0.6.0

0.6.0 is the version of Colony Survival released on March 23rd, 2018.

The major new feature is three new jobs: the digger, the builder and the special digger. There's an important new graphics settings. It's now possible to greatly increase the view range. Two minor features were also added: holding to crouch and not fall of edges anymore, or to recruit 15 colonists simultaneously. This update also includes optimized NPC rendering, resulting in massive performance increases for big colonies.

Additions

 * Added diggers - they remove all blocks in an area
 * Added builders - place a certain block in an area
 * Added special diggers - they remove a certain block from an area
 * Added a "crouch" button, which will slow the player down and prevent falling off edges (default: left control)
 * Added draw distance setting (low, medium, high, very high - previously default was medium)
 * Added video setting presets
 * Very large performance improvements for larger colonies: colonists rendering vastly improved possibly quadrupling FPS, various other things optimized
 * Vastly improved the speed and reliability of loading chunks, and vastly reduced network bandwith required for it
 * Added more precise collision boxes to most complex objects (beds, crops, torches, job outlines)
 * Farmer areas can now be made over existing crops
 * Added a modifier key to hold while recruiting colonists to recruit 15 per click (default: left control, "Quick Hire Modifier" in controls menu)
 * Removed the "Special Block Removal" warning popup when destroying a warning block
 * Warning blocks destroy like any normal block now. "Hidden" blocks will re-appear while destroying them.
 * Popup still appears if clicking on them with the command tool
 * Disabled remove area popup when digging through blocks below/in an area - click it while holding the command tool instead
 * Added 2 new achievements
 * Updated Unity3D from 5.6.4p4 to 5.6.5p3

Changes

 * Taught farmers to abandon their farm if one of their ground blocks is removed or changed to something non-fertile
 * Disable Eye Adaptation setting if hardware/drivers don't support it (requires shader model 5 / compute shaders)
 * The area selected during the "area removal popup" is now sort of transparent to show up more clearly
 * Fixed an issue where colonists could run into a circle, where they're switching between 2 crates thinking they get closer each time.
 * Should also somewhat improve crate finding (i.e, they won't swap incorrectly for a further away crate when halfway)
 * Fix colonists missing items to take a job (i.e, bronze pickaxe, bronze axe, slings, etc.) displaying a "?" instead of the item as missing
 * Fixed 0.5.1+ changelog dates being in 2017 (as stated on this very wiki)
 * Fixed modded locales falling back to the clients' en-US instead of the server one
 * Fixed an issue where a world used for both singleplayer and multiplayer would return the singleplayer player in multiplayer for Players.TryMatchName
 * Changed colonists eating to be more random (they get 70%-130% of the food value) in order to spread their eating moments throughout the day
 * Changed colonists hunger to try and maintain a minimum 3 hours of food instead of 1 hour minimum
 * Changed colonists hunger to eat up to 10 hours of food, instead of up to 15 hours.
 * Fixed colonists and monsters glitching through walls / over moats if they had a path calculated before the wall/moat appeared (they'll still walk up to it though)
 * Fixed an issue where crops would mysteriously reappear to continue growing after being removed combined with a server restart
 * Extended the green area of banners by 40 cm to indicate the previously half-green half-red block is safe
 * Fixed an issue with the "height" at which colonists stand on top of non-block-sized types.
 * They'll stand/walk at the height returned by sweeping a box sized (0.25, 0.25, 0.25) through the boxcolliders from the middle-top straight down
 * Slightly improved collision detection during low framerates
 * Fixed a rare server error which breaks chunk loading (happens when 2 or more players queue up an already loaded chunk at the same time)
 * Discard cached files on the server if the player connected in singleplayer mode (saves ~35 MB of ram from ~135 to ~100)
 * Improved JSON string (un)escape handling. Now only does it on read/write to disk, instead of upon SetAs/GetAs
 * Added string interning for parsed JSON (RAM on mega world before: 3150 MB, after: 2843 MB)
 * Optimized performance:
 * In a very large world FPS went from ~10 on 0.5.3 to ~40+ on 0.6.0
 * Overhauled colonists rendering - very large improvement in performance
 * Optimized rendering large amounts of meshed blocks (wheat, beds - using larger batches & optimized code, tiny improvement)
 * Reduced indicator rendering range from 180 blocks to 75 blocks
 * Colonists now have to dump their inventory manually after changing jobs / losing their job, instead of magic clearing
 * Added ragdoll settings to /gamedata/savegames/client.json (ragdoll count, ragdoll alive duration)
 * Rewrote chunk transfer between client and server.
 * Fixes the issue where terrain does not load correctly (gaps, 'reused' chunks)
 * Fixes the issue where terrain does not load from close to far
 * Reduces 'unplayable' time for lower bandwidth connections
 * Optimized part of world loading (tiny lag spikes every 16 meter got tinier, with less garbage as well)
 * Optimized light creation (substantially reduced the lag spikes associated with loading 100's of lights)
 * Reduced garbage collection pressure created by terrain generation on the server
 * Optimized the terrain generator to not spend a lot of time on far-in-the-air-chunks
 * Compress chunk data send over the network a lot more - about 3 times size reduction.
 * Optimized various bits of networking to send less data (~50% reduction on average)
 * Fixed an issue where a mod failing to load cascades into breaking other mods (they're not passed as a "loaded mod" in AfterModsLoaded)
 * Fixed the skybox starting at the "old" time when switching between worlds
 * Removed "/reloadvariablesclient" and "/reloadvariablesserver" and the code supporting it (long unused feature)
 * The singleplayer server now uses a port provided by the OS (through the client) instead of a fixed one
 * Changed server networking to use more threads
 * Fixed inverted Y-axis setting reverting when re-entering the menu
 * Made water a bit less of a sticky soup and more something the player can get out of
 * Fixed ragdolls being limited to 30 FPS
 * Fixed an issue where colonists would appear away from their actual position (mostly flying in formation)
 * Added sand to the merchant
 * Fixed the tooltip not updating when clicking though dependencies in the science menu
 * Fixed colonists indicators staying at the wrong position for an extended period of time (offset from sleeping)
 * Show area's and job spots when selecting a crate in the hotbar
 * Updated oven, crate, stone bricks, bricks and bed icons