4sh Changelog

Idle Beekeepers 0.1.0

in Idle Beekeepers

Features

  • Idle beekeeping prototype with a business late game
  • Unlock faster speeds with automation
  • Keep supplies in the shed, with a co-op account to restock it
  • A Library for the books you own
  • Feed by the winter line, as the Godot game does
  • Explain what the gate sells in a day
  • Dead-outs keep their honey, and fading colonies can be saved
  • Fit hive kit from the shed, with tooltips
  • Pause when the honesty box sells its last honey
  • Grow the honesty box in steps
  • Make varroa treatment a course, not an instant kill
  • Show stock on order offers, the queen on hive cards, and bait hives
  • Harvest and feeding timelines and your own dates on the calendar
  • A hive visit is one opening, whatever you do in it that day
  • Show club membership and its yearly dues
  • Fold away what you already own, and make auto-pause easy to find
  • One wasp trap per plot of land
  • A county show row on the Market page
  • Fondant is bought as fondant, and the only winter feed
  • Dry sugar, the cheap slow feed for a cold day
  • Muzzles and entrances for every hive at once, and kit labels from the shed
  • Say which book unlocked each Co-op item
  • Explain a yard's forage and how to grow it
  • Pay every hive role by the hive it handles
  • Plots in flower add to the home yard's forage
  • Garden fruit trees crop, and the bees at home set the fruit
  • Order rules in two parts, with a stock share and a price floor
  • A map of your farm and the village, first on the Farm tab
  • Offer rules can say never
  • A garden storeroom and raw produce sales, from a new book
  • Composable customer-order rules
  • Draw the farm map from pixel-art tiles
  • Choose the yard for a nuc or a bait hive, and move colonies
  • Flag honey that isn't earning, and warn before wages run out
  • Each customer-order rule has its own thresholds
  • Hired hands cover the jobs nobody did
  • Put the whole home farm on the map
  • A play style, hands-on or simpler, and do what's suggested
  • Each candle has its own wick, and a bad batch is melted down
  • Choose which candles go on the shop shelves
  • Pay the workshop, cellar and honey-house hands by the work
  • One helper does the whole visit; specialists are for big farms
  • What you have moves to the left column on wide screens
  • The farm map opens on your yard up close, with each hive marked
  • The game keeps running for work your staff will do
  • A kitchen and a fruit press turn the garden's fruit into jam and juice
  • Money never goes below zero; there is no credit
  • A balance gate, weather on its own random stream, and CI
  • The React app's foundations: tokens, store, clock and routes
  • Saves that survive storage loss, two tabs and a failing day
  • The UI's shared components, each tested in both themes
  • Books and story as data loaded on demand; offline via a generated worker
  • The app frame: header, navigation, guide, story and status cards
  • The hives screen: yards, hive cards, the Quick bar and an open hive by address
  • The farm's map, storeroom and honey house
  • The farm's workshop, cellar, garden, kitchen and land
  • The market: selling, orders, brand and trade, and the rules
  • The Co-op's supplies and books, the library, and the book reader
  • The staff and the business: team, managers and projects
  • The calendar, the journal and the settings
  • The book reader keeps one page size, small pictures, and turns pages with the arrow keys
  • The game has a version, shown in Settings and written into every save
  • Error reports and play data, off without keys, asking the player first
  • A browser smoke test and a pixel guard; the old page is gone

Bug Fixes

  • Keep the header and the day card the same height
  • Number the goal card by the goal's place in the list
  • Price customer orders by who is buying
  • Keep trade orders between the co-op and the gate price
  • Send accepted orders as soon as the goods are in
  • Feed new colonies properly, and keep the neighbour for real trouble
  • Harvest a ready crop instead of adding a box to it
  • Take the supers off in August so colonies can be treated and fed
  • Say where to buy kit when the shed has none
  • Flag hives for treatment by the same thresholds as their cards
  • Top up with syrup when dead-out frames don't cover a feed
  • Keep the hive card's buttons in place
  • Keep Quick bar buttons in place for the day
  • A hive the card calls almost out of food gets fed by Feed the light
  • Say plainly that a crowded yard splits its forage
  • Pay the part-time helper by the hive, not by the day
  • Say plainly that home land is room, not forage
  • Harvest all and Treat flagged follow what the hive cards advise
  • A harvest that finds the supers unripe updates what you know
  • A hive being robbed keeps its screen when entrances are opened
  • Show what the autumn feeder and the harvest hand did
  • Explain the colony actions, and make splits need a visit like the rest
  • Take empty supers off before feeding, and a refused feed shows the crop
  • The queen lays in the brood boxes, not the supers
  • A farm in debt can still put its own supers back on
  • Say the customer-order rules in plain words
  • Bait hives show in their own yard; staff lift supers too
  • Explain the workshop's wick, burn test and pour
  • Name the shop shelves once there's a farm shop, and price candles
  • Standing orders in plain units, with what each candle is worth
  • A bait hive needs a free stand, and takes it
  • What's owed shows as a chip under the header, not squeezed beside the money
  • Queen cells in swarm season suggest an artificial swarm, as designed
  • Clearing a garden plot no longer crashes the next day
  • A candle order can be filled
  • "Harvest all" and the queen-cells warning go by what the keeper saw
  • Play data goes to PostHog's US cloud by default
  • Play data keeps the first moments' events and records the screen a player says yes on
  • The diary's "Everything" shows everything; a "Highlights" tab comes first