v0.10 update is here
Hey guys,
Added a few shinies this time around, and finally implemented cone drone collection mechanics, its still just head to point a and back collection with an added worksite effects. pretty straightforward still not much I can do about it but hey it the drones make fancy new sounds and puff dust away! Tried to do some optimizations so that 10k drone population doesn't kill fps as easily with a cohort system, but its should still look busy.
Added in plenty of sound effects too thanks to Max! and Dio for tons of new sprites and charging station animations. We've got more to come! hopefully we can get our steam announcement soon!
Here's the changelog for v0.10:
- Added POWER_LINES research. Charging stations can now be retrofitted into an HQ-linked power network, with save support and retrofit cancel controls. - Added grid power regulation. Powered linked stations can suppress movement and collection drain for supported cones, worker groups, Unit-01, and active cohorts. - Added the Reel-Crawler excavator. It includes research unlocks, placement and construction rules, save data, recharge/status UI, and excavation visuals. - Added the large-scale cohort system. Return cargo, worksite labor, stalled groups, rescue transfers, and overflow now aggregate into saveable logical cohorts instead of always spawning full actors. - Added high-count swarm optimization for 5k, 20k, and 100k populations, plus new telemetry and performance observability. - Added StationRoutingSystem. Cones, worker groups, Unit-01, rescue, and recharge logic now use cached route proofs instead of repeated BFS. - Reworked worksites and collection flow. Workforce staging, worker-group flow, Unit-01 hauling, overload spills, and worksite visuals. - Refactored salvage ops into timed dismantle jobs with station-gated conversion, throughput tiers, and saveable progress state. - Updated fabrication and economy wiring to match the AssemblyForge model. - Added new beacon, marker, and yard preview visuals to improve world-state readability. - Added full keybind remapping and improved controller input support, with fixed SYS_CFG persistence. - Reworked startup flow and audio state handling, including the new reboot sequence, stronger handoff into gameplay, and broader event SFX coverage.
Files
Get Coneworks Initialization v0.12
Coneworks Initialization v0.12
Incremental Automation build a scavenger fleet to collect debris and assemble drones to clear up mountains of scrap
| Status | In development |
| Author | coneworks |
| Genre | Simulation |
| Tags | 2D, Automation, Idle, Incremental, Isometric, Pixel Art |
More posts
- Fully played the game from start to game over! v0.1121 days ago
- Balance and Stability Update v0.949 days ago
- Coneworks Initialization55 days ago
- I went overboard59 days ago
- Building the game's UI and Pressure80 days ago
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