Added a new Distribution Station object. This is a stockpile where the owner can set a ration of items that every new player can take, which they will be notified of with a World Marker when they enter the game. With this object, citizens and governments can set up items to provide to new players to help them get started/catch up. You'll also be able to see the items provided from the Server Browser.
You can set the max 'age' of a player for them to be eligible for items.
The camp comes with a small stockpile and contains starting supplies.
The camp also serves as a crafting table that can craft a limited selection of things.
At the desk, you can examine your deeds, edit their settings, move land and vehicles between deeds, create and delete deeds, and unclaim land and vehicles. You can also buy and sell deeds.
Deeds are no longer items that you can carry in your inventory.
Replaced "Property Claim Flags" with a "Land Claim Stake" tool and "Land Claim Papers". The Land Claim Stake works similarly to how claim flags used to work - hold it and right click to claim some land. It also has some new features. You can hold it and left click on claimed land to unclaim it. You can also target claimed land with it and press 'E' to open the deed window for that land. The Land Claim Stake uses Land Claim Papers. Each paper represents your right to claim 1 plot of land. Unlocking skills will grant you Land Claim Papers, in the same way it used to grant you Property Claim Flags previously.
When you claim land with the Land Claim Stake, the deed that the land is attached to is no longer determined by the deed in your inventory (since you can't have deeds in your inventory). Rather, it is determined by the deeds of nearby plots belonging to you, and . If there are none within range, a new deed is created.
The treatment of vehicles versus stationary objects with regards to deeds and authorization has been unified, and the 'Auth' tab of the object window - which has been renamed to the 'Authorization' tab and given an overhaul to improve both clarity and appearance - will appear for both. No more 'Lock' toggle for vehicles - they now have full authorization settings support just like stationary objects (that is, the ability to set them to public, whitelist, or inherit from deed mode).
Added an "Unclaim Property" action to stats, which can be referenced in laws.
The Robotic Assembly Line is used to craft all internal combustion engine vehicles and other advanced machinery.
Added calculated exchange rates. Eco will now compare trades of the same item in different currencies to make a rough exchange rate, which can be used by citizens to help understand prices (how to shop and how to set prices). The inner details of how they're calculated is displayed as well, so players can make informed decisions. You can view this in a currency’s ‘Currency Report’. Will be doing more with this exchange rate later.
Added intro sequences for food and housing, explaining the concepts with icons and animations.
Made it easier to exit water in a few situations like 1 block thick docks.
Third person mode in vehicles now zooms out further and behaves more consistently.
Vehicles with tools now attempt to dump into multiple inventories for objects that have multiple inventories.
Made the server browser ping filter go to ‘unlimited’ (previously went to 500ms)
Improved client script performance.
Eliminated performance impact of using world markers.
Added a key binding to toggle 3rd person (defaults to F5).
Changed the nutrient values of almost everything, generally a ~20% increase.
Nutrient values now scale more aggressively with higher tier food.
Recipe costs changed due to recent farming/collection changes.
Removed Campfire Cooking skill - the recipes are now available to everyone.
Old Campfire Cooking recipes ingredients have been modified due to no efficiency/speed skills.
Removed Basic Crafting skill - the recipes are now available to everyone.
Basic Crafting recipes ingredients have been modified due to no efficiency/speed skills.
Players now start with reduced land claims and a camp item.
Most plants now give less resources.
Added seed recipe for mushrooms.
Gathered seeds no longer increase with gathering skill.
Blast furnaces once again produce tailings.
Blast furnaces are now harder to make.
Lots of miscellaneous changes to late game recipes.
Ingots (all kinds) are more expensive, other recipe costs reduced where appropriate.
Ingots now weigh less.
Steel now requires coal or charcoal to smelt.
Fixed an issue where a vehicle with both a fuel supply and storage would behave inconsistently in the linked inventory UI. (The UI displayed the fuel supply and the storage as separate inventories with separate settings, but the server treated both inventories as sharing the same settings. Now the server also treats them as separate inventories).
Fixed the fishing line not meeting with the lure correctly.
When attempting to join a server by ip address, if you enter an invalid ip, it will now show an error message instead of attempting to connect forever.
Single-player server will now close itself if the client crashes.
Added Elevator for transporting materials and carts vertically!
Added stone, hewn log, and lumber door recipes.
Added wooden standing light, wooden table light, and wooden ceiling light
Added the Assembly Line!
Added cranes! Players can use the crane to build large walls in one click by targeting the corners with the claw.
Added a modular attachment system for vehicles
Added the Steam Truck!
Added the plough, harvester, and sowing attachments for the steam tractor
Players now have more realistic physics
Players can push rubble, trunks, and respond more realistically to other physics object movement
Stockpiles can now store any item, not just blocks.
Vehicles with tools can now give/take from other vehicles, stockpiles & objects with inventories
Vehicles with tools now have placement previews
World object names can now have color tags
Improvements to some display on chat commands
Passing ‘?’ as any parameter in a command will now show help for it
Property now has a tooltip and can be linked in chat
In the server browser detail panel, it will show a dash instead of 0 when ping fails
Item tooltips show relevant store listings again
World objects now have a default inherited auth-mode
Can now compile the game when your OS uses other language besides English
Economy Viewer changes:
Much, much faster to open and use
‘For Sale’ and ‘Wanted’ are no longer separated, now both are displayed together under ‘trades’. This makes it easier to find things you can buy and sell and compare prices.
Trades now list items by category
Web map can now support over 256 block types
Improved wording of law actions that required units. Instead of "Play (hours) actions", laws will now say "Play hours". ("Play (hours) actions where performed by you" becomes "Your Play hours")
Chat window now shows 50 messages at a time, loading more as you scroll. Speeds up chat window significantly for larger chat databases.
Sped up several UI’s
Improved world layer history compression. (On an example world this shrunk the save file from 261mb to 98mb. This also reduces the impact of browsing the web page)
World Layer history animations now work on linux servers
Removed the factory from the game, recipes have been offloaded to the assembly line/robotic assembly line. Some have been removed.
The tables tab now only shows tables that are marked ‘Public’.
The currencies tab now only shows currencies that have circulation (more than one owner).
Changed law actions 'Learn Skill' (which referenced skill levels) and 'Unlearn Skill' (which referenced specialties) to 'Learn Specialty' and 'Abandon Specialty', which can be meaningfully compared now, since they both reference specialties. (Existing laws using 'Learn Skill' will be changed to 'Learn Specialty', but existing stat history will still have the skill levels data)
Added a law clause option to perform an action every x days (for example, you could tax everyone 1 dollar per day, or tax everyone a percentage of their money once per day).
Added a 'Login for the First Time' law action, which enables laws that give things to new players.
Added a 'channel' filter for the 'Message' law action, which enables creating restrictions on certain chat channels (for example, you could create an Announce channel that only admins can post in)
Changed how 'performed by' action filters are displayed. Instead of 'Harvest actions where performed by you', laws will now say 'Your Harvest actions'. Before, this filter caused much confusion and many mistakes, since people assumed 'performed by you' was the default. Now it is the default. (Existing laws will have strange wording, but should function the same as they did before. New laws should be correct.)
Cranes can deposit to trucks and other multi-inventory objects
Updates ecostrings.csv to most recent version
Fixed a crash caused by multiple people looking at a species tooltip at the same time
Fixed a crash caused by changing a drop down selection to ‘<’ on the ‘propose law page’
Fixed removing things from vehicle fuel supplies being affected by property authorization (which also affected being able to pick up the vehicle).
Fixed a bug causing messages sent by you to a different channel while the chat log is closed not to appear on your own screen.
Fixed some strange behavior with favoriting servers. It seems sometimes servers on the same LAN would get confused with each other in the favorites section.
Fixes issues with garbage disappearing on server restarts.
Fixed world objects not loading occasionally near large bridges. (or other buildings above empty chunks)
Players falling through the world is now corrected client side
Worlds built in windows can now load in linux again. (Zips now use the standard path separator for zips '/' on all platforms)
Fixed fragmented layer history due to zip path separator path changes (some worlds have 2, histories will be merged during migration)
Fixed awkward highlighter interactions when switching between specific interactables in the same object
Fixed a number of mistranslations and localization errors
No known issues should exist when updating from 7.1.X to 7.2.
Using the laws system, you can now define districts for your world. Once one or more districts have been defined, you can pass laws that reference these districts, for example that only apply inside a certain district - or that only apply outside of it.
The behavior and simulation of plants has been redone in order to be both more simple and more realistic. Plant populations are more dynamic, and can migrate and out-compete one another as the environment changes. Soil nutrients are easier to understand, and can be tuned with a variety of fertilizers.
Farmed plants are now treated no differently than wild plants; they will flourish in appropriate environments, wither and die in inappropriate ones, can spread to nearby areas and can be out-competed by other plants. You will need to pick a good spot to farm - or carefully manage soil moisture and soil nutrients - in order to succeed.
Finally, with the new Cause and Effect page (accessible from the server website), interactions between plants and their environments can be explored and understood, in order to get better results with farming and controlling plant populations in the wild.
Several new species were added to the game (Note: requires generating a new world).