Developer zarklord_klei Posted March 11, 2021 Developer Share Posted March 11, 2021 Changes Mod file loading has been changed, this should result in a significant speed up, with the speedup being more noticeable the more mods were enabled. Beefalo no longer run away when dismounting them. Bug Fixes Fixed controller support issue when trying to change Skin filter options. Fixed a bug causing performance issues on the host game screen/mods screen. Fixed a bug with the friendly fruit flies AI causing it to stutter. Fixed salt stacks not having map icons. Fixed versioning for leveldataoverrides.lua. Fixed the beef bell crafting recipe not prototyping properly. Fixed a bug causing beefalo to duplicate in the caves. Fixed a bug causing beefalo to lose their speed modifier when traveling from forest to caves. Notes Just as a reminder, to set world settings for dedicated servers, you must be using worldgenoverrides.lua, any other method is unsupported and could break at any time. Information regarding worldgenoverrides.lua can be found here. Notes for Modders Modinfo will now only reload if the version string is different from the version string of the modinfo it had already loaded. View full update 13 6 1 2 Link to comment Share on other sites More sharing options...
ArubaroBeefalo Posted March 11, 2021 Share Posted March 11, 2021 4 minutes ago, zarklord_klei said: Fixed a bug with the friendly fruit flies AI causing it to stutter. finally!!! thanks! 3 Link to comment Share on other sites More sharing options...
Jero-San Posted March 11, 2021 Share Posted March 11, 2021 Can we get a small update that adds the image of Wes and Winona from the previous post as a vignette please. Same with the Wilson image in the roadmap post. 9 1 1 Link to comment Share on other sites More sharing options...
HowlVoid Posted March 11, 2021 Share Posted March 11, 2021 11 minutes ago, zarklord_klei said: Beefalo no longer run away when dismounting them. THE GODS HAVE SPOKEN! THE GODS HAVE SPOKEN! BLESSED BE THIS HOLY DAY! 1 11 1 1 Link to comment Share on other sites More sharing options...
Dragonboooorn Posted March 12, 2021 Share Posted March 12, 2021 32 minutes ago, Jero-San said: Can we get a small update that adds the image of Wes and Winona from the previous post as a vignette please. Same with the Wilson image in the roadmap post. Same. I would also like to see 2020 year roadmap promo as a vignette 3 Link to comment Share on other sites More sharing options...
licet_insanire Posted March 12, 2021 Share Posted March 12, 2021 "Fixed a bug causing beefalo to duplicate in the caves." I just had this happen to me. I was in the caves, had the beefalo bell in my inventory, and my ornery beefalo duplicated. This also happened to me on the surface 1 1 Link to comment Share on other sites More sharing options...
Well-met Posted March 12, 2021 Share Posted March 12, 2021 Does this mean Woby is fixed aswell? 3 Link to comment Share on other sites More sharing options...
DarkPulse91 Posted March 12, 2021 Share Posted March 12, 2021 1 hour ago, zarklord_klei said: Beefalo no longer run away when dismounting them. please tell me this works with woby too 2 1 1 2 Link to comment Share on other sites More sharing options...
IsadoreWilliams Posted March 12, 2021 Share Posted March 12, 2021 Since todays update 2nd player shows as Offline on when playing with two players on XBox One. Please help. Link to comment Share on other sites More sharing options...
licet_insanire Posted March 12, 2021 Share Posted March 12, 2021 3 hours ago, zarklord_klei said: Notes Just as a reminder, to set world settings for dedicated servers, you must be using worldgenoverrides.lua, any other method is unsupported and could break at any time. Information regarding worldgenoverrides.lua can be found here. I have that file only in my Caves folder. I updated that one and deleted the leveldataoverride.lua I was using. Should I add a similar file to the Master folder, or not? 1 Link to comment Share on other sites More sharing options...
Developer zarklord_klei Posted March 12, 2021 Author Developer Share Posted March 12, 2021 39 minutes ago, licet_insanire said: I have that file only in my Caves folder. I updated that one and deleted the leveldataoverride.lua I was using. Should I add a similar file to the Master folder, or not? you don't technically... it if your wanting to generate a stock world, then no worldgenoverrides is fine. 1 1 Link to comment Share on other sites More sharing options...
Gourmand Posted March 12, 2021 Share Posted March 12, 2021 Are the values for long/short seasons accurate? I set Autumn to long on ps4, but it ended on day 21. When I exit out I can still change the settings (Autumn: very long for example) but it doesn't apply/save. Any way to fix this and make it so you can retroactively change settings on an already existing world? @zarklord_klei 1 Link to comment Share on other sites More sharing options...
Developer zarklord_klei Posted March 12, 2021 Author Developer Share Posted March 12, 2021 51 minutes ago, Gourmand said: Are the values for long/short seasons accurate? I set Autumn to long on ps4, but it ended on day 21. When I exit out I can still change the settings (Autumn: very long for example) but it doesn't apply/save. Any way to fix this and make it so you can retroactively change settings on an already existing world? @zarklord_klei Good catch, will be fixed in the next hotfix. 1 2 2 Link to comment Share on other sites More sharing options...
Baguettes Posted March 12, 2021 Share Posted March 12, 2021 @zarklord_klei excuse me, but what exactly were changed about loading assets? some mods crashes on startup, and I've heard HUD-altering mods also crash. I'm not a modder, but if you could brief it out for me it'd be great. Link to comment Share on other sites More sharing options...
flowerdarlin Posted March 12, 2021 Share Posted March 12, 2021 Hi , I have the same problem with Gourmand , no matter if I had set the season to be very short , or short , the season will end on day 21. when i exit out and tried to edit the setting for season it does not apply or save. I am playing on PC windows Thank you very much for looking into this. Link to comment Share on other sites More sharing options...
HeatAndRun Posted March 12, 2021 Share Posted March 12, 2021 11 hours ago, DarkPulse91 said: please tell me this works with woby too Unfortunately this doesn't works with Woby for now. Hope it'll be fixed in next hotfix. 4 Link to comment Share on other sites More sharing options...
Memetan Posted March 12, 2021 Share Posted March 12, 2021 13 hours ago, zarklord_klei said: Beefalo no longer run away when dismounting them. But Woby still run away. 4 Link to comment Share on other sites More sharing options...
GelatinousCube Posted March 12, 2021 Share Posted March 12, 2021 Please fix console.. it is extremely busted at the moment. Link to comment Share on other sites More sharing options...
Ternative Posted March 12, 2021 Share Posted March 12, 2021 So I mentioned this yesterday: ...After trying out a a few more worlds, I'm convinced world generation is bugged, specifically when it comes to the options to spawn more or less of a certain kind of object/creature. In my most recently created world, despite setting the values of several creatures and spawners to "tons," I'm seeing very few of them and, for some types of spawners, there aren't any at all. 1 Link to comment Share on other sites More sharing options...
mathem99 Posted March 12, 2021 Share Posted March 12, 2021 15 hours ago, zarklord_klei said: Fixed a bug causing beefalo to duplicate in the caves. Thank goodness it was fixed, I don't have nearly enough salt licks for all these Beefalos! 4 1 Link to comment Share on other sites More sharing options...
kpcusagisan Posted March 13, 2021 Share Posted March 13, 2021 21 hours ago, Ternative said: So I mentioned this yesterday: ...After trying out a a few more worlds, I'm convinced world generation is bugged, specifically when it comes to the options to spawn more or less of a certain kind of object/creature. In my most recently created world, despite setting the values of several creatures and spawners to "tons," I'm seeing very few of them and, for some types of spawners, there aren't any at all. I totally agree! New worlds are boring now....no more hostile map. Some biomes are empty, no monster, no creatures, nothing. And if you apply the "lots" or "tons" that doesn't work a lot... kinda boring. Link to comment Share on other sites More sharing options...
xteddyx11 Posted March 13, 2021 Share Posted March 13, 2021 hey i got a good idea how about a roll back on versions casue i lost all my god damn saves hey thats just fun huh damn wish i could play this game with forceing me to update to shitty versions man am pissed i was haveing SO much fun untill this release TY for ruining my fun LOVE from teddy Link to comment Share on other sites More sharing options...
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