We almost forgot about the blog post today. There are a few possible explanations here. Either David went off to Thanksgiving-land and took with him a sizable portion of our scheduling acumen, or since we keep finding things that have slightly changed around the office that don’t make sense, we must have lost twenty-four hours of time like in that Star Trek: The Next Generation Episode, “Clues” (where the crew of the USS Enterprise keeps finding things that have slightly changed around the office that don’t make sense, leading them to believe that they have lost twenty-four hours of time).
MYSTERIOUS.
Anyhow, patch 45 went well. People seem generally pleased with the decision tree code and how it’s working; the military does their job perhaps too efficiently, to the point of starving to death if you leave them rallying for too long. (We’ll fix that.) Building decor has been a hit, and the main source of confusion that we are currently trying to track down involves food production, which seems to be fine for some people and occupying 50% of colonists in a colony for others. (We’re working on figuring out exactly what this second set of individuals is doing. Mr. Triolo is busy consulting a complicated series of charts and muttering “oh dearie dearie me” while nervously fiddling with an astrolabe.)
Today’s blog post, however, also falls in the inconvenient space between “we released a patch with all our new stuff” and “we have new stuff to blog about.” So while we are *just* getting started on new stuff for this month (military features on my plate, Daniel doing some UI stuff that he doesn’t want to talk about yet, Chris taking advantage of the fact that workshop jobs can now accept multiple, disjoint inputs to produce a single output), we don’t actually have any of that
This week’s blog post, therefore, will be “al fresco.”
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