Prototype to Early Access
This version finally contains all the features I consider necessary for this type of game.
Combine And Conquer is now leaving the prototype stage and moving forward to Early Access :) .
The last missing piece for leaving the prototype stage was proper savegame management.
This version introduces a new view for managing your savegames that can be accessed from the hotbar.
From this view you can:
- Start a new game
- Load other savegames
- Overwrite savegames with your current game
- Save your game under a new name
Below the new hotbar button for the savegame view and the view itself:
Combine And Conquer now always starts with a new game. Use the savegame view to load the game you want to play.
Thanks to those changes and since I was already working on these parts of the codebase, there have been additional improvements:
Previously there was just one
autosave file written while playing. Due to that it was rather easy to accidentally overwrite previous games.
From now on
autosave files will have both the current date and time in their name, preventing accidentaly overwrites. For example:
Save on …
There’s now an additional
autosave happening whenever you ‘normally’ exit
Combine And Conquer, further preventing data loss.
Using the new
New Game and
Load functions will also trigger
autosaves to prevent data loss in case you haven’t saved before.
Simplified .toml file
Settings regarding savegames and the client have been removed from the configuration file, since this is now handled via the new view.
I improved the render pipeline to allow for a better render quality.
Thanks to the changes done for this, GPUs with smaller texture size support can now be used, while also allowing for more game textures/icons or a higher texture resolution in the future.
Below the before [left] and after [right]:
Planner and Blueprint improvements
I applied several improvements to the planner and blueprints in general.
Support for multiple Blueprints within the Planner
Previously one could only edit a single blueprint from within the planner.
This caused many functions to delete the player’s previous work.
With this release the planner can now be used to edit any number of blueprints. Functions that create a new blueprint (e.g.
Edit Module) now simply add a new one to the planner instead of causing overwrites.
For this, new buttons were added to the planner:
Previous / Next Blueprint=> Open the previous or next blueprint
New Blueprint=> Plan a new blueprint
Remove Blueprint=> Removes the current blueprint from the planner (previously
The planner’s text now also indicates which of the blueprints is being edited.
Below an image of the new buttons and the currently selected blueprint (
New stop condition
There’s now the new stop condition
Stop When All Sinks Have Items. While active, the planner will stop the simulation once any
Sinks are present and all of them have items in them.
This makes it pretty easy to find the proper tick count for when the module would first produce all the wanted items.
Stop At Max Ticks icon was reworked to be able to tell the two apart.
Improvements to ‘Blueprint from Selection’
This release improves the ‘creating blueprints from selection’ workflow.
Previously if there were any
Structures selected that aren’t allowed within the planner (e.g.
Create Blueprint From Selection would have failed.
With this version, unsupported
Structures are simply not copied to the planner and a warning is issued when this happens.
Also the blueprint is now centered better within the planner.
Previously there was a dedicated button to set the
Modules name. Having a name was required for using
This was quite annoying to use.
Modularize Blueprint will prompt you for a name instead, removing the need for the extra step and button.
Restart on Edit Icon
I reworked the
Restart on Edit icon to improve its clarity.
There have been some quality of life changes for the
- When switching category, the first object of that category is auto-selected
- When switching between
Structuremode, the equivalent is selected if available. (e.g. having the
Structureselected, will cause a selection of the
Item/ recipe on mode switch)
This way less player interaction is required when using the
Decreased Offline Mode CPU Usage
Due to how
Combine And Conquer‘s singleplayer was implemented, the simulation was running twice.
Once for the actual ’client’ game you’re using and once for a ‘fake server’.
This was now reworked and the ‘fake server’ doesn’t have to run a full simulation anymore, cutting total CPU usage for the simulation in half.
Rendering Without Rotation
Combine And Conquer now supports rendering of objects while ignoring their rotation.
This is for example used for recipes of
Assemblers. Previously a rotated
Assembler would also have its recipe rotated, reducing clarity.
Below an example of the before [left] and after [right]:
There have been some improvements to the sound engine and new sounds were added:
- Most sounds now only play when an action actually happened
- Sounds are now also played when switching views via the keyboard shortcuts
- Add a sound for the rotation of
- Add a sound for setting a recipe or a
Arm and Belt Interactions
Arms weren’t allowed to grab
This limitation is now gone and
Arms should be able to grab
Items from any ‘belt-like’
Reworked Arm Textures
Arm textures were the last remaining ones with outlines. I reworked them:
Other, Minor Improvements
There have also been other, minor improvements:
Sinktext is now centered
Cursorshotbar buttons aren’t always shown anymore
InfoBoxnow shows more description text for
On/Offstates in the
Overlayhave been unified (
Structurewould previously mismatch in some cases)
- The way recipes are rendered has been improved to increase clarity
- Improved the visibility of the hotbar divider
- Improved visibility and position of both text input and confirmation dialog
Cursor: Space Port Linkingto
Cursor: Space Cargo Linking
Starteris now animated
- When selecting a
Modulethe previous view is shown automatically
- Improve readability of the the
Current Tech UIby avoiding text overflow and adding an overlay
- Reorder hotbar buttons to have planner next to modules
- Disallow upgrade/replace to exactly the same
Structure(this prevents loss of
Items when for example placing a
Overlay’s categories by expected usage frequency
Startercan’t be used as
- Render arm of
Long Armon top of other
Structures to prevent clipping
- Change the activity color (green to orange)
There have also been several bugfixes:
- Fix a rendering artifact of
- Prevent overlap between confirmation dialog and notification log
- Fix rendering of selected
Modules within the
- Improve the
- Fix incorrect aspect ratio when rendering
Mixerin some cases