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Releases: TheCodingDad-TisonK/Depot-Co
Release list
Depot Co 1.22.6
Stage 0 warehouse fixes:
Boxes stay on the packing table.
- In the shed, the boxes you put on the packing table were laid out for the big packing bench of the later halls, so some of them landed beside the table and hung in the air. They now stand in three stacks along the table, turned to fit it, and the packed parcels share the same stacks, so nothing overlaps or floats.
One pallet jack to start with.
- The second pallet jack and its JACK 2 parking bay were there from the very first day, though the second jack belongs to a later stage. The shed now starts with one jack, in a bay marked JACK; the second jack and its bay arrive with the stage that brings them.
- The start menu says so too: a new depot starts with a pallet jack, not two.
Inside the shed
- Leftover obstacles removed accros the shed
Full Changelog: v1.22.5...v1.22.6
Depot Co 1.22.5: World Update
Stage 0 warehouse fixes:
- Cleanup of weird obstacles
- Marking's added inside the warehouse
- Removed the gate rope (terminal handles gate)
- Changed bed postion and package table into the corner
Full Changelog: v1.22.4...v1.22.5
Depot Co 1.22.4: World Update
Small Patch
Only in/after stage 5 (full warehouse building)
- Parking lot expanded
- Added more tree's around the yard
- Aligned gate numbers
- Smoking area moved to the front of the warehouse
Full Changelog: v1.22.2...v1.22.4
Depot Co. 1.22.2: the main hall lights again
- The main hall lights again. Since 1.22.0 the hall's ceiling lamps, the office, the break room and the yard lamps stayed dark at every hour: the engine handed the lighting three of its four values and the power switch never arrived. They light at night and go out in a power cut, as before.
- The traffic cars on the road have whole wheels that turn, arches along their sides, and windscreens that lean the right way.
- Under the hood: Co Engine v0.5.2. No other change for the player.
Depot Co 1.22.1
Two buttons on the main menu: Support on Patreon and Support via PayPal. Each opens the page in your browser. Nothing else changed; saves carry over as they are.
The installer is Depot-Co-Setup-1.22.1.exe; the dev console is Depot-Co-DevConsole-1.22.1.exe (one file, no install).
Depot Co 1.22.0
Depot Co. now runs on Co Engine, the engine shared with Grow Co. Nothing changes for the player: the same game, the same saves, the same controls. What changed is underneath.
- The renderer, the generated palette, the prop system and build mode, the touch screens and hinged doors, the people, the route finder, the weather, the sky and the light by the hour, the HUD, the panels, the pause menu, the settings, photo mode, the save slots, the dev link and the frame loop are the engine's parts now (
node_modules/co-engine/engine), pinned by tag inpackage.json. The depot's own parts insrc/hold what is the depot: the ladder and the stages, the hall, the racks, the trucks, the orders, the crew, the machines, the scanner, the PC. - The build joins both sets of parts into one
game/depot.js, as before; the game still runs from any static web server. - The pause menu's link button and the HUD badge say "editor": the game links to the Co Engine editor, or to the dev console, whichever is listening on 127.0.0.1:8432.
The installer is Depot-Co-Setup-1.22.0.exe; the dev console is Depot-Co-DevConsole-1.22.0.exe (one file, no install). Saves from every earlier version load as they are.
Full Changelog: v1.21.0...v1.22.0
1.21.0: the expansion
The expansion release: the game is split over 25 levels and the building grows with you. A new depot starts in a shed, and by level 25 every piece of the game is unlocked.
The ladder
- Twenty-five levels. Every level opens something: a rack bay, a tool, a client, a line, a scanner page, a role to hire, a system. The level card lists what the one you reached brings, the HUD says what the next one promises, and every level pays a bonus of $100 times the level.
- Every fifth level the building itself grows, free, overnight: the small hall at 5, the hall with its three lanes at 10, the big hall with the mezzanine and the sortation deck at 15, the annexes with the returns hall and Hall 3 at 20, Hall 4 at 25. A level that earns a bigger building books the builders; the walls move at the next day roll, behind a black fade. Structure is never bought: the second inbound bay, the mezzanine, the deck and the halls have left the shop and come with their stages.
- The XP needed per level climbs from 60 to 9,800, set against a whole ladder of about thirty hours. XP freezes at the cap; the ladder is data (
XP_TABLE,UNLOCK,STAGES) and extends by adding rows.
The shed (levels 1 to 4)
- A 14 by 10 shed with one roll door (IN 1), one rack row that grows a bay a level, a trestle table you pack on by hand (four seconds a parcel, whole orders only, eight boxes and six parcels), a clipboard that is your office until there is one, and a van that parks at the shed front twice a day and takes eight parcels through its back doors. No rent, two open orders at most, one to three pallets a truck. Level 2 brings the time clock, 3 the picking cart and the first hire, 4 the coffee flask and a receiver.
- The intro is rewritten for the shed: the door, the signature, the rack, the scanner, the table, the van, the level.
The small hall, the hall, the big hall, the annexes, the far end
- The small hall (level 5): 40 by 28, IN 1 and OUT 1, the office with the PC, the lobby with the time clock, the break room with the cot and the coffee machine, the bench with its pack line and terminal, the breaker and the first power cuts, the fenced yard with its barriers and gatehouses. Everything ships by OUT 1 until the lanes exist.
- The hall (level 10): 60 by 48, IN 2 and OUT 2, the three shipping lanes and the forwarding fee, the production wing, the second jack, the car park, the road and its traffic, five rack rows in the shop.
- The big hall (level 15): the 72 m walls, the mezzanine and the sortation deck for nothing, OUT 3 and the air lane, the three deck accounts. The shipping belt's loader serves OUT 1 in the small hall and OUT 2 from the hall on.
- The annexes (level 20): the returns hall with its own dock and truck, Hall 3 with IN 3, eight heads. The far end (level 25): Hall 4 and the full yard.
- Everything the game had keeps its old numbers in the halls where it was authored: the small hall is 1.7.4's layout, the hall is 1.12's, the big hall is today's.
What comes when
- Shop: the cart at 3, LED high bays and the roadside sign at 5, the forklift and a third row at 6, the powered pallet truck at 7, a fourth row at 8, the stacker and the shipping belt at 9, raw granulate at 10, a fifth row and the AGV at 12, the plant tune-up and AGV fast drive at 13, the gantry pickers at 14, the deck night shift and the AGV sweep at 15, the automation suite at 16.
- Crew: a picker at 3, a receiver at 4, the packer and the forklift driver at 8; shift patterns at 7, training at 9, raises at 11, second roles at 13; the cap climbs from one head at 3 to eight at 20.
- Lines and clients spread from 1 to 13; the deck accounts come at 15.
- Systems: contracts, power cuts, build mode and the catalogue at 5; rush orders and the bank at 6; the prowler and insurance at 7; the inspector and returns at 8. Bigger contracts at 17, two at once at 21, the long contract at 24.
- The scanner: Putaway at 2, Stock and Crew at 3, Docks and the Map at 5, Plant at 10. The PC apps and tabs follow the same ladder.
- The quiet levels are filled from what exists: conveyor straights and curves at 17, inclines and the high run plus the comfort seating at 18, the deck dial to 300 percent and the yard catalogue at 19, the deck belts half as fast again at 22, the last of the furniture at 23.
Old saves
- A save from 1.20 or earlier lived in the 72 m hall and keeps it: it boots in the big hall at least, in the annexes if it owned a hall, at the far end if it owned Hall 4, with everything it had. A level up never shrinks a building.
The dev console
- The F8 panel is gone. In its place a separate little program:
npm run devconsoleopens it in a window of its own with a live readout of the save and the cheats (money, levels, stage jumps, the clock, weather, trucks, orders, stock, crew, teleports). The game links to it withCtrl+Shift+D, or from the first frame when started withnpm run dev(--dev-link), and shows LINKED on the HUD while it is connected. Every command goes through the same code the tests use. The console has a self test (node tools/devconsole/selftest.js, run bynpm test). It ships as its own exe on the Releases page (Depot-Co-DevConsole-<version>.exe, one file, no install) and is built bynpm run devconsole:exefromtools/devconsole/builder.json.
Under the hood
- The building stage is read off the save before anything is laid out, so every layout table is built once a page load for that stage; a stage change is a save and a reload at the day roll.
- The fire exit door hangs in the middle of its cut: its hinge stood at the cut's centre, so the metre of leaf sat half in the wall with a gap beside it.
- The morning after the builders, the jacks, the cart and the forklift stand in the bays the new layout gives them, so jack 2 is never left under the deck's spirals by a hall that moved around it.
- In the hall the pick belts meet 4 m west of the bench and the merge belt runs east and down to the bench's inlet; in the big halls the merge point is where it always was.
- The smoke test climbs the ladder across reloads: seven scenarios (the shed, the small hall, the hall, the big hall, the annexes, the far end, a 1.20 save) in
tools/smoke-*.js, with the shared prologue intools/smoke-lib.js. 503 checks across the seven, after the dev console's own self test.
Install: the Windows installer is attached below (Depot-Co-Setup-1.21.0.exe). The dev console is the other file, Depot-Co-DevConsole-1.21.0.exe: one file, no install, double-click it and press Ctrl+Shift+D in the game. Any browser: clone the repo and run node tools/serve.js. The full history is in CHANGELOG.md.
Depot Co. v1.20.0
This is NOT a Farming Simulator product. Depot Co. has nothing to do with Farming Simulator, GIANTS Software, or any Farming Simulator mod, including the Realistic Farming mods by the same author. It is a separate, standalone hobby project.
v1.20.0: An improvement pass
A pass over the whole game looking for rough edges, not bugs. Nothing has been removed; a lot of small things work the way you would expect them to now.
The scanner
- The Home page alerts more of what wants a hand: an inbound truck in its last hour with pallets still aboard, an outbound truck at a manual dock with parcels of its lane packed and not loaded, a contract offer (
Enteraccepts it, the PC still declines), and a wrapper film nearly out. - Every page keeps its own cursor. A look at the map and back lands on the row you were on.
- The returns waypoint follows the returns hall. Once the hall is open, the alert and the Orders page point at the intake rather than at the desk that is no longer there; a return on the belt has a waypoint too. The text in your hand, the feed and the office PC say the hall when it is the hall.
The HUD and the menus
- The clock says Sunday all day, so no trucks and no orders reads as the depot closed rather than the game stuck.
- The orders count turns red and counts the late ones.
- The pause menu says when it saved and to which slot, and the main menu's slot rows show when each depot was last saved.
- A save the browser refuses to write is said once on the HUD instead of lost in silence.
Settings and photo mode
- Head bob is a setting, on by default.
- The wheel zooms the photo lens from wide to long; leaving photo mode puts the lens back.
- The quality setting also sets the shadow map size and how many drops and flakes fall.
Build mode, the building and the yard
- Wall pieces hang in the production wing and the annex halls. A poster carried into Hall 3 used to find no wall and land in mid-air.
- The catalogue's Removed list says where each piece stood (five of them are all "fire extinguisher"), and the room group shows the depot's comfort.
- A bought picture keeps its print, a parked car its colour and a tree its size through every move, turn and reload.
- The lobby timetable lists the returns truck once the returns hall is open.
- The shift board in the wing counts today's boxes against its daily target, and its jam line is green when there is no jam.
- The vending machine says when the snack is still working and when you are short of change, like the coffee machine; the coffee prompt says until when.
Eon a hall shutter, or on the shut OUT 3 door, opens the shop page where the thing that opens it is sold.- The charger display follows the battery percentage as it charges.
- The standing fan's head sweeps side to side. The microwave pings after its two minutes.
- The annex halls get a first-aid box each, and their high bays hang at the main hall's height.
- The cable tray rungs, the sprinkler heads, the rack-end hatch and the pigeons cover the whole 72 m hall; they stopped at the old 40 m hall's bounds.
- The break room door gets its mat and crossing line. A dock built mid-game gets its tyre marks and oil at once. The road whitens with the yard in snow.
Under the hood
- The forklift's charging cable rebuilds its tube only when an end has moved; a forklift parked on charge all day cost a new geometry every frame.
- Only the moving parts of the clocks, the stretch wrapper and the hinged doors are dynamic now; everything else on them joins the static bake.
- One shared material for the high-bay reflectors, the dock steps and rails, every console and cabinet panel, the desk keys, the books, the parts bins and the vending packets. Each used to be a draw of its own. The suite ends on 885 draw calls, down from 927.
- The rain and snow loops read the trailer bounds once a frame, not once a drop.
- 340 smoke checks (was 319). CHANGELOG, README, Player Guide and Architecture updated.
Full Changelog: v1.19.0...v1.20.0
Depot Co. v1.19.0
This is NOT a Farming Simulator product. Depot Co. has nothing to do with Farming Simulator, GIANTS Software, or any Farming Simulator mod, including the Realistic Farming mods by the same author. It is a separate, standalone hobby project.
v1.19.0: The scanner acts
Enter does things
The hand scanner showed; now it acts. Rows marked ⏎ carry an action and Enter fires the selected one, so you can run the depot from the device in your hand instead of walking to every panel.
- Docks: OPEN or CLOSE every door you own. A docked truck gets a row of its own with SIGN (an inbound note) or DISPATCH (an outbound truck with parcels aboard).
- Orders: PACK an order whose boxes are all on the bench.
- Home: the alerts that can be dealt with from the scanner carry their fix: SIGN the note, CLEAR a jam, RETURN the surplus.
- Putaway: SIGN an unsigned truck, RETURN the loose boxes to the racks.
- Plant: every button the office PC has for a machine, the speed dials included.
- Crew: a WORD with a worker who came in late, their SHIFT otherwise, and your own CLOCK IN or CLOCK OUT.
A row that cannot act right now says why (no power, nothing loaded, a box still missing).
Fixed, folded in
The line that keeps the scanner view following the cursor down a page had sat inside a trailing comment since 1.16.0, so once the cursor left the first eight rows the page stayed put and Stock and Orders looked as if they would not scroll. It follows the cursor now.
Install: download Depot-Co-Setup-1.19.0.exe below and run it. Saves carry over.
Full Changelog: v1.18.1...v1.19.0
Depot Co. v1.18.1
This is NOT a Farming Simulator product. Depot Co. has nothing to do with Farming Simulator, GIANTS Software, or any Farming Simulator mod, including the Realistic Farming mods by the same author. It is a separate, standalone hobby project.
v1.18.1: Furniture and comfort, and the turntable in the break room
Furniture
The rooms get a set of their own: a TV on the break room wall running the depot's news while the power is on, a dartboard by the vending machine, a microwave on the coffee counter, a standing fan that turns in the office, rugs in the lobby and the office, a bookshelf, a printer that prints the day report, and pictures. The build-mode catalogue sells more: a sofa, an armchair, a padded chair, a round table, and a TV, dartboard, microwave, fan, rug, bookshelf, printer and picture of your own to place where you like.
Comfort
What stands in the rooms adds up to the depot's comfort, shown on the Staff app. Comfort shortens the crew's breaks: half an hour with bare rooms, down to a quarter of an hour at comfort 10. A sofa is worth two points, a chair half a point.
Fixed
Tyson spotted a turntable where the canteen table should be, and had the cause right. The sorter's turntable build shared the name of the canteen table's build, and in the one closure the game is built into the later declaration wins, so since 1.14 the break room table and the shop's extra table were built as the sorter turntable. The sorter's build has a name of its own now and the table is a table again. The build tool's duplicate-name check reads a function that follows a closing brace on the same line too, which is how this one slipped past it.
Install: download Depot-Co-Setup-1.18.1.exe below and run it. Saves carry over.
Full Changelog: v1.18.0...v1.18.1
Full Changelog: v1.18.0...v1.18.1