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March Quality of Life Beta is Live!


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1 minute ago, Mike23Ua said:

I have a question, if boat stuff no longer needs “Think Tank” then what happens to the Lighthouse skin I purchased for the Think Tank???

its just the boat kit and two oars that are free to craft whenever! dont worry, all the mid/late boat equipment still needs a think tank

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5 hours ago, ScottHansen said:

We have been busy working on a number of things that we’ve heard people asking for. Hopefully a number of items have been crossed off your wish list.

The Crafting Menu
The crafting menu has changed from using tabs to filters and greatly increased the number of recipes that can be viewed without scrolling. Recipes can also be marked as favorites, allowing players to customize their own filter, and can be pinned for quick crafting while the menu is closed. These changes should make it a lot easier for players, especially new and casual players, to find and discover items to help them survive in the Constant. 

At this time we will not be supporting the old crafting menu as moving away from that approach allows us for more freedom when adding craftable items. For example, the Tackle Receptacle and Terra Firma Tamper were only added because we did not want to add a dozen recipes into the survival and structures tab. With the new approach, this is not an issue. The Tackle Receptacle and Terra Firma Tamper have been changed to research stations, like the Science Machine, where you will be able to prototype the recipes, learning them forever. 

From reading the responses to the announcement beta post, we’ve noticed that a number of people are feeling scared of the new crafting menu. We understand that a large UI change like this can be scary and often approached with hesitation (we understand how frustrating it is when our development tools, and even our phones, change when a new update comes out) but we would like to encourage everyone to play with the new menu before providing constructive feedback.

Wolfgang Changes
From hearing all your feedback about the Wolfgang refresh, we’ve decided it is best to put our revisions into the beta so they can be iterated on without affecting the community. We’ve made a number of changes and tweaks, mainly around providing ways for him to maintain might while sustaining a physically active lifestyle. The rate that might be gained from working out at the Mighty Gym and while lifting dumbbells has also been dramatically improved. The full details can be found below.

Crafting Menu

  Hide contents

New Features

  • Recipes can be added to a favorites list by clicking the star icon next to the recipe’s name. Favorites are saved locally and will be shared between worlds.
  • Recipes can be pinned to the right hand side of the menu for easy access while the crafting menu is closed. Pinned recipes are saved on a per-world basis, allowing you to customize it depending on your progression or play style on each world.
  • Filters are logical groups of items that fulfill a role. You could think of them as quick keyword buttons for the search bar.
  • Text search currently searches by localized name, localized description, and prefab name. This will be expanded upon during the beta. It is currently quite slow even after the menu is closed, so please keep that in mind.
  • The size of the crafting menu can be scaled separately from the rest of the HUD.
  • Mods are able to add their recipes to any filter group using the new API. Existing mods will automatically have their recipes added to the Modded Items filter. This filter is located beside the sort button and will only appear if mods with crafting items are enabled.

Work in Progress

  • Searching by text may drop your frame rate, even while the menu is closed.
  • More recipe keywords for text searching.
  • Pinned recipes is missing a recipe popup.
  • Some filter icons are still placeholder.
  • Controller support. You can navigate while the menu is open, but the pinned recipes are not currently supported. A lot more work will be done for controller support.
  • Mod support: Support adding new filters.
  • The space under the item description is still being assessed. (We had some other QoL ideas that did not make it in this update that would have utilized that area.)
  • Blueprints dropped by tumbleweeds do not work.
  • Enable freecrafting of statues and mad science potions.
  • There are a lot of recipes in the game, some may not have ended up under the appropriate filter(s). Feel free to recommend items be added or removed from filters.

Other Crafting Changes

  • Crafting will now use items from inside open treasure chests and other containers.
  • Clicking on research stations (prototypers) will now open the crafting menu.
  • Clicking on crafting stations (the objects you always have to stand beside to craft or trade an item) will now open the crafting menu with the filter set to that station. 
  • Wax paper, beeswax, and marble beans have been moved to science two
  • Turfs crafted from the Terra Firma Tamper are now prototyped so you do not need to return to the Terra Firma Tamper every time you want to craft one.
  • Lures, floats, and bobbers crafted from the Tackle Receptacle are now prototyped so you do not need to return to the Tackle Receptacle every time you want to craft one.
  • The Waterfowl Can, Feather Weave, and Winged Sail Kit no longer require a blueprint drop from the Malbatross.
  • The Boat Kit's recipe has been changed from Boards to Logs and no longer required the Think Tank.
  • The Boat Patch, Oar, and Driftwood Oar no longer require the Think Tank to prototype.
  • Reduced the cost of Boat Patches. The boat repair value has been adjusted to reflect the new cost.
  • Changed the recipes for Mud Turf and Cobblestones to not include other turfs.
  • Moders: Please switch from using AddRecipe to AddRecipe2 and AddDeconstructRecipe (for items that are dropped or world spawned and cannot be constructed). Calling AddRecipe will still work but you will not be able to specify specific filters to be listed in.
  • When free crafting is enabled, you will be able to access all character specific crafting recipes.
     

Wolfgang Changes

  Reveal hidden contents
  • Added Marbell, a dumbbell made of marble. These are very heavy, but much more effective and durable than Golden Dumbbells.
  • Improved the efficiency, durability and ingredient cost for all dumbbells.
  • You can now right-click on Wolfgang to start and stop lifting dumbbells
  • Mighty Wolfgang can now perform a melee attacks with Dumbbells
  • Adjusted the damage dealt by Dumbbells 
  • Dumbbells now gain Wolfgang's mightiness bonus when thrown
  • Adjusted the Dumbbell durability cost when lifting, attacking, and throwing
  • Improved efficiency of the Mighty Gym
  • Mighty Wolfgang now retains full movement speed while holding any heavy items
  • Increased the top rowing speed when Wolfgang is Mighty 
  • The ambient mightiness drain rate has been adjusted. 
  • Running with dumbbells equipped or raising an anchor will now pause the mightiness drain.
  • Wolfgang now gains a small amount of mightiness while chopping, mining, tilling, raising sails, rowing, etc
  • Wolfgang now gains mightiness while attacking, based on the target’s max health.
  • Wolfgang now loses mightiness when hit, based on the initial damage amount (armor does not prevent mightiness loss).
  • Wimpy Wolfgang now does 25% less “work” when chopping, mining and hammering, but also does 25% less wear on tools.
  • Wimpy Wolfgang now has a 25% slower hunger drain
  • Wimpy Wolfgang no longer takes 25% more damage
  • Reduced the Wimpy and Mighty Wolfgang insulation values. Also, Mighty Wolfgang now has an easier time saying warm and a harder time saying cool, while Wimpy Wolfgang is the opposite.
  • Fixed a bug where his movement speed was not being calculated correctly while hoping onto boats while mighty or wimpy

Miscellaneous Changes

  Reveal hidden contents
  • Ancient Guardian
  • Ancient Guardian is a new fight. This is not intended to be a hard boss fight, but to be more fun than the previous version.
  • Ancient Guardian’s loot table revised, better reflecting the biome and that you have to kill the Ancient Fuelweaver in order to fight it again.
  • Deerclop’s attack area more accurately reflects the fx.
  • Tips and lore have been added to the loading screen.
  • This can be toggled in the options menu
  • Feel free to suggest your ideas for new tips or themes for lore
  • The Options screen now has descriptions for each of the settings.
  • You can now hold the mouse button down to harvest nearby items and attack enemies.
  • Roads can now be disabled in the world generation settings (on or off)
  • Adjusted the repair value of Logs from an eighth of the Boards’ value to a quarter. This improves repairing with Logs, Driftwood, and Living Logs.
  • Doubled the Cookie Cutter Shell drop rate.
  • Multiple world events (Winters Feast, Year of the Carrat, Midsummer Cawnival, ect) can now be enabled at the same time, you can find these new settings in the world settings menu.

Bug Fixes

  Reveal hidden contents
  • Fixed a bug causing beeboxes to not grow honey when unloaded if they were unloaded in winter.

 

 

Beta branch bug tracker

View full update

 

So do I have to update my custom crafting tab?

 

Hoo boy

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5 hours ago, ScottHansen said:

We have been busy working on a number of things that we’ve heard people asking for. Hopefully a number of items have been crossed off your wish list.

The Crafting Menu
The crafting menu has changed from using tabs to filters and greatly increased the number of recipes that can be viewed without scrolling. Recipes can also be marked as favorites, allowing players to customize their own filter, and can be pinned for quick crafting while the menu is closed. These changes should make it a lot easier for players, especially new and casual players, to find and discover items to help them survive in the Constant. 

At this time we will not be supporting the old crafting menu as moving away from that approach allows us for more freedom when adding craftable items. For example, the Tackle Receptacle and Terra Firma Tamper were only added because we did not want to add a dozen recipes into the survival and structures tab. With the new approach, this is not an issue. The Tackle Receptacle and Terra Firma Tamper have been changed to research stations, like the Science Machine, where you will be able to prototype the recipes, learning them forever. 

From reading the responses to the announcement beta post, we’ve noticed that a number of people are feeling scared of the new crafting menu. We understand that a large UI change like this can be scary and often approached with hesitation (we understand how frustrating it is when our development tools, and even our phones, change when a new update comes out) but we would like to encourage everyone to play with the new menu before providing constructive feedback.

Wolfgang Changes
From hearing all your feedback about the Wolfgang refresh, we’ve decided it is best to put our revisions into the beta so they can be iterated on without affecting the community. We’ve made a number of changes and tweaks, mainly around providing ways for him to maintain might while sustaining a physically active lifestyle. The rate that might be gained from working out at the Mighty Gym and while lifting dumbbells has also been dramatically improved. The full details can be found below.

Crafting Menu

  Reveal hidden contents

New Features

  • Recipes can be added to a favorites list by clicking the star icon next to the recipe’s name. Favorites are saved locally and will be shared between worlds.
  • Recipes can be pinned to the right hand side of the menu for easy access while the crafting menu is closed. Pinned recipes are saved on a per-world basis, allowing you to customize it depending on your progression or play style on each world.
  • Filters are logical groups of items that fulfill a role. You could think of them as quick keyword buttons for the search bar.
  • Text search currently searches by localized name, localized description, and prefab name. This will be expanded upon during the beta. It is currently quite slow even after the menu is closed, so please keep that in mind.
  • The size of the crafting menu can be scaled separately from the rest of the HUD.
  • Mods are able to add their recipes to any filter group using the new API. Existing mods will automatically have their recipes added to the Modded Items filter. This filter is located beside the sort button and will only appear if mods with crafting items are enabled.

Work in Progress

  • Searching by text may drop your frame rate, even while the menu is closed.
  • More recipe keywords for text searching.
  • Pinned recipes is missing a recipe popup.
  • Some filter icons are still placeholder.
  • Controller support. You can navigate while the menu is open, but the pinned recipes are not currently supported. A lot more work will be done for controller support.
  • Mod support: Support adding new filters.
  • The space under the item description is still being assessed. (We had some other QoL ideas that did not make it in this update that would have utilized that area.)
  • Blueprints dropped by tumbleweeds do not work.
  • Enable freecrafting of statues and mad science potions.
  • There are a lot of recipes in the game, some may not have ended up under the appropriate filter(s). Feel free to recommend items be added or removed from filters.

Other Crafting Changes

  • Crafting will now use items from inside open treasure chests and other containers.
  • Clicking on research stations (prototypers) will now open the crafting menu.
  • Clicking on crafting stations (the objects you always have to stand beside to craft or trade an item) will now open the crafting menu with the filter set to that station. 
  • Wax paper, beeswax, and marble beans have been moved to science two
  • Turfs crafted from the Terra Firma Tamper are now prototyped so you do not need to return to the Terra Firma Tamper every time you want to craft one.
  • Lures, floats, and bobbers crafted from the Tackle Receptacle are now prototyped so you do not need to return to the Tackle Receptacle every time you want to craft one.
  • The Waterfowl Can, Feather Weave, and Winged Sail Kit no longer require a blueprint drop from the Malbatross.
  • The Boat Kit's recipe has been changed from Boards to Logs and no longer required the Think Tank.
  • The Boat Patch, Oar, and Driftwood Oar no longer require the Think Tank to prototype.
  • Reduced the cost of Boat Patches. The boat repair value has been adjusted to reflect the new cost.
  • Changed the recipes for Mud Turf and Cobblestones to not include other turfs.
  • Moders: Please switch from using AddRecipe to AddRecipe2 and AddDeconstructRecipe (for items that are dropped or world spawned and cannot be constructed). Calling AddRecipe will still work but you will not be able to specify specific filters to be listed in.
  • When free crafting is enabled, you will be able to access all character specific crafting recipes.
     

Wolfgang Changes

  Reveal hidden contents
  • Added Marbell, a dumbbell made of marble. These are very heavy, but much more effective and durable than Golden Dumbbells.
  • Improved the efficiency, durability and ingredient cost for all dumbbells.
  • You can now right-click on Wolfgang to start and stop lifting dumbbells
  • Mighty Wolfgang can now perform a melee attacks with Dumbbells
  • Adjusted the damage dealt by Dumbbells 
  • Dumbbells now gain Wolfgang's mightiness bonus when thrown
  • Adjusted the Dumbbell durability cost when lifting, attacking, and throwing
  • Improved efficiency of the Mighty Gym
  • Mighty Wolfgang now retains full movement speed while holding any heavy items
  • Increased the top rowing speed when Wolfgang is Mighty 
  • The ambient mightiness drain rate has been adjusted. 
  • Running with dumbbells equipped or raising an anchor will now pause the mightiness drain.
  • Wolfgang now gains a small amount of mightiness while chopping, mining, tilling, raising sails, rowing, etc
  • Wolfgang now gains mightiness while attacking, based on the target’s max health.
  • Wolfgang now loses mightiness when hit, based on the initial damage amount (armor does not prevent mightiness loss).
  • Wimpy Wolfgang now does 25% less “work” when chopping, mining and hammering, but also does 25% less wear on tools.
  • Wimpy Wolfgang now has a 25% slower hunger drain
  • Wimpy Wolfgang no longer takes 25% more damage
  • Reduced the Wimpy and Mighty Wolfgang insulation values. Also, Mighty Wolfgang now has an easier time saying warm and a harder time saying cool, while Wimpy Wolfgang is the opposite.
  • Fixed a bug where his movement speed was not being calculated correctly while hoping onto boats while mighty or wimpy

Miscellaneous Changes

  Reveal hidden contents
  • Ancient Guardian
  • Ancient Guardian is a new fight. This is not intended to be a hard boss fight, but to be more fun than the previous version.
  • Ancient Guardian’s loot table revised, better reflecting the biome and that you have to kill the Ancient Fuelweaver in order to fight it again.
  • Deerclop’s attack area more accurately reflects the fx.
  • Tips and lore have been added to the loading screen.
  • This can be toggled in the options menu
  • Feel free to suggest your ideas for new tips or themes for lore
  • The Options screen now has descriptions for each of the settings.
  • You can now hold the mouse button down to harvest nearby items and attack enemies.
  • Roads can now be disabled in the world generation settings (on or off)
  • Adjusted the repair value of Logs from an eighth of the Boards’ value to a quarter. This improves repairing with Logs, Driftwood, and Living Logs.
  • Doubled the Cookie Cutter Shell drop rate.
  • Multiple world events (Winters Feast, Year of the Carrat, Midsummer Cawnival, ect) can now be enabled at the same time, you can find these new settings in the world settings menu.

Bug Fixes

  Reveal hidden contents
  • Fixed a bug causing beeboxes to not grow honey when unloaded if they were unloaded in winter.

 

 

Beta branch bug tracker

View full update

 

Please add a setting to get back to the old crafting tab

Edited by amgd
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8 hours ago, ScottHansen said:

Clicking on research stations (prototypers) will now open the crafting menu.

Can you guys please make it so clicking on a Prototyper station/icon, it filters the recipes on that station aswell?

So if I click on the Shadow Manipulator/icon, the crafting menu will show all recipes prototypable at that station.

Edited by Nickolai
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2 minutes ago, Well-met said:

They buffed the AG chest but they wasted the opportunity to do the same for sunken chests

the only change i would want is for the selection of lures to be random, otherwise i think sunken chests have a selection of super nice and convenient items that are all super intertwined with the rest of the ocean content

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This update was very epic all I could hope for is it will be easy to make compatible with mods! It still feels unreal to me how it went from mobile game crafting interference to a real game crafting interference, never thought it would happen!  I can't wait for the other QoL updates :D!!

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So I tried the crafting in the new beta system and I have following points I like to give feedback on:
+ I really appreciate the favorites and the shortcuts that come with the new crafting bar and even though I personally don't like the new "category" sorting, I can appreciate that this might make the crafting more beginner friendly and more accessible for others.

+ I like that the section "character items" seem to include all character specific items. Like as a Wendy player I always found it strange that the sisturn was under "structures" and not under my Wendy tab. I haven't tried out other characters yet, but I am sure if this change is consistent for all characters Wurt mains will jump in glee!

- I personally am not a huge fan that the "pausing" option includes the crafting and is not seperate. Like I like the auto-pause when opening my map as I like to take my time while looking at the map but I do not like the auto-pause while going through my crafting bar and since the auto-pause setting is not seperated but includes all or nothing, I need to decide what is more important to me and can't have both.

- What I really really dislike about the crafting system, and I hope this will be changed, is the fact that you can't perform an action (except walking) while the crafting menue is open. Neither with mouse nor with space bar. So if I want to craft something that needs an item that lies infront of me I can not pick it up with space bar WHILE the crafting tab is open. I need to close it, pick up the item and open the crafting tab again. This also means I can not casually walk through the world and collect ressources like twigs, grass, reeds, etc. while browsing through the crafting tab. This is for me a big deal breaker and something I would definitly not consider to be called a Quality of Life change :(

- Another thing that I don't take much pleasure in, is the fact that you now kinda have to double click to craft an item once as you first have to select the item - then the screen where the material needed and the skin selection pops up - and then you have to click again in order to craft it. I honestly have no idea how one could better this because hovering to open the info is kinda off the table with how the craftable icons are now in a cluster, but having to double click an item to craft it is tedious to me.

The rest of the update I really have nothing to complain so far

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The Crafting UI is not as weird as I thought it would be but I'm not a fan of pausing the game when I want to craft something, I'm happy that the Survival tips are told as if they were written by the survivors, Ancient Guardian is so much fun now, my one suggestion will be to give him an animation when he goes into his second phase.

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Hey, these changes are pretty neat! I feel I will be using the crafting hotbar a lot, although if there is one thing I'd want to have improved w/ the crafting ui even more, would to be able to put up to 5 or so craftable items into each hotbar slot, and then have the first one I am able to craft from that list display when the menu is closed. This would allow to make the hotbar usable in more situations without the need to reorganize it as much, given how many items I could want to craft.

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5 hours ago, Instant-Noodles said:

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat

the first one, a testing one, for some reasons in latain,

"The pain itself is the love of the pain, the main ecological problems, but I give this kind of time to fall down, so that some great pain and pain. In order for the minimum to come, what can our school exercise"

or so the translator says so, alsol i like them, they remind me of that old physical dont starve versions manual whit wilsons journal, alsol some of these quotes are clearly from differend characters

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Yes, it's hard to deal with change, but sometimes it's not just that. The old crafting menu sounds like the soul of the game to me. It's unlike any crafting game, it's unique, it's special, it makes it the best of them all. Unlike this square box that resembles any other, it is very basic. However, if you're really going to go down that path, at least let us sort the categories as we like and the items within it. :wilson_smile:

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Hey can uhm Console/Controller players get something similar to Conan Exiles, Red Dead Online, Zombie Army 4 Etc..

Weapon Wheel??

We have a freaking EMOTE Wheel.. but we don’t have one to quickly swap between our most used tools/weapons..

Since this Beta makes a massive change to the crafting tabs, I expect it to be More hassle for console players compared to the old crafting tabs & a fast select “Weapon Wheel” sounds like it could help in this situation.

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8 hours ago, ScottHansen said:

At this time we will not be supporting the old crafting menu as moving away from that approach allows us for more freedom when adding craftable items. For example, the Tackle Receptacle and Terra Firma Tamper were only added because we did not want to add a dozen recipes into the survival and structures tab.

I think that there is a happy middle between the new system and old one - but a step in the right direction is being taken. Perhaps instead of pinning recipes, since there are so many craftables and only having pinned is not so useful, you could pin crafting tabs instead, and even make a custom crafting tab. This keeps the neat design of the old system, removes some of the clunkyness of the new one and integrates the new better way of prototyping more items. 

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