win music
When selecting card rewards, you can now choose which deck to unlock cards from
We are here to inform you of the event ‘Portrait’ that is back again after 4 weeks.
This event is a ranking-based event concerning the following accumulation of collection points obtained from Dragonians’ cooperation in the same clan, and special buffs will be granted with the following ranking place.
Please refer to the information below for further details.
■ Period - Monday, May 22nd, 01:00 ~ Monday, May 29th, 01:00 (Regional Server Time)
■ Item Deletion - Monday, May 29th, 01:00 (Regional Server Time)
■ Details - You can obtain 'Portrait' items by defeating monsters during the event period. - Collection reward will be provided upon collecting 8 portraits and can be obtained 5 times per day by clicking ‘Obtain’ on the event page. - ‘Legendary Blue Dragon Statue’ can be obtained as a First-time Collection completion Reward, and 1 'Painter Manho's Treasure bag’ will be obtained as a Repeat completion reward. - If you lack a certain portrait, it can be exchanged in the Exchange Center on the event page and registration will be limited to once per try. - Portrait Ranking will be reset at 01: 00:00 (Regional Server Time) every day, and you can view through [Menu] - [Ranking] - [Clan] - [Collect Portraits]. - The ranking will be placed with the following accumulated collection points, and special buffs will be granted to the ranked clans for 3 weeks.
※ Portrait Ranking Reset Timeline - 01: 00:00 (Regional Server Time) every day
■ How to participate 1. Click the event menu (Fire-Cracker-shaped icon at the top left) 2. Click 'Collect Portraits' on the event page menu 3. Hunt to Obtain ‘Portrait’ from Field, Elite, Labyrinth, and Hidden Valley with random chance ※ Portraits that lack of can be exchanged with other clan members through the Exchange Center. 4. Click the ‘Obtain’ to obtain Collection Reward and Collection Point on the event page 5. Clan rankings will be placed based on the deadline of the Collection period with the following accumulated points, and special buffs will be granted to the ranked clans for 3 weeks as a ranked-in reward.
■ Special Buff Effects ※ Special Buffs in details are as follows:
Ranking
Drop Chance Boost
Lucky Drop Chance Boost
Hunting Copper Gain
Hunting EXP Gain
1st
5%
5%
5%
5%
2nd
4%
4%
4%
4%
3rd
3%
3%
3%
3%
4~10th
3%
3%
3%
-
11~15th
3%
3%
-
-
16~20th
3%
-
-
-
※ Caution - Portrait items will be deleted after the deadline of the term's Collecting period. - Registration for Exchange in the Exchange shop will be available 1 per exchange as Max. - You cannot obtain 'Portrait' from monsters above/below Level 20. - The special buff will be granted to the 'Clan' that is ranked in the Portrait ranking, and if you have left the clan during the buff period, you will no longer be buffed. (In contrast, if a Dragonian who was in the Clan that was not ranked has joined the Ranked Clan, the special buff will be granted.) - Portraits that have not been retrieved after registering to the Exchange Center will be deleted upon leaving the Clan. - Collecting will be available for 1 week after the beginning period, and special buffs will be granted for 3 weeks based on the Portrait ranking place after the Collecting period has ended. - If the accumulation points are calculated the same in the Portrait ranking, Clans with fewer members will be ranked higher, and if the number of Clan members is the same, Clans with the higher Power score will be ranked higher. - The next portrait event will begin based on the deletion of the Ranking buffs.
In celebration of this year's 20th PlanetSide franchise anniversary, we're releasing "APEX" variants of the first generation SMGs. Find them in the PlanetSide 20-Year Legacy Bundle.
The newest update features new content for Irina and Aliyah in Chapter V with expanded story dialogues and sex scenes.
Loading save files from previous content update (0.8.17-0.8.18) should work with this version, but is not recommended as it may cause issues. Remember you can always revert back to the previous version (0.8.18) to finish your current playthrough by enabling the "legacy" beta build in Steam game options.
This is the last update we’re adding before the Magdalena content, which will come as one large update. Unfortunately, adding a new character requires restructuring the game on a deeper level and can’t be broken down into smaller updates. For the time being, I’m unable to specify long it’s going to take, so thanks for your patience in advance. Once we have any information to share in that regard, I’ll be sure to inform you.
This update has been rolled back for the time being as it has issues preventing Desktop+ from working entirely on some systems. The beta branch still has this build if you had no issues and want to use it.
What's new in Desktop+ 2.8?
Desktop+ 2.8 features smaller additions and fixes ported back from the NewUI Preview branch. It is getting more difficult to bring improvements back as the code diverges, so only straight forward changes were ported. If you're looking for more improvements I do recommend checking out the NewUI Preview branch. Some features are still missing, but it's very usable otherwise.
New:
Desktop Duplication overlay laser pointer input is now masked to the desktop layout (unused space is pass-through)
Gaze Fade: Always use maximum opacity when the overlay is being pointed at
Gaze Fade: Smooth out abrupt opacity changes
Changed:
Desktop Duplication overlays support transparency for unused space again
Performance Monitor now caps most performance values to their maximum & ignores very small decimals for average FPS display
Improved display and logging of startup errors
Fixed:
Fixed output enumeration differences in different parts of the applications to improve multi-GPU behavior
Note that Desktop+ still doesn't support capturing desktops spread across multiple GPUs via Desktop Duplication at this time, however.
Fixed misc batch files not running the powershell scripts properly when running as admin
Fixed HMD Floor Position origin not updating during overlay drags
Fixed overlay dragging not working when using a gamepad
Fixed infinite loop when ignoring virtual WMR screens
Fixed crash when no outputs are found
Fixed silent crash during startup when checking for Graphics Capture support fails on Windows 10
This can happen when running Desktop+ as a different user than the one the desktop session belongs to. The check still fails now, but Graphics Capture will just be unavailable instead. Other Windows versions are affected the same way, but they didn't crash in previous builds. There may be other ways to trigger this, but this rare old issue is finally resolved.
Fixed restarts frequently failing with "VROverlayError_KeyInUse" error
Fixed race condition on startup that prevented Desktop+ from running in rare cases
Compared to 2.7.1 Beta, there was only a regression related to negative desktop coordinates fixed. No changes otherwise.
On a side note, Desktop+ has been added to a total of 200k Steam accounts as of today. That number admittedly has very little to do with active users, but it's the bigger and more fun one to look at. Neat.