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[Game Update] - 497910


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Beta Hotfix

Crafting Menu Changes

  • Controller support has been added for the pinned recipes. 
    • With the crafting menu is closed, you can navigate the pinned recipes as if they were inventory slots (use the right-stick).
    • Press the Left d-pad to craft the selected pin (this will be configurable at a later date)
      • Double press and hold to perform continuous crafting
    • With the crafting menu open, you can craft pins by pressing A once to select the recipe and then A again to craft.
      • Double press and hold to perform continuous crafting
    • Added the LT button indicator for opening and closing the crafting menu
  • Continuous crafting now works in the crafting menu’s grid.
    • This also works for controllers
  • Improved the performance and speed of the search bar
  • Characters have a speech line when trying to crafting something that they cannot (character strings are still a WIP.)
  • Filter Icons Update
    • We are currently exploring some options for icons.

Changes

  • Wimpy Wolfgang no longer takes 25% more damage (for real this time)
  • Seeds will now last twice as long while in the Seed Pack-It.
  • Changed the initial hound wave from 3-8 days to 5-8 days
  • Added some items into crafting filters
  • Astral Detector added to Light and Structures
  • Morning Star added to Light

Fixes

  • Fixed a bug causing items to not get consumed from chests sometimes when crafting from a chest.
  • Fixed a loading tips screen crash bug when setting loading tips to ‘None’, reloading the game, then setting it to something other than ‘None’.
  • Fixed fire FX on the Ancient Guardian and Rook.
  • Cause of death is no longer Shenanigans if killed by a Guardian Shadow Tentacle.
  • Fixed a bug causing searching by localized name or description to not work properly if a letter was capitalized.

Added preliminary support for modding loading screen tips. See the spoiler tag for details

Spoiler

AddLoadingTip(<string_table>, <tip_id>, <tip_string>, <controltipdata>)

  • <string_table> can be one of the following:
  • LOADING_SCREEN_SURVIVAL_TIPS
  • LOADING_SCREEN_LORE_TIPS
  • LOADING_SCREEN_CONTROL_TIPS
  • LOADING_SCREEN_CONTROL_TIPS_CONSOLE
  • LOADING_SCREEN_CONTROL_TIPS_NOT_CONSOLE
  • STRINGS.UI.LOADING_SCREEN_OTHER_TIPS (It is recommended to use this table as it is reserved for custom loading tips.)
  • <tip_id> must be a unique ID name.
  • <tip_string> is the actual tip string to be displayed.
  • <controltipdata> is a table containing input control bindings to be used in the tip string. Refer to LOADING_SCREEN_CONTROL_TIP_KEYS in constants.lua and LOADING_SCREEN_CONTROL_TIPS in strings.lua for an example usage.

RemoveLoadingTip(<string_table>, <tip_id>)

  • Removes a tip

SetLoadingTipCategoryWeights(<weight_table>, <weight_data>)

  • Sets the weighting used to determine what loading tip category gets chosen.
  • <weight_table> can either be LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_START and LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_END.
  • <weight_data> is a table containing weight values defined in the two tables listed above. Refer to the above table in constants.lua for possible values.
  • Refer to SetLoadingTipCategoryWeights in modutil.lua for more information regarding start and end weights for determining loading tip categories.

SetLoadingTipCategoryIcon(<tip_category>, <atlas>, <icon>)

  • WIP, coming soon!

Please note that because the above function calls must be made outside of AddGamePostInit() since they need to modify data before the loading screen appears.
 


 

 

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Any chance to buff lazy forager or let it be refueled like magnilumi? The only thing people are doing with orange gems are lazy explorers and deserters.

Any chance to ever add something like lazy forager but actually a lazy seed pack-it?
Crafting similiar to it but with orange gem. Would gather only seeds which is usefull when hammering giants, we already have premium gardeneer hat, it would finish the premium farming set along with waterfowl watering can.

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22 minutes ago, ScottHansen said:

Double press and hold to perform continuous crafting

Can we please have this too for cooking and feeding? It would be a huge QoL for console :).

I can not wait to try the new UI and feel how it works... great job Klei.

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13 minutes ago, Wonz said:

The only thing people are doing with orange gems are lazy explorers and deserters.

That's not true. It's great for picking up ocean items, logs, and those things you need it to grab. Its durability is a bit low for grabbing logs but it's still a good item. I use it way more than deserters.

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Nice, can’t wait to see how the controller support handles when it’s finalized I’m in no hurry for you guys to have to rush it, take your time & create greatness! <3

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6 minutes ago, Cheggf said:

That's not true. It's great for picking up ocean items, logs, and those things you need it to grab. Its durability is a bit low for grabbing logs but it's still a good item. I use it way more than deserters.

Considered but the durability is so low and the speed so close to player's that I couldn't sacrifice a gem and thulecite for that while it can't even be refueled. Only worthy thing I used forager for was getting stuff from those areas in ruins unreachable by any other means but teleport.

Edited by Wonz
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1 minute ago, Wonz said:

Considered but the durability is so low and the speed so close to player's that I couldn't sacrifice a gem and thulecite for that while it can't even be refueled. Only worthy thing I used forager for was getting stuff from those areas in ruins unreachable by any other means but teleport.

What else are you to use orange gems on? You get quite a few and the only other things that use them either quickly stop using them and require multiplayer, or use them at a very very slow rate. I wouldn't be opposed to a durability buff but to act like it's useless is a big exaggeration. Try it out.

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5 minutes ago, Wonz said:

Considered but the durability is so low and the speed so close to player's that I couldn't sacrifice a gem and thulecite for that while it can't even be refueled. Only worthy thing I used forager for was getting stuff from those areas in ruins unreachable by any other means but teleport.

i second the ocean use. its really nice

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2 minutes ago, Cheggf said:

What else are you to use orange gems on? You get quite a few and the only other things that use them either quickly stop using them and require multiplayer, or use them at a very very slow rate. I wouldn't be opposed to a durability buff but to act like it's useless is a big exaggeration. Try it out.

I'm playing in 1000+ days world with about 8 people who join frequently. 6 gems already were spent for lazy deserters, 2 for foragers and 7 for explorers. I didn't say it's useless, I said it's better enough than using hands to spend thulecite for it.

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3 hours ago, ScottHansen said:
    • With the crafting menu is closed, you can navigate the pinned recipes as if they were inventory slots (use the right-stick).

Thank you for showing us controller players some love! I loved the use of the d-pad to craft but I think that it would be way better to access the pinned recipes through moving the right-stick up instead of moving it all the way to the left.

Besides that, I've been loving the hot fixes, thanks scott! 

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3 hours ago, ScottHansen said:

SetLoadingTipCategoryIcon(<tip_category>, <atlas>, <icon>)

  • WIP, coming soon!

Looks like everyone's old Custom Character Crafting Tab Image is going to have a new use.

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4 hours ago, ScottHansen said:

SetLoadingTipCategoryWeights(<weight_table>, <weight_data>)

  • Sets the weighting used to determine what loading tip category gets chosen.
  • <weight_table> can either be LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_START and LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_END.
  • <weight_data> is a table containing weight values defined in the two tables listed above. Refer to the above table in constants.lua for possible values.
  • Refer to SetLoadingTipCategoryWeights in modutil.lua for more information regarding start and end weights for determining loading tip categories.

In regards to this, how should I set the <weight_data>? I tried creating a table to put my values in(val = {OTHER=1}), however any attempt at changing this I made so far has crashed the game.

Also, should the OTHER tab's weight be set to zero by default? Assuming that the numbers represent how likely a category of tip is shown, if OTHER is set to zero at all times, then should it simply never display? If so, I find it confusing because if a category is empty, it will be ommited based on loadingscreen.lua. If not, could you explain to me how the weight values work exactly?

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Still eagerly waiting for action support while the crafting menu is open and the whole update will be bueno for me ^^

I guess its a bug but it's worth noting that opening the map while picking something or walking to a clicked destination immediately stops the player. Hope that gets a fix too.

And finally I still think one man band should be added to the farming filter, its best use is with farms and it'll be a good hint for players figuring out how to improve their farming.

Also I believe changing boat kit recipe to 4 boards again would be an improvement. Even the boat fragments in the ocean give boards rather than logs. It's really not a hinderence to require science machine by proxy; and it wouldn't even be a hard requirement since players can obtain boards without science too.

Edited by SinancoTheBest
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a suggestion would be adding hotkeys for quick craft something like ctrl + [0 ..9]
also clickable ingredients like doodads to to craft them from clicking the icons.

Edited by ansuman
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any chance of changing how ctrl+F makes you hit walls, sand spikes (for some reason F does too) or snurtle dens?

and i would love if you revisit the loading times of statues, festive tables, antlion glass statues, etc. Since the game is getting more decorative than survival updates atleast would be cool if we can decorate with trapped mobs. Is annoying how they scape because they are loaded before than this kind of structures

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Just thought I would add my input on Controller Support seeing as more is being done with that, anything in the game that involves usually needing a mouse cruiser to point/click, console version doesn’t have: so things like Drag and drop meat to tame Gnarwail, or drag and drop logs into water to distract cookie cutters, or even just viewing the crafting ingredients in a crafting recipe by mousing over them is impossible, therefore I would like to suggest something like holding in the “Y” button for a few seconds to pull up a virtual mouse cruiser to perform actions designed for drag and drop.

Another thing I would really appreciate is being able to “Bind” favorite crafts to a Weapon/Emote Gesture Wheel- I’m not in the Beta for the new crafting UI but apparently you can now “Favorite” crafting recipes? I’d love to able to assign say Crafting a Spear to Holding in LB for 4 Seconds to pull up a Weapon Wheel that allows me to assign certain tools into those slots for fast access/swapping

A 4 slot weapon wheel so LB held for 4 seconds pulls up a “Weapon/Favorites” Wheel and then pressing over on the analog stick allows you to quickly swap to each weapon as demonstrated Here:


I specifically mention Conan Exiles because as you can see in the video below this one.. you can Press X to Unassign & Clear one of the items you have assigned to your Weapon Wheel and replace it with another favorited item in the now empty slot as shown here:

 

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2 minutes ago, dish-order man said:

and now Scott turned out to be my favorite Klei employee and i believe he reacted to it just to implement one of those or both

i love him so much:angel:

266257044_.thumb.png.062bbf889349ff0ae89e960becb3b209.png

i kinda hope is just a durability buff... i dont want another gem stockpilling in chests. Doesnt mean that i wont love it refuelable but we need a reason to waste other gems than green ones

Edited by ArubaroBeefalo
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