Developer ScottHansen Posted June 10, 2019 Developer Share Posted June 10, 2019 Fixed players occasionally falling into the ocean while walking on land Telelocator Staff no longer randomly targets the small islands off the coast of the Luna Island Players no longer drown while out of bounds (in the void). This is for mod support. Suspicious Marbles will now only spawn on the mainland (new worlds only) Fixed a crash on shutdown Abigail's flower should no longer randomly get wet or float on the ground Improved shadow hand behaviour for fires on moving boats Fixed rendering of Enlightenment fx on old video cards. Rendering optimizations Updated world generation animation Added strings for Wormood inspecting the Mothling Fixed inventory icon for Bull Kelp Stalk View full update 23 12 Link to comment Share on other sites More sharing options...
Fuffles Posted June 10, 2019 Share Posted June 10, 2019 "Updated World Generation Animation", You've got my attention 4 Link to comment Share on other sites More sharing options...
Swanky Psammead Posted June 10, 2019 Share Posted June 10, 2019 pretty pls, bring back mounted beefalo boat jumping other than that, this update is great : ) 5 1 1 Link to comment Share on other sites More sharing options...
YesterdaysMindr Posted June 10, 2019 Share Posted June 10, 2019 5 minutes ago, FuffledBeeQueen said: "Updated World Generation Animation", You've got my attention Two extra parts. Spoiler Spoiler 24 2 Link to comment Share on other sites More sharing options...
Zeklo Posted June 10, 2019 Share Posted June 10, 2019 (edited) Did Wortox always have a custom idle animation? Spoiler EDIT: Ah, it's covered in the main patchnotes that just came out. Spoiler Edited June 10, 2019 by Zeklo 5 4 Link to comment Share on other sites More sharing options...
JimmyJam Posted June 10, 2019 Share Posted June 10, 2019 There is also a new Drift Wood Oar. Made with one drift wood. I'm Guessing its better but seems to break faster. 1 Link to comment Share on other sites More sharing options...
fimmatek Posted June 10, 2019 Share Posted June 10, 2019 57 minutes ago, engiSonic said: Two extra parts. Hide contents Hm, that looks interesting... Spoiler It seems that the lunar island will have some meteors falling too? (Sounds logical since there are moon rock boulders too) I wonder if there will be this new kind of meteor, with the fiery trail? 2 Link to comment Share on other sites More sharing options...
TheKingDedede Posted June 11, 2019 Share Posted June 11, 2019 Basically Wortox's dance in a nutshell: Spoiler 2 Link to comment Share on other sites More sharing options...
Sinister_Fang Posted June 11, 2019 Share Posted June 11, 2019 3 hours ago, ScottHansen said: Telelocator Staff no longer randomly targets the small islands off the coast of the Luna Island So is "Luna Island" the official name of the island? Does that mean the oceans around it are call the Luna Sea? 3 1 Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted June 11, 2019 Author Developer Share Posted June 11, 2019 21 minutes ago, Sinister_Fang said: So is "Luna Island" the official name of the island? Does that mean the oceans around it are call the Luna Sea? Oh no! I just put that in there for the patch notes. I'll try to clarify the official name tomorrow. 9 6 2 Link to comment Share on other sites More sharing options...
FlanFlan Posted June 11, 2019 Share Posted June 11, 2019 Loving those new Mothling sounds. 2 Link to comment Share on other sites More sharing options...
YouKnowWho Posted June 11, 2019 Share Posted June 11, 2019 25 minutes ago, ScottHansen said: Oh no! I just put that in there for the patch notes. I'll try to clarify the official name tomorrow. Tomorrow, you say? Hmmm.... 6 Link to comment Share on other sites More sharing options...
minespatch Posted June 11, 2019 Share Posted June 11, 2019 Wait a sec... If Wormwood is a moonbaby, does that mean if other moon pieces fell to other elements, there would be elemental benders? 1 1 Link to comment Share on other sites More sharing options...
Choco_Late Posted June 11, 2019 Share Posted June 11, 2019 Hey pal, how about the cave?I knew somebody use the skill(?) to go straightly to the Atrium or somewhere. 4 1 Link to comment Share on other sites More sharing options...
Crystal Kourosh Posted June 11, 2019 Share Posted June 11, 2019 9 hours ago, engiSonic said: Two extra parts. Hide contents Hide contents do you get those 2 at random? or is there a new lunar island tab for enabling its generation or something 1 Link to comment Share on other sites More sharing options...
cezarica Posted June 11, 2019 Share Posted June 11, 2019 @ScottHansen Might want to check what's up with this: [06:09:25]: Stale Component Reference: GUID 209490, scripts/prefabs/shadowhand.lua:124 [06:09:25]: [string "scripts/util.lua"]:526: Something is wrong: v1 is nil stale component reference? LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/util.lua:526 in (global) distsq (Lua) <522-540> v1 = nil v2 = nil v3 = 472.71853637695 v4 = 335.07043457031 scripts/prefabs/shadowhand.lua:126 in (field) fn (Lua) <119-130> inst = 214796 - shadowhand (valid:true) fire_x = nil fire_y = nil fire_z = nil origin = (472.72, 0.00, 335.07) scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> self = running = table: 0xa081ab0 waitingfortick = table: 0xa081ae0 tasks = table: 0xa081a60 waking = table: 0x266ec310 attime = table: 0xcaccfd0 hibernating = table: 0xcaccfa0 tick = 512873 k = PERIODIC 214796: 0.500000 v = true already_dead = nil scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> tick = 512873 scripts/update.lua:180 in () ? (Lua) <159-238> dt = 0.033333335071802 tick = 512873 i = 512873 [06:09:25]: [string "scripts/util.lua"]:526: Something is wrong: v1 is nil stale component reference? LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/util.lua:526 in (global) distsq (Lua) <522-540> scripts/prefabs/shadowhand.lua:126 in (field) fn (Lua) <119-130> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:180 in () ? (Lua) <159-238> [06:09:25]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [06:09:25]: stack traceback: scripts/widgets/widget.lua:602 in (method) SetFocusFromChild (Lua) <599-624> scripts/widgets/widget.lua:621 in (method) SetFocusFromChild (Lua) <599-624> scripts/widgets/widget.lua:621 in (method) SetFocusFromChild (Lua) <599-624> scripts/widgets/widget.lua:649 in (method) SetFocus (Lua) <626-658> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:90 in () ? (Lua) <33-129> [06:09:25]: Stale Component Reference: GUID 209490, scripts/prefabs/shadowhand.lua:124 [06:09:26]: Stale Component Reference: GUID 209490, scripts/prefabs/shadowhand.lua:124 1 Link to comment Share on other sites More sharing options...
The 2C3D Posted June 11, 2019 Share Posted June 11, 2019 45 minutes ago, cezarica said: ScottHanson Might want to check what's up with this: -snip: big error log- So, I’m not a dev, but I can see a few things from this. The crash came from a Shadow Hand trying to lock on to a light source. It tried to get the coordinates of the fire and, in response got the computer equivalent of “I don’t know”. Then, it tried to lock on to the coordinations (I don’t know, I don’t know) and the game didn’t know how to handle those coordinates and chose death to crash. So, my questions would be: Was there a fire nearby? Did it burn out? Were you on the island? (It’s got lots of light sources, one of them could be accidentally flagged as something hands can extinguish) Link to comment Share on other sites More sharing options...
cezarica Posted June 11, 2019 Share Posted June 11, 2019 (edited) A friend of mine that was playing at the moment it crashed told me that it was night and he was shaving beefalos. Next time will see him online will ask him if he had a campfire nearby or had another source of light if that helps. Edit: Sorry for the lack of details, I opened a ticket here and forgot to include the little details that I had at the moment in here as well, thinking that posting the error would suffice. Edited June 11, 2019 by cezarica Link to comment Share on other sites More sharing options...
YesterdaysMindr Posted June 11, 2019 Share Posted June 11, 2019 12 hours ago, crystal_clodet said: do you get those 2 at random? or is there a new lunar island tab for enabling its generation or something It generates as part of the overworld. The animation only plays when caves are not enabled, due to the way the game handles cave servers; It creates a dedicated server, which you then connect to as a client. In contrast, an overworld-only server runs in the exact same process, and thus shows the animation during worldgen like singleplayer. Basically, in a non-caves server, after the "day" and "night" phases of the worldgen "planet", there's the pebble beach, followed by the moon. 2 Link to comment Share on other sites More sharing options...
Swanky Psammead Posted June 11, 2019 Share Posted June 11, 2019 20 minutes ago, engiSonic said: It generates as part of the overworld. The animation only plays when caves are not enabled, due to the way the game handles cave servers; It creates a dedicated server, which you then connect to as a client. In contrast, an overworld-only server runs in the exact same process, and thus shows the animation during worldgen like singleplayer. Basically, in a non-caves server, after the "day" and "night" phases of the worldgen "planet", there's the pebble beach, followed by the moon. You can also get the animation in a DST world with caves, if the host regenerates the world mid-game. Link to comment Share on other sites More sharing options...
user1464576869 Posted June 12, 2019 Share Posted June 12, 2019 On 2019-06-10 at 11:35 PM, ScottHansen said: Fixed players occasionally falling into the ocean while walking on land I just drowned the instant I tried jumping from land to a stationary boat. Is this bug a different thing that was fixed or was it not fixed after all? 1 Link to comment Share on other sites More sharing options...
Hornete Posted June 12, 2019 Share Posted June 12, 2019 On 6/10/2019 at 9:35 PM, ScottHansen said: Oh no! I just put that in there for the patch notes. I'll try to clarify the official name tomorrow. Sooo, wheres the offical name? Haha. 3 Link to comment Share on other sites More sharing options...
Phobiac Posted June 12, 2019 Share Posted June 12, 2019 On 6/10/2019 at 5:35 PM, ScottHansen said: Fixed players occasionally falling into the ocean while walking on land It's still doing it for me? Link to comment Share on other sites More sharing options...
watermelen671 Posted June 13, 2019 Share Posted June 13, 2019 (edited) 17 hours ago, Omaremad74 said: Sooo, wheres the offical name? Haha. He was stabbed by Jan Wick for attempting to disseminate unauthorized lore, and is currently recovering in a heavily guarded hospital room. Edited June 13, 2019 by watermelen671 English is a stupid language and quite frankly I'm ashamed to be using it 5 2 Link to comment Share on other sites More sharing options...
Pelontriques Posted June 15, 2019 Share Posted June 15, 2019 (edited) The fix to that bug where you drown in the water is just spawning you near to where you fell in, but with reduced max hp, reduced hunger and sanity. Not the best, but it's certainly better than dying. Also, the bug is fairly easy to trigger if you like hopping on a boat and onto land many times in quick succession. Edited June 15, 2019 by Voidbarker Link to comment Share on other sites More sharing options...
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