Ranch Simulator: Build, Hunt, Farm - James Clements
Hello Ranchers,
Life is better on the ranch, but it isn't always easy. So we've have been hard at work on a quality of life update, which will make your in-game lives a little easier!
An early version of this update is available now for testing on the unstable branch. The public version of this update will release for everyone within the coming days.
This update introduces autosaves - you can still save manually of course, but autosaving now occurs every ten minutes by default. One less thing to worry about! We've also added an option to save and quit when exiting the game via the menu.
And we've also added light switches, which allow you to turn on various lights in your buildings and houses at once. To set up a switch, simply open the construction book, place your light switch where desired, left click on the light switch, left click on the lights you wish to connect to the switch, and then left click on the switch again. Ta-da! You can still turn your lights on and off manually if you wish.
The long awaited, much requested Steam achievements are also here! We have 39 Steam achievements for you to unlock. Achievement hunters, have at it!
Last but not least, you can now modify the colour of your coolers. Lovely.
We've also snuck a couple bug fixes into this update.
- Fixed an issue with horses not training in paddocks - Fixed an issue with controller interaction when creating a character
How to Access the Unstable Branch
To access the unstable branch, do the following: - Load up Steam and head to your Library - Right click on Ranch Simulator and then select ‘Properties’ - Head to the Beta tab and in the drop down select ‘unstable_branch’ (no password needed) - This will then download the new build for you.
We want to know what you think of this latest update, so do keep the feedback coming on the Steam forums and our Discord!
What's Next?
Once the public version of this update is out, we will start work on the next one! This will include horse breeding, tree growth and a log trailer.
Over the last few days, we have been working on one of the key elements of the game, which is sea battles.
Today we are going to tell you a little bit about the direction we are heading in and our plans about combat in game, so you can give us some feedback. This article is just an initial part that shows only the fracture of the entire combat mechanic that we have in plans. More about it like maneuvers, sail management will come!
The battle begins in the exploration view where we can encounter other ships sailing endless oceans and countless islands. It's hard to name the other ships hostile, after all, we are the pirates, so woe to everyone in our path!
After selecting an opponent and entering into range, the actual battle begins.
We play the fight from a slightly different view than during exploration. The initial battle view is presented below:
The combat takes place in real-time. At the bottom of the screen, depending on how many cannon stations we have built, we have icons representing our cannons. Each cannon is characterized by several statistics and information about which crew members currently operate it. Both the type of gun and the crew operating it affect accuracy, fire frequency, and damage dealt. A capable crew simply knows where to aim and where the weakest parts of the enemy ship are to cause the greatest damage.
The first step in battle is to look at your opponent's ship sections. The type of ship will determine which combat tactics will be the most effective. In the combat view, we can look at its individual sections and analyze all kinds of modifiers related to them. Aiming it's not only about the difficulty of hitting or armor but also some additional information, such as knowing where the ammunition storage is located. Hitting ammo storage is an extremely tasty morsel that allows you to cause devastating damage or even cause a huge fire.
Then, after the inspection, we must decide which firing stations available in our arsenal will be best suited to attack which sections of the enemy ship. It is worth noting that potential losses on our side should be taken into account because the enemy will not wait for our actions.
After choosing a target, we must carefully observe whether our decisions have the desired effect and, if necessary, react quickly. Not all types of cannons are good for all types of enemy ship hulls (armored one etc.). Sometimes it's better to use weapons that deal less damage but with high armor penetration.
Today's article covers only one aspect of the fight against enemy ships, and more specifically, it talks about how aiming with cannons will look like. In future posts, we will cover a little bit more about the maneuvers we can perform during battle, about distance, and other gameplay mechanics available during sea battles.
Thank you for following and we are waiting for your feedback!
Remember to follow us on social media and join our discord server! (click on the banner above)
- Fixed an issue that would allow you to use pocket items with wall collision, resulting in a glitched message. - Tweaked timing of some sound effects during the final boss conclusion. - Fixed oversight where Taran would imply they gave you the Leaflet if you tried to give it to them. (Pre release builds had Taran give you the Leaflet originally.)
For those of you who haven’t been following our weekly dev diaries, we’ve summarized all of The Machine Age and free 3.12 “Andromeda” update dev diaries into this one post! This is also patch notes day over on the forums, so feel free to go over and feast your eyes on what the Custodian team has been up to since the release of 3.11 “Eridanus”, and what the Expansion team has been working on for over a year! Read the patch notes. (Patch notes are in English only, sorry)
Free 3.12 “Andromeda” Update
Containing a host of bug fixes, modding improvements, out of sync fixes, AI improvements, and more, the 3.12 “Andromeda” update is the baby of the Custodian team. As some of you already know, the Custodian team is a team of developers we have here on Stellaris that work on long-standing issues with the base game itself, focusing on quality of life improvements, bringing older content up to modern standards, bug fixing, and just generally improving the game.
Species Auto-Modification
With the 3.12 “Andromeda” update, we have introduced a new class of traits that will, over time, replace themselves with temporary versions of other traits based on the job the pop is currently filling, but will remain the same species for the purposes of the species view. For example, a Machine pop filling a Farmer job will eventually have their Adaptive Frames change to replicate the Harvesters trait, and if they move to a Mining job they’ll eventually switch to mimicking Power Drills.
AutoMod traits have a defined list of available traits to choose from for each trait, and one pop per month will adapt to their jobs, modified by buildings like the Robot Assembly Plants or Gene Clinics.
We recognize that these traits are extremely strong, but the quality of life benefits of having your pops modify themselves to fit their jobs is very high. Auto-Modding and the associated traits are part of the free 3.12 “Andromeda” release.
Buffing the Backlog
Previous to 3.12, Machines were extremely limited in the number of origins they were able to use. Some Origins did not thematically fit immortal, 200% habitability machines, and were locked out, while others had narrative issues that didn’t make sense for a collective consciousness. With the focus on machines for The Machine Age, the Custodian team was able to open up some previously-released origins for machine species.
The full list of Origins that Machine Empires have access to as of the 3.12 “Andromeda” release is:
This is a long-requested feature from the Community, that we’ve been trying to fit into a patch for a while. While 3.12 “Andromeda” also fixes a number of other OOS issues, we know that desyncs are frustrating to people who play multiplayer. As such, in 3.12, when a desync occurs, there will be an option to resynchronize all clients before proceeding with the multiplayer game. It’s important to note that this button does not fix desyncs, only allows you to keep playing without rehosting or hot joining into the lobby. If something is causing desyncs, and continues to happen after the resync, the game will desync again.
If you run into an issue with 3.12 “Andromeda”, make a bug report on the bug report forums! Be sure to include an OOS report (you can find these in /Documents/Paradox Interactive/Stellaris/oos/) from the host and desynced client to better help our developers crush these desync bugs!
Machine Habitability and Aging
This section is also known as: The Machines Age. Machine immortality was a frustrating thing previous to 3.12. Yes, your leaders were essentially immortal, but could be targeted by a random death event every few years, and die anyway, effectively rendering them not immortal at all.
In the 3.12 “Andromeda” update, Machines will no longer break down and die. Machine leaders will start around age 5, and live to be roughly 100. After 100 their chance to die will increase over time. Machines will also get access to society research that increases their leader lifespan, allowing you to further increase the age of your leaders, and have their lifespans extend much further previously. For those who feel that immortality is an essential part of the machine experience, we have added a new “Eternal Machine” trait for machines, allowing you to return their lost Immortality.
Another issue with machines addressed in the Andromeda update is that of habitability. That you would start on a desert world, invent robots and then have robots that functioned absolutely perfectly on ocean worlds with no issues what-so-ever, felt like a wasted opportunity when it comes to storytelling and problem solving. To reflect this, Machines in 3.12 “Andromeda” will have a habitability floor of 50%, additionally to further reflect our vision of machine habitability being different from biological habitability, machine habitability only cares about wet and dry and cold-type planets. Meaning an ocean preference robotic species will have good habitability (75%) on Ocean, Tropical and Continental worlds, and minimum habitability (50%) on the other two types of worlds (dry, cold). Machines have also been given renamed versions of the habitability increase technologies, which were previously unavailable to them.
A Familiar Friend
First “teased” (aka, included by mistake) in the open beta patch notes for 3.11.3, it will now be possible to find a familiar friend from the “good old days” of Stellaris while exploring Astral Rifts. We look forward to seeing the Community’s reaction to this new character showing up in their games!
Robot Assimilation
Another long standing community request involved being able to combine your robot species into one species of robot. Previously, when conquering a machine intelligence as a machine intelligence, or any empire involving robots, their species would be listed additionally to your own. Now machine empires can assimilate robots and other machine intelligence pops into their main species, allowing you to clean up your species list.
The Machine Age
The Machine Age is a time of unbridled progress.
As cybernetic augmentation transcends the limits of the body, synthetic ascension beckons with the promise of eternal life. Structures of immense size and power appear between the stars with shocking regularity. Scientists race to unlock the secrets of creation even as individual machines compete for resources and prestige.
It is a period of technological marvels, rapid change, and unchecked ambition... But from the ashes of a Fallen Empire, a danger unlike any before encountered is about to emerge, a looming threat that will throw the very meaning of life into question.
Welcome to The Machine Age!
New Crisis: The Synth Queen
In house, we’ve always loved our Rogue Servitors - the idea of a powerful AI that somehow turns on its creators, not in a violent or destructive way, but out of a misguided sense of purpose. We wanted to do something that felt both apocalyptic but not inherently militant, a crisis that wasn’t exclusively about shooting something on first contact. The first phases of this Crisis are decidedly non-combat.
How might an all-powerful being react to the directive to 'eliminate suffering?' Obviously, because this is Stellaris, our antagonist is going to take her answer way, way too far. What happens next is up to the player. Will you try to oppose her directly, or play the part of a loyal pupil?
This all came together in a terrifying, driven entity: The Synth Queen. There are some very obvious spiritual and historical influences in her design, and philosophical ideas regarding the nature of suffering and awareness are woven through her narrative.
We won’t spoil the story for you, however, and we look forward to hearing about your experiences with this new End-Game crisis!
Become the Crisis: Cosmogenesis
Cosmogenesis has a bit of a different philosophy than the previous crisis path. Where the Galactic Nemesis (renamed from “Become the Crisis”) operates through explicit malice, intentionally attempting to maximize the amount of suffering they can cause, an empire following the path of Cosmogenesis is more of a crisis to the galaxy due to callous indifference while pursuing what is theoretically a more noble cause.
Cosmogenesis can be selected as your fourth Ascension Perk. You cannot take Cosmogenesis if you are Custodian or Emperor, or are not independent. Unlike the previous crisis path, however, this one is not ethics locked. Even a Xenophile Pacifist can delude themselves into thinking that a small amount of possible, unintentional suffering now may be a worthwhile sacrifice for a better future.
One of the shortcuts you can use to get there is the Synaptic Lathe. A powerful research facility, it harnesses the power of minds to compute and store data, with the slight downside of burning them out over time. It can be upgraded twice. The more Neural Chips you have contained within the Lathe, the more effective it becomes, as every chip improves the output of every other chip, resulting in a nonlinear productivity growth curve but make sure that there is always pops for the lathe to process, or risk seeing it break down for lack of suitable components.
At Crisis Rank 4, you’ll gain the ability to experiment upon reality through your Applied Infinity Theses. Applied Infinity Theses allow you to attempt to make improvements on a stubborn reality, which can have galactic or localized effects. Sometimes these go well… But other times things don’t go quite as planned, and the simple folk from other empires that just don’t understand may get upset. Frustratingly, reality is resilient, and does not take kindly to “adjustment”.
The aftereffects of your final experiment will ripple across the galaxy, causing significant problems for those that were left behind. A control group that elects to stay behind and observe from your former empire will protect itself well. The rest of the galaxy isn’t quite as prepared.
Origins
Cybernetic Creed
Embarking first on our divine odyssey of silicon and the soul, we introduce you to Cybernetic Creed, a spiritualist fast track to Cybernetics. Your spiritualist pops and leaders will start with the Ritualistic Implants Trait, representing your people's long dedication to attempting the perfect fusion of flesh and steel.
Eschew the mundane traditionalist factions of more standard empires for a quartet of Creeds, each a pillar of your economy and spiritual ethos.
Though united in their quest for divine fusion, harmony is a rare commodity among the Creeds. Dissonance and debate fuel their fiery passion for transcendence, and often, you will be asked to make choices that will make one Creed joyous at the expense of the others.
Will you elevate a single Creed to celestial prominence or attempt to weave a tapestry of unity among them?
Augmentation is worship.
To fuse is divine.
Synthetic Fertility
Boosted by a deep understanding of artificial intelligence and advanced virtual reality, your empire starts the game with 37 Pops. But despite your success, your people are on the brink of extinction. An incurable genetic affliction ravages your species, stopping them from being able to produce offspring.
In a daring leap of innovation, your civilization constructs the Identity Repository. It's a race against time as minds are uploaded, seeking refuge in the digital expanse before death takes them. Parallel to this digital exodus, you're thrust into the urgent quest for the pinnacle of synthetic salvation - constructing robotic brains and bodies sophisticated enough to host your digital essences.
Will you seek aid? Will you engineer Synthetic Frames in time to reclaim your place among the stars? Or is this the dawn of an eternal digital slumber for your people?
Arc Welders
Arc Welders is available to any Machine empire - whether a Gestalt Consciousness or Individualistic Machines. In some ways, it is the opposite of Resource Consolidation. Rather than having an exceptional homeworld where all of the resources of your home system are gathered, these celestial architects hail from a small, resource-poor planet and set their eyes on the skies.
The Arc Welders began constructing an Arc Furnace on a molten world in their home system before achieving Faster-Than-Light travel. This new megastructure lets them exploit the rest of their system for minerals and, once complete, for alloy production. As expert engineers, it will only take a little more practice before they figure out the basics of Mega-Engineering. However, it may take a while before they can finish researching that technology.
More details on the Arc Furnace below!
Civics
The Guided Sapience civics focus on coexistence with natural or created pre-sapient species and the environment around them. Their homeworld and Genesis Ark colony ships uplift some of the most promising local wildlife to pre-sapient status, creating a Genesis Preserve that increases Society Research and Unity.
While other empires seek to improve themselves through genetic modification or through ascension, empires with the Natural Design Civic are quite certain that they are already at the apex of evolution and get bonuses to improve their main species at empire creation..
Available to gestalt machine intelligences, Obsessional Directive sets you in charge of a malfunctioning AI, who’s been given the task of producing Consumer Goods... At any cost. Create a spire of Commodities to demonstrate your commitment to creating office supplies, toasters, handheld electronics, or whatever other form you imagine your Consumer Goods take. Failure to meet your quota will result in a bit of a breakdown until your new, lower quota is met. On the other hand, the experience of failure does unlock a new “direct to Consumer Goods” purge type to make it easier to achieve your next goal. (Determined Exterminators will start with this purge type unlocked.)
Empires with the Diplomatic Protocols civic were initially designed for cross-cultural interpretation, and excel at translation and protocol support. They can suggest new strategies and calculate odds at a moment’s notice, and get extra Envoys and Diplomatic weight to represent this.
Pops in a Machine Empire with Tactical Algorithms were designed for war games and fleet support, and their leaders excel at generating war strategies and combat analysis. These gestalt Machine Intelligences can create Mercenary Enclaves (if the game host has Overlord), have immortal Commanders, and gain military benefits from getting the opportunity to study the strategy and tactics of other empires.
In Empires with the Augmentation Bazaars Civic (requires MegaCorp), your pops can pay a visit to the Augmentation Bazaar and purchase cut-rate augmentations and visit shady mod clinics. You too, can build a better you, and all it will cost is an arm and a leg!
Megastructures
Dyson Swarm
Fresh with the Machine Age, we are introducing the Dyson Swarm, a predecessor and proof of concept for your Dyson Sphere plans. Dyson Swarms function slightly differently than Spheres. Instead of producing energy all on their own, they amplify whatever resources their star produces, up to 30 times, so placing a Dyson Swarm to capture the correct resource is very important. That delicate little 3 energy star will now produce 90 energy and if you were to put it on a 3 physics star, that would be a decent 90 physics research from 1 star.
But with all that said, there are certain restrictions on building Dyson Swarms: you may not build Swarms around Black Holes, Neutron Stars nor upgrade them past Swarm state in systems with thriving colonies. Those restrictions exist for a simple reason. You can upgrade one of your Swarms directly into a Stage 2 Dyson Sphere, for a cool 1000 energy per month.
Arc Furnace
A splendid planet-based megastructure, meant to help you alleviate your industrial needs.
Just like the Dyson Swarm, to get the most out of your shiny new Arc Furnace requires a bit more effort than merely finding a molten world and putting it down. Instead of producing resources itself, it allows you access to more of the system's resources.
That means at each stage, the Arc Furnace will create deposits on every planet or asteroid in the system:
Stage 1: 1 mineral deposit
Stage 2: 2 mineral deposit
Stage 3: 3 mineral and 1 alloy deposit
Stage 4: 4 mineral and 2 alloy deposit
In addition to the deposits, the Arc Furnace also makes mining in general more effective in the system, which manifests as a small bonus to your mining station output, of 100% bonus output at the final stage. To get the most out of your Arc Furnace, you want to find molten worlds in large systems, with plenty of planets and asteroids.
Ascension Paths
Virtuality
Embrace a virtual existence for the majority of your pops. From the cloud, your pops are created and to the cloud they return when their job is done.
Spreading your servers across the stars is an expensive endeavor but your concentrated efforts are unmatched. Your pops will gain access to the unique “Virtual” trait. This trait’s effects are reduced as you accumulate more colonies for your servers to run pops on, and the more expensive those servers are to run.
Once you finish the tree, you will transition from a pop-limited playstyle into a planet-limited playstyle, as open jobs will be instantly filled with virtual pops as needed, while unemployed virtual pops will be turned off.
Nanotech
By becoming a flood of nanites, your empire changes not just its makeup, but also its economy and growth strategy. Grow. Exploit. Replicate.
While Virtual Machines may seek a “Tall” playstyle, Nanotech Machines flood across the galaxy like an off-white or silvery tempest, specializing in the physical.
You will transform basic resources into nanites and nanites into advanced resources. Consume worlds with nanites, activate powerful edicts to increase your production or combat capabilities, and build Nanite probe ships to bolster your fleets.
Modularity
The most advanced traits require the most advanced minds. By embracing Modularity, your empire will have access to traits other machines can only theorize at. The rarest of resources will fuel your enhanced shells.
Unlock access to powerful Modularity Machine traits, plus extra trait picks and points, and a reduced modification cost. Utilizing the galaxy’s rarest resources, and cutting-edge technology, your empire will perfect mechanical augmentations.
Cosmetics
And of course, what would a Stellaris expansion be without eyecandy? The Stellaris Art department has put a ton of work into The Machine Age, including two shipsets, two sets of portraits, event pictures, and more.
The Machine shipset
The Cybernetic shipset
For portraits, the Synthetic set of portraits comes in pairs: Each portrait includes a squishy biological version, and a machine version.
Synthetic Portraits.. each of these has a Machine version as well
The Cybernetic portraits on the other hand will become more cybernetic over time, which we hope will add to the depth of your roleplay when it comes to Cybernetic ascension.
Cybernetic Portraits.. these portraits will become more Cybernetic as you progress through Cybernetic ascension
Stage 1 Stage 2 Stage 3
Full list of Features:
Individualistic Non-Gestalt Machine Empires
Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
A new End-Game Crisis - The Synth Queen
A new Player Crisis Path - Cosmogenesis
Three new Origins
Cybernetic Creed
Synthetic Fertility
Arc Welders
Civics
Guided Sapience
Natural Design
Obsessional Directive
Protocol Droids
Tactical Cogitators
Augmentation Bazaars (requires Megacorp)
Two Mid-Game Structures
Arc Furnace
Dyson Swarms
Three New Ascension Paths
Virtuality
Nanotech
Modularity
Cybernetic and Synthetic Ascension (also unlocked by Utopia)
Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
New Species Traits for Cyborgs, Machines and Robots
Cybernetic portraits that change based on advancement through cyberization
Synthetic portraits with both organic and synthetic variants that changed based on synthesization, usable by either organics or machines
Two new Shipsets, Diplomatic Rooms, and City Sets
7 new music tracks synthetic and cybernetic inspired music tracks
This week we have added new Fairy idle animations and the ability for the Fairy to detect critters you haven't collected yet, marking them for you, as well as shimmering critters, making the critter collection aspect of the game a bit easier.
This week we are going to focus on more direct Fairy Interaction, the F key, used to focus the camera on the Fairy will work as a contextual fairy command, tap F while focusing the camera on something will order the fairy to interact with it, this will be mostly for critters and forage, but she will also interact with farm plots by irrigating/healing plants. Holding F will still focus the camera on the Fairy btw.
Later we will add headpatting and scolding actions, that will be used by the player to mold fairy behavior, how exactly they will be implemented will depend on a few tests we will be doing, but it will likely be through the Fairy camera,
Asides from that we have a lot of planned animations and interactions, here a sneak peak of some of them.
Note: The 📢 symbol indicates items that reflect the community's feedback!
🛠Bug Fixes and Gameplay Improvements
📢 Added server player display icons📢 Fixed an issue in the minigame 'Temple Memento' where the timer would start decreasing before the game started💬 Fixed a bug in the minigame 'Sheep and Goat' where uninteractable sheep were spawned at the center of the screen after the game started💬 Fixed intermittent screen disruption in the minigame 'Temple Countdown'💬 Corrected low frame rate issues at the start of the minigame 'Dodge Star'💬 Fixed a bug in the minigame 'Dodge Star' where the game did not end even after all players were eliminated💬 Corrected a bug in the bonus game where coin items did not disappear after being collected💬 Fixed the party mode start button displaying incorrectly💬 Fixed the party mode suggest button not disappearing💬 Fixed a game over issue in party mode despite having remaining hearts💬 Corrected an issue where server players canceling the game start prevented client players from suggesting games💬 Fixed abnormal AI animation appearances in other players' rooms💬 Translated game suggestion UI text
👾Known Issues
📢 The mini-game 'Slime Pang' has been temporarily disabled in Party Mode due to issues but is still playable within My Arcade💬 When the 'Speedy' stage effect is active, blocks overlap in the mini-game 'Robot Factory'
If you encounter a bug that hasn't been fixed yet or isn't listed under the known issues, please let us know! You can share your feedback easily by leaving a comment or through the 'Send Feedback' option in the game.