- added: bottom info bar for date and time
- added: generators for trees and palms
- added: vehicle parts editor (very first steps of it)
- improved: xml loading/saving
- improved: dataset based classes like tables are now generic and thus more flexible
- improved: day and night cycle (short sunrise/sunset, plus very long bright day and rather short night)
- fixed: terrain selector (see screenshot);
- added: module export is working now
- added: load/save and gui supported altering of game settings
- added: load/save window settings to remember the user’s preferred gui interaction
- added: STRG+UP to jump to first table entry, PAGE UP to jump to previous page and other shortcut and mouse wheel integrations
- added: signal placeholder placement in module editor
- added: light placement in module editor
- improved: xml format for module saving/loading
Looking at the screenshots, you will notice, the coding for the “import/export custom modules” function has begun as well as the placement of special sub modules inside modules. These “specials” allow the module designer to integrate intelligence into a module. More on that later.
There was an update of the pricing page. The former pricing model was based on two game versions with two different prices: P1SIM 2D and P1SIM 3D. I changed the concept now. There is only one version: P1SIM. Inside the game you can switch between a top-down and an isometric view. The isometric view will be a free update.
Thus, there is only one price for P1SIM. It’s EUR 19.95. (For those who buy the game during the beta phase it’s only EUR 14.95. For those who already join the alpha phase it’s only EUR 9.95.)
Many recent games require a constant internet connection while playing. P1SIM will follow a different approach.
You will only need an internet connection for updates and multiplayer mode. If you just want to play the singleplayer mode, you can do this offline.
Some thoughts on the economic model of P1SIM:
Refering to the last image: I think seven colors can be distinguished at maximum when zooming out very far. Thus there are 7 raw material types, 7 input material types, 7 semi-finished goods types and 7 finished goods types. The categories (raw material, input material, semi-finished, finished) are identified by the lines on top of the crate (circle, rectangle, line, cross). Thus there are 28 different crate types moving around on a P1SIM map.