it would free up the landscape a bit more if you could have ways to go under these throughways, instead of having these monster blockades. Once cities become bigger, specialization is harder once transport becomes a limiting factor. (, Fixed the player losing contents of the cursor when starting the round in tightspot scenario. A few of the comments prior are really good ideas. (, Fixed that infinite technologies didn't respect ignore_tech_cost_multiplier. when water is needed. In addition, please fix the bug that the screen will stop and the input method will disappear when I change the region name when I cut out the game and then cut back. . I would like to see some of the resources return when you deconstruct a building. (, Fixed a false positive in a blueprint related consistency checks. this would also add piped dam pieces the idea being that you can install a set of pipes on the inside of the dam and set the water level with the pipes and you can then route the pipes into the turbine. Hi! Would save worker time in both hauling and pumping but would require space and planning to pull off. server game pass game rule game rules game server gamerule genisys genisyspro geyser geysermc GoDaddy GOG galaxy gson hard hardcore mode hardmod hardmode hardware HermitPack Hexxit Horizons III Hostname how to how to ban how to unban icon ImagicalMine Import import world Infinity Evolved ingame When dragging electric pole, the next pole is built once the max distance was reached instead of when it was exceeded. You definitely wont have this issue on here. (, Fixed that player could get stuck by entities created in the tutorials. That means that if you dam off an area and make a large reservoir to pull from, the pump will still only be able to pull from the top depth of 2. If you are low on workers and water you'd turn off ALL the production buildings, food buildings etc, by category but keep the water production buildings on. they worked in forester and dying of thirst Beavers dying of thirst should work the pump at night rather than wander around and then die in their sleep. (, Fixed Artillery wagon and turret showing wrong tooltip title in deconstruction planner. That's will allow to build any height dam without multipluing floodgate types.I reaaly eant to see in game some sort of autocontrol for foodgate and other buildung, even a simple timer for open will be great. (. It's so much easier to remove paths if you don't have to check and double-check that there are no structures in the crossfire, so to speak. Maybe tracking of power levels would be nice when using wind power. *District Colors - each district should have there own watermark color for easier identification.Other than that i think you guys have made one amazing game and cant wait to see what more you are bringing to the game. A button you click, pause, and then every building you click on after is subsequently paused would be awesome!Also a possible feature to prep for drought or what to prioritize/pause during drought would be helpful. Lodges and Lodges (Mirrored) counting in sepparate pools seems to only confuse the count, not clear it up. Skyfactory 4 is a modpack for version 1.12.2, loaded with sorcery, automation, and featuring a wide variety of food mods.There are so many mods in this, clocking in at 204 mods, this is sure to keep you and your buddies busy for a long while. Not only drouds, but also monsoons, so it's necessary to build protection against floodingThese are just some things, that came up to my mind :) I just want to stress out that I really like the idea of an aqueduct or an archimedes' screw. (, Fixed that LuaFlowStatistics::get_flow_count didn't work correctly. Default save text instead of just being date based should include Faction and Map so as to differentiate them in the load menu outside of manual saves. Math:Maple is the most effective tree with 3 days per log. (, Fixed a hard crash when a mod called deconstruct_area() with mismatched force and the player undid deconstruction of tiles. I hope you can improve the AI to be able to go to any building and edit where they can live. On that note, could we get some planter boxes so we can do rooftop garden-type things? Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable. Made it possible to fast-revive cargo wagons. Love the concept of a build city game with beavers. I'm a fan of big cities but mostly i'm struggling to find enough work for all citizens.Would be great if you could add more buildungs into the game to create more working places. But it needs a lot balancing. Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out. (. (, Fixed that modded rapid trains could cause consistency issues with rails. Added LuaEntity::tree_gray_stage_index_max read. There should be more events and not just dry season (floods, earthquakes, snow/ice..). Added LuaGameScript::font_prototypes read. They are not when you pause them, but they also shouldn't be when they are idle. Potentially custom sizes for openings to deal with a Reservoir or Dams lowering water content.Quality of Life:- Preset contents or Default None for Warehouse / Storage, to prevent beavers filling them up with random items before you realise they are complete. (. The ability to Shift-Click a building and it would select all buildings of that type. Mayor Toothy Beaver, we don't accept bug reports in comments. Maybe with specifc scenerios and scripted lessons, similar to other games.Scenerios and challenges would be nice -- with specific maps and goals for specific maps.I liked the wooden pipe and pressurized water someone else mentioned.I like the idea of prioritized labor someone else mentioned.Houses were a bit monotonous. (, Fixed force-building blueprints when hovering the mouse over an electric pole. Added LocomotivePrototype::max_snap_to_train_stop_distance. Added draw_as_light and draw_as_glow property to sprite definitions. fix a ship-artefact to sail to another continent - Creating irrigations/channels/reservoirs to re-fertilize wastelands - Militarizing beavers and adding conflicts with other tribes - Agricultural beavers to upgrade food types for relative yield - Obtaining technologies from artefacts or other tribes - Upgrading buildings, like woodcutters with irons to speed up work - biomes and specific mechanicsAnd some more just from the top of my head.And borderless window. Improved pumps would be nice to unlock with science. Why did it even let me build there? Added on_worker_robot_expired event. (. Making it so you can rearrange jobs and make workers go do what you need at the time. - Shops with more goods to add conform to the beavers, that you can stack on top of each other to create a trade center/supermarketplace. It's super frustrating to have to abandon a game due to lack of logs to build a forester when there are sufficient logs tied up in other incomplete buildings. That may also be something to look into. (, Fixed a crash when creating a blueprint with connected electric pole while it has an upgrade target set to not electric pole. Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name). For the regular lodge and any square buildings you should be able to rotate it in place and flip between the mirrored and regular version. (. sadly i lost track of time and got stuck in fron of my Pc for 14 hours! -Storage overview: Being able to see your max combined storage for a resource instead of clicking on each individual building.-Dropdown boxes for buildings with multiple recipes: The baker, for example. (, Fixed that some sounds that were audible when viewing a certain part of the map in map view wouldn't stop when closing the map view. God would i love an indication or something to help me out here- when the warning UI says: building lacks materials (or another error like message) and it has a number behind m i'd love arrows or something to make it easier to navigate between the buildings-. I am able to build the first floodgate at the edge of the river but building the next requires me to engineer a complex path that takes me to the bottom of the river (riverbed). Fixed a desync when importing blueprint strings with electric poles. In the last century, the most applied "solution" was to straighten rivers and put them in a concrete channel to increase the flow velocity and thereby decrease the duration and intensity of the flood. Wishlist =) - The reach of the Districthouse isn't always clear and too small -> bigger/ clearer reach- Electric water pump (for drinking)- Trading with other players/ np trader- Campain with specific goals and a nice story- Control window for all floodgates (better overview) - more and colorful decor (like flowers, lights)- more factions or bigger differences between them- tunnelsystems - more life on the whole map (fishs, birds, seasons)- Nightmode is to dark- solid electric houses (2. floor in some workingbuildings). (, Removed duplicated frame in grenade and cluster grenade animation. Thanks a lot, IMO: the game needs more depth I have a little less than 100hrs and I've played both factions to the point that hard difficulty isn't well hard .some more overlays would be nice i.e. * changing keybinds. Improved game startup time when using mods. Maybe dogs, mankind's abandoned best friends, are lurking in the abandoned ruins. By selecting the Cut Trees button when you want to mark the trees to be cut, the selector is not comfortable. levee) and added in lower levelsI hope to have helped. There's only 3 maps,no operator selection,no create a class and only 1 game mode Please infinity ward Fixed that E to confirm didn't work on the connection error notice boxes. (, Fixed a crash when trying to use different weapons in the spider. Here are some ideas:It'd be great if the weather was more important - not just "nice vs. drought", but also rainy days (with floods), thunderstorms (with spontaneous fires across the settlements + maybe fire department), windy (with windmills working better + ability to conserve energy in some batteries).Also campaigns - not just "survive" but add some challenges for rewards, e.g. I often just want so safe the space but do not want to build the buildings yet. Also, it would be great that when you clikc on one, the associated distribution center should be illuminated (and vice-versa clinking on the distribution center shoudl illuminate all associated reception centers. If I can assume that cycles in the game time section refers to years then once ever 20 cycles something should give you trouble.How about introducing the Archimedes' Screw? (, Fixed that kick & ban commands broke replays. Fertilizer for 25% faster growing and Green Claws (Green Thumb) for 25% faster harvesting and planting. Well, where would i find the space for wood ( in a single 125+ population district ) to keep up with 7 running engines? Make rotating an already built building possible or at least make a more clear indications of which way a building is rotated before it is placed. could be done a few ways too:- with water as a resource to fill a bucket, so it lifts you up as it falls slowly, and empties slowly to allow you to come back up it, requiring it to be filled each time.- pulleys, with gears and rope (new resource), assign a beaver to work the elevator manually. (, Fixed Alt+F4 would close the game on Windows even when other modifier keys were pressed. (, Fixed underground belt collision check with underground belt ghost. (, Fixed walls would not be buildable on valid positions in some cases. I love the game, I just hope this "isn't it." Added LuaGameScript::reset_game_state() method. When building electric poles by dragging, the last built pole is always connected with wire before considering other connections. (, Fixed an issue with biter AI that could freeze the game. (. Another vote for being able to assign beavers to buildings, or being able to turn buildings off and on - in early stages, I couldn't accumulate enough wood to do things because it was all being turned into planks. (. Hello devs! When there's a lot of facilities but the population is low, I need to pend all buildings to guide the beavers to make them work at a particular facility, usually water related. I'm sure I'm not the only one who's fickle with their building placement after some resources are delivered. Implemented new website for Lua API documentation. Things I would like to see: Details of building footprints in the menu (ie. There should either be a way to plant berries from scratch, or let them resurrect after some time, or use other food sources to reproduce or this race won't be playable on the hardest setting. (, Fixed Laser shooting speed technology missing the Military science pack pre-requisite. Priority system for building hiring. Seriously people, please stop wasting your own and moderators' time. (, Fixed overbuilding underground pipe ghosts with real pipes underground pipes. This allows to have extreme table nesting inside of `global` variable. Microtransactions: Yes, there are optional in-game purchases available. Fixed making blueprint from underground belt with direction upgrade order. Why is everyone so eager to micromanage the jobs / assignments?2. I'd like to see a deconstruction option that gives you back some of the materials used. Get to the point that youre over cobble? a little QOL, - if they are thirsty they go get water, not go to work and die, same with hunger.- a way to change where they work, had a bunch die and they were all my gatherers, so everyone died from no food (if this is in I can't find it)this is all Ive been able to play after 2 runs because drought kills my gatherers and farmers and then everyone dies. 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