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rythwh
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snowship
Snowship is a colony survival management simulation game under development since early 2015.
https://rywh.itch.io/snowship
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Create Colonist namespace and convert ColonistManager to use it.
#185
rythwh
opened
1 year ago
0
Colonists sleeping doesn't always reduce Rest need (at least the first time they sleep).
#184
rythwh
opened
1 year ago
0
Add ramp up/down multiplier to walking speed.
#183
rythwh
closed
1 year ago
0
Day/Night text moves back and forth as Time text changes.
#182
rythwh
closed
1 year ago
0
Rename Scripts to Code and organize files by their topic rather than type.
#181
rythwh
closed
1 year ago
0
Create Time namespace and separate/cleanup TimeManager.
#180
rythwh
closed
1 year ago
0
Create Profession namespace and separate Profession classes from ColonistManager.
#179
rythwh
closed
1 year ago
0
Create Job namespace and separate JobManager into different files and classes.
#178
rythwh
closed
1 year ago
0
Create a research tree overview for the colony to see the history of things that have been researched and small hints of what can be researched next.
#177
rythwh
opened
1 year ago
0
Create Researcher profession which will focus on Researching.
#176
rythwh
opened
1 year ago
0
Discoveries will contain unlocks of new objects and general bonuses for the colony.
#175
rythwh
opened
1 year ago
0
Restrict one Discovery at a time per Research Station but make it a continuous job associated with that station rather than a regular "Job" that is just a task at a location
#174
rythwh
opened
1 year ago
0
Require different Discoveries to analyse different materials in order to unlock that Discovery for Research
#173
rythwh
opened
1 year ago
0
Allow each Research Station to have different research goals (Discoveries) happening simultaneously
#172
rythwh
opened
1 year ago
0
Create Research Station object where research can be performed (Discoveries)
#171
rythwh
opened
1 year ago
0
Removing an IInventory instance will only return the resources if the instance is a Container type.
#170
rythwh
closed
1 year ago
0
Temperature of game map is around 20 degrees lower than is displayed on the planet map.
#169
rythwh
closed
1 year ago
0
Remove CollectFood, CollectWater, and CollectResources objects/jobs as they should just be a variation of the PickupResources job.
#168
rythwh
opened
2 years ago
0
Create separate JobPrefab class for storing job-related data rather than tying jobs to objects.
#167
rythwh
closed
1 year ago
0
Allow crafting objects to not require a colonist to always be there during the crafting process
#166
rythwh
opened
2 years ago
0
Clay tiles should also give Mud when dug
#165
rythwh
opened
2 years ago
0
Tint the game depending on how extreme the temperature is (e.g. cold = blue, warm = hot, temperate = normal)
#164
rythwh
opened
2 years ago
0
Mood modifiers are counting down at significantly slower speeds than they should be.
#163
rythwh
opened
2 years ago
0
Allow crafting jobs to be done in bulk by calculating the maximum number of the resource that can be crafted based on the number of resources available. In the resource's data entry include a scale factor for the job length (as some can be parallelized and some can't). Add a maximum volume to crafting objects like Furnaces to determine the maximum amount it can handle.
#162
rythwh
opened
2 years ago
0
Show which colonists are performing a job on the job tile itself with a small image of the colonist and their name which are clickable to open their colonist information screen.
#161
rythwh
opened
2 years ago
0
Show which job a colonist has on their entry in the colonist list.
#160
rythwh
opened
2 years ago
0
Add a Straw resource which is received from harvesting Wheat plants and is used as the binding material in Mudbricks (instead of Grass).
#159
rythwh
closed
2 years ago
0
Allow harvesting of plant resources without cutting down the plant (e.g. harvest Apples from Apple Trees while keeping the tree) and letting the plant regrow the resource.
#158
rythwh
opened
2 years ago
0
11th, 12th, and 13th days need special case handling for suffix (11st, 12nd, 13rd to nth).
#157
rythwh
closed
1 year ago
0
Collection modification error when colonist dies.
#156
rythwh
closed
2 years ago
0
Colonists can't lose health from starvation while sleeping (likely can't lose health generally while attending to a mood job).
#155
rythwh
opened
2 years ago
0
Make it clearer which is the level and which is the experience on a Skill element in the Colonist info screen.
#154
rythwh
closed
3 years ago
0
Add highlights/colours to priority buttons depending on how skilled the colonist is at that skill.
#153
rythwh
closed
3 years ago
0
Change Professions button to Priorities.
#152
rythwh
closed
3 years ago
0
Convert planting jobs to variations.
#151
rythwh
closed
3 years ago
0
Planting trees doesn't produce trees appropriate for the biome/climate.
#150
rythwh
closed
3 years ago
0
Multiple crafting jobs can be done at the same time on the same crafting object.
#149
rythwh
opened
3 years ago
0
Crafting objects seem to be disabling themselves inadvertently.
#148
rythwh
opened
3 years ago
0
Make wandering colonists avoid tiles with objects on them.
#147
rythwh
closed
1 year ago
0
Caravans come far too often.
#146
rythwh
closed
3 years ago
0
Add ability to remove roofs on tiles.
#145
rythwh
closed
3 years ago
0
Add ability to build roofs over roofless tiles.
#144
rythwh
closed
3 years ago
0
Make colonists sleep schedules to be more realistic (i.e. sleep every night for at least a few hours)
#143
rythwh
opened
3 years ago
0
Make colonists work slower depending on how dark the tile they're working on is.
#142
rythwh
opened
3 years ago
0
Resource class still contains (and saves) desiredAmount property which is deprecated.
#141
rythwh
closed
3 years ago
0
Make Mines which can be placed on in-ground resource nodes and worked by colonists to generate an unlimited amount of the resources it's above.
#140
rythwh
opened
3 years ago
0
Make unlimited resource nodes underneath mineable resources which can have Mines placed on them.
#139
rythwh
opened
3 years ago
0
Trading Post Inventory (right) list doesn't update when resources are added to it.
#138
rythwh
opened
3 years ago
0
Trading Post volume/weight indicators are out of 100 even when the inventory can handle more.
#137
rythwh
opened
3 years ago
0
Create tileable resource storage area for large-scale storage of resources.
#136
rythwh
opened
3 years ago
0
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