1Jan

Dig Or Die Commands

1 Jan 2000admin

Dig or Die on Steam: Crash land on an hostile planet where you'll have to build the strongest defenses.

Hello everyone!First, about Dig or Die discounts: I'll try to increase the discount by 5% every six months (-30% at last winter sales, 35% for next summer sales, etc). And so I just set up week long discount at -32%.Now, what about Dig or Die future? Thousands of things could be improved and added to the game, but I cannot seriously work on two games at the same time. So after working for 5 years on this game (and 4 years since early access), I have chosen to work on my new project.If you know of a company that would like to take over Dig or Die and continue its updates, and/or port it to console, please let me know.I might make a mistake.

But I think that I really have to develop this new game, that its concept is worth it. It's too early to present it, except to say that it will be very different from Dig or Die (another game genre). But if you like innovative and unique games I think that when I explain its concept you'll agree with me that it's worth it.

Now my task is to manage to make it, and make it fun and nice to play!And this time I'll not be alone, as I've hired an artist that will work full time with me on the project! And there will also be an original sountrack for the game. Now I go back to work. I'm so eager to progress and present it to you!:-). V1.11 (Build 858)General- Added recipes for crafting Stone, Granite and Lightweight Rock- Changed ingame discord links to the language-specific discord channels when appropriateBug Fix- Fixed bug that prevented client to place a backwall over an item- Fixed bug that paused the organic rock during 10s after a reload- Fixed '/find' to avoid returning positions outside of the visible world- Fixed.

This update brings new arts and animations for all monsters, new items, various tools and commands for map edition, and a lot of bug fixes and improvements.New edition tools are detailed in this wiki page:. Don't hesitate to complete it, or post a link to your own custom maps.I'll now start working on a new game, and stop updating Dig or Die but for bug fixes or minor improvements. I'm not sure yet what I'll do next with Dig or Die as there are so much to do. Hire a developer to work on it?

Find a partnership with another studio to continue it and port it to consoles (if you are one, contact me!)? Wait for some hypothetical Dig or Die 2 in order to change the game features in depth? I don't know yet.As for my next game, it will be totally different from Dig or Die. I can't be sure if I'll manage to do something great, but I do think you'll find it very interesting, and really worth to work on it!

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I'll post something about it when it's time, but if you want to be sure not to miss it, register to my little mailing list (no spam, something like 1 mail per year):Thanks again to all of you for your support during those last few years!And here is the complete change log. V1.1 (Build 854)General- New arts and anims for monsters and bosses (almost all, not yet complete)- New item: Alarm. Flashing light with sound, when powered with a signal- New item: Distance Sensor. Detect units around it (3 modes: green for players, red for monsters, blue for both). Added those 3 modes to the proximity sensor.- New item: Composite Door- New item: Mega Health Potion. Heal 100% of HP, cooldown 15s- New item: Pheromones Potion. Attract monsters from further away- New item: Invisibility Potion.

Canceled if shoot or use item. Visually, player is almost invisible.- New item: Ultimate Rebreather- Item modification: Stealth Bracelet, changed from previous Invisibility Bracelet. Player is half-transparent. Monsters have more difficulty to find player (during the day): distance to detect, and to lose track, is reduced (half). Cancels only if shooting (player can dig). Usage 30s, cooldown 60s.- Drone: it now stays in inventory, is called when you activate it.

Recipe modified so they now are updates. Added transparency to AI speech bubble.- Minimap: button to toggle a x2 zoom, and display the% of exploration- Menu 'CUSTOM GAMES' renamed into 'OTHER WORLDS'- Improve monthers pathfinding, to climb (especially platforms)- Add localization in Traditional Chinese- Update localization in Simplified Chinese, Dutch, French, German, Italian, Korean, Polish, Brazilian, Russian, Spanish, JapaneseMap edition tools- Added an empty map in local files /DigOrDieData/SteamingAssets/Empty World.

Work In Progress, various things left to do: manage monsters areas, bosses, strange rocks, minimap clearing.- Clock day/night areas display now dynamic whatever the day/night durations, perfect precision now- 'Delete' key to remove items- Made strange rock area dynamic, build those rocks anywhere with the Creative Brush.- Organic rock heart is now dynamic too; it regens a bit differently, player can 'move' it. It can also be healed once killed with the Brush tool.- If you spawn a boss with the Monster Gun, in Dev Mode (mdevMode=true in Creative Mode), it will set its lair/respawn area at this new position.- Automatic character skin reset (open character window) if change of host (if map shared to someone else, even in solo)- F4 debug: display the currently (daily) spawn monster- Add basic rifle to recipes (useful for map edition)- Added Scrap Metals recipe to ultimate autobuilder (useful for map edition)- Adds an Auto-Builder Ultimate when activating the Dev Mode.- New param: mcheckMinerals. Add some minerals (gold, etc.) at loading if not enough found (if players dug everything). True by default.- New param: Dev Mode (mdevMode). Give invincibility, fast travel/fly/noclip with numeric keypad arrows, time change with PageUp/PageDown/Home/End keys.- New param: mdynamicSpawn. To make monsters spawn depending of the surrounding blocks & background (example: if crytals, spawn ants) like in Terraria (see wiki for more info).- New param: mrainY.

Set rain/cloud altitude (880 in main world)- New param: mfastEvaporationYMax. Water evaporates very fast below (280 in main world).- New params: msunLightYMin & msunLightYMax. Altitude where sky become caverns (no more sun light). Useful for map edition, as it changes some of the spawns. 600 & 665 in main world- New param: mlavaPressureBottomCycle.

Lava altitude at the lowest point of its cycle. 2 in main world- New command: /clearminimap. Clear Minimap (for map edition)- New command: /clearbosses. Major v1.1 update will soon be ready!Today I uploaded on the beta branch a version with two of the major v1.1 features:- New arts and animations for all monsters and bosses! This update should improve your experience in multiplayer: for late-joining clients (they will get same weapons & devices than host) and for better managing bad behaviors (easy kick & ban, and if banned host get its inventory).

It should also improve low-framerate experience with the volcano lava cycle & eruption and jumping down platforms bug fix.Also, Base Defense mode is now really (really) challenging in late game.I'll now start working on the v1.1 update. More news about it soon.And remember about the, it ends tomorrow! V1.03 (Build 814)General- Joining clients (first-time) automatically get the host devices & weapons (param mclientGetHostItems)- Banned players give all their item to host (param mbanGiveLootToHost)- Kick & Ban buttons in the players list window, for host.

Add a 'players' button to open this window (Tab key shortcut).- Volcano: skip a lava up/down cycle if lava didn't have time to go away when cycle should start. An '.' is then written next to the lava pressure in the F4 debug.- Dynamic balance of the volcan eruption 'lava volume', in order to avoid mass lava flooding & ocean drying, and lava not coming out:. reduce the eruption duration (600s=500s).

extends its duration dynamically if lava didn't rich the top (up to 800s). Here is a little building contest for fun!

You have one month, until September 26th, to build the highest possible tower.Winner will get 3 keys of the game as a little reward, 2nd and 3rd one key, that you can offer to family or friendsReally bad example of a towerHere are the rules:- Use this map: download it and copy it into your Dig or Die save directory, which should be something like that: C:UsersDocumentsDig or DieSavesSolo ).- Use only the blocks you have in your inventory. Of course don't change the params or anything like that- You can anchor your tower only to the 4 rock anchor poitns on each side, as you can see in my example above. Do not anchor on the 10/20/etc. Marks in the sky!- Post the screenshot of the top of your tower in the forum ( ), and at the end the best one will send me their map so I can check it works well. I'll then put them public for everyone to download them and admire the Master Builder:-).

EDIT on 2018/08/27.As you might have seen, I've modified the contest (the file changed): the walls to use are now low-tech walls (the concrete ones, iron support and wood walls).The previous hi-tech contest is still valid, winners will get keys if they wish; but the results were already far, far too high (130+), that wasn't very fun to build anymore. That's why I changed to low-tech walls, it will give much smaller towers but more fun and easy to build.I'm very sorry for this change but I don't think it's really fun to play with the very special game physics that happens when you build at those huge heightsGood luck!

This update is now live! Most interesting change is the hydroelectric generators: their power limit has been increased from 5kw to 50kw! If you can manage to get enough water pressure, you'll be able to produce much more electricity than before with one single generator.Another thing is the Sun Lamp, which has a far greater range than before. So don't hesitate to use it to create large plants farms!Here you an do a generator producing 14kWI also did a lot of balancing. Most important is the weapon heating: your firerate will drop more now if you heat your weapons too much; by firing constantly. The heating feedback on cursor is more visible now. This way player should be able to better understand the system and actually improve their DPSAlso some changes on Metal Detector (range x2!), zf-0 (use it!), flamethrower (burn them all!), plasma gatling, and on various recipes.If you like the building physics, be sure to check the next announcement (probably tomorrow) as I'll launch a little Eiffel Tower building contest:-).

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V1.02 (Build 803)General- Hydroelectricity Generators: generate up to 50kW (with very high pressure of water). V1.01 (Build 793)General- Toggeable items (armor, light, etc.) are active from the inventory, no need to put them in the items bar anymore.

Green/red indicator visible in inventory; right-click to activate/deactivate them.- Add Italian localization- Vegetation more dynamic and alive: dirt tiles infiltrated with water keep some of it. Plants drink less water. The game was released yesterday, and it got an amazing reception!

Even better than the Early Access launch, all records have been broken:-)I'll try to be worthy of your trust, and to offer you someday something even better, a completely new experience - and that will be entirely thanks to all of you.About the future of Dig or Die, as I explained in the forum I don't know yet how things will go. There is so much to add (modding!), and I have also this new game concept I really want to develop. So best solutions could be to hire someone to continue update the game (I work alone for now), or find a partnership with another studio. That might be also a way to port the game to console. I'll keep you updated!But first step is to fix the game issues, so here is a first little hot fix about issues some people got with the the volcano eruption from the Hazardous Events. I've removed it temporary from those events, until I fix it properly - but the normal eruption you discover later in the game is still there!I'll update this post if/when I have to do other hot fixes.So of course don't hesitate to give feedback on the forum if you see any problem!