Jump to content

Waterlogged Update Beta Open!


Recommended Posts

  • Developer

The next update, Waterlogged, is up on the beta branch. Enjoy some shaded reprieve from the heat. Mind the bugs.

Go here to learn how to enter into the beta branch.

 Added the Waterlogged ocean biome

  • Great Tree Trunk
  • Knobbly Trees
  • Fig, with new recipes
  • Grassgator
  • Sea Strider

Added a 64 bit version of the game.

Boat Changes:

Changes:

  • All boats will now eventually come to a stop, regardless of whether it has an anchor or not.
  • Doubled the top speed of boats.
  • Greatly improved the performance on worlds with lots of boats(depending on the number of boats, as much as a 50% improvement in total performance).
  • Boats will now properly collide with all objects while offscreen.
  • When logging back in, players will now respawn on the boat they logged off on, regardless of whether it has moved since they logged off.

Technical Details:

Spoiler
  • Boats speed calculations are now more consistent, so your speed won’t fluctuate up and down.
  • The following of platforms(boats) is now handled in the engine instead of in lua.
  • When boats are drifting(moving without a player on them) they will do a scan around them to turn on the physics of nearby objects.
  • When boats entity sleep all sails on a boat will get closed.
  • In the engine, platform following now properly supports rotation(as in objects would rotate around a boat when a boat is rotated), this however is not yet used in the base game.
  • Embarking can now fail if the embarked position gets too far away from the player(IE two boats moving at top speed past each other and trying to hop would now fail)

Notes For Modders:

Spoiler
  • The walkableplatform and boatphysics component have been significantly changed, mods modifying these components will probably need to be rewritten.
  • Mods can enable boats to rotate from the steering wheel by calling BoatPhysics:SetCanSteeringRotate(true)
  • Several events that boats used to push for all entities on a boat are now only pushed for players.
  • For any entity that can get attached to a platform, EntityScript:GetCurrentPlatform() should be used instead of TheWorld.Map:GetPlatformAtPoint(...)

 

 

View full update

 

  • Like 62
  • Thanks 4
  • Haha 1
  • Happy Hazard 2
  • Health 2
  • Sanity 1
  • Wavey 1
  • Shopcat 1
  • Big Ups 3
  • GL Happy 7
  • Potato Cup 2
Link to comment
Share on other sites

15 minutes ago, Jason said:

In the engine, platform following now properly supports rotation(as in objects would rotate around a boat when a boat is rotated), this however is not yet used in the base game.

:)

Link to comment
Share on other sites

1 minute ago, TrashLord said:

I was about to ask what the significance of a 64-bit version of DST was, but it appears I have more pressing matters to attend to...

 

I ran into the same issue. Just restart your game. I believe it's because the beta creates a new folder in your documents/Klei folder which doesn't exist until after the first time you open the game.

  • Like 2
  • Thanks 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...