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 `CTRL` 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.

## Changelog

### 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