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

Coneworks_Initialization_v0.10.zip 131 MB
28 days ago

Get Coneworks Initialization v0.12

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