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Beta Hotfix

Here's one last hotfix before the update goes live tomorrow.

We’d like to give everyone a big thank you for testing this beta and providing feedback. There were a ton of ideas, many of which were implemented or influenced the final design. There were also a number of ideas that have been added to our backlog document, so if your idea did not make it into this QoL update, please don’t feel like your comments fell on deaf ears. 

Although the QoL update will be going live tomorrow, there are still a few things that will be added throughout the next week(s). These include: keyboard shortcuts to craft pinned recipes, adding pages for the pinned recipe bar and changing them to be stored on the profile instead of per world, a system to support crafting refined ingredients directly from the currently selected recipe, optimizations, and mod support for adding new filters. 

Changes

  • Added specific icons for the character heads in the crafting menu.
  • Existing mod character specific items will now be retrofitted to show up in the character’s crafting menu filter.
  • Ctrl+C will now open the crafting menu with the search box ready to type into.
    • If the crafting menu is already open, this will act as a hot key for searching
    • The key bind names are “Crafting Menu (mod)” + “Open Crafting Menu”
  • Unfortunately everyone’s key bindings had to be reset. 

Bug fixes

  • Fixed a controller crash when navigating the pinned recipes while other containers are open.
  • Fixed the Spinnerbait recipes
  • Fixed feeding Beefalo issues while holding down the mouse button.
  • Fixed a number of non-repeatable actions from being repeated while holding down the mouse button.

Notes for modders

  • Added RemoveRecipeFromFilter
  • Added AddCharacterRecipe
    • Adds a recipe to the character filter and any other passed in filters
    • config.builder_tag must be passed in or it will print a warning and be added to the mods filter
  • Character heads in the crafting menu
    • Mod character avatars for the crafting menu should be placed in "/images/crafting_menu_avatars/avatar_<name>.xml" with image "avatar_<name>.tex"
    • If the mod character does not have a specific crafting menu icon, then it will fallback to "/images/avatars/avatar_<name>.xml" with image "avatar_<name>.tex"
    • These paths will also respect being redirected via MOD_CRAFTING_AVATAR_LOCATIONS or MOD_AVATAR_LOCATIONS
       

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1 hour ago, ScottHansen said:

a system to support crafting refined ingredients directly from the currently selected recipe

@ScottHansen hey, you can make it like in Factorio:

- If you have the required amount of refined material for the recipe - its amount will be green;

- If you don't have the required amount of refined material for the recipe, but you have a required amount of raw material for it - its (ref. material's) amount will be yellow;

- If you don't have enough refined nor raw material at all - its (ref. material's) amount will be red.

Example: You want to craft a spear and you have 3 grass, 1 twig and 1 flint. The Rope amount will be yellow (you don't have it, but you have 3 grass to craft it), the Twigs amount will be red (you can't craft them and you don't have enough), and the Flint amount will be green (you have enough of it).

Can't provide a visual example now, sadly, but please take this into account :'D

Edited by Duck986
  • Like 8
1 hour ago, ScottHansen said:

Although the QoL update will be going live tomorrow, there are still a few things that will be added throughout the next week(s). These include: keyboard shortcuts to craft pinned recipes, adding pages for the pinned recipe bar and changing them to be stored on the profile instead of per world, a system to support crafting refined ingredients directly from the currently selected recipe, optimizations, and mod support for adding new filters. 

thank you for your dedication and good job! love you all:lol:

  • Like 1
1 hour ago, ScottHansen said:

There were also a number of ideas that have been added to our backlog document, so if your idea did not make it into this QoL update, please don’t feel like your comments fell on deaf ears. 

That's so nice to hear. I'll keep hope for futures updates.

Thank you very much, you're the best. Great QoL, was fun to participate.

You guys seriously did an awesome job on this update. A lot of stuff came out of it and you guys took many-many community requests.

1 hour ago, ScottHansen said:

There were also a number of ideas that have been added to our backlog document, so if your idea did not make it into this QoL update, please don’t feel like your comments fell on deaf ears.

I'm glad to hear some of the suggestions people made that didn't make it right now might make it in an update down the line.

2 hours ago, ScottHansen said:

keyboard shortcuts to craft pinned recipes, adding pages for the pinned recipe bar and changing them to be stored on the profile instead of per world, a system to support crafting refined ingredients directly from the currently selected recipe, optimizations

 

now the only thing we need is for right click to do something within the crafting menu (either craft something without clicking on it or pin it instantly, either option would make things a lot smoother)

Edited by Guille6785
  • Like 3
2 hours ago, BezKa said:

Can't wait for tomorrow. It's gonna be incredible, I hope the team will have a restful break after this much work 

I doubt that, they announced a pretty big roadmap schedule for this year/first quarter of next year.

1 Year of the Catcoon Events. 3 QoL updates (this would be the first of those by the way), 3 Setting the Stage Content updates (whatever the heck those are..) 4 Character reworks (ending sometime in 2023) 

And we ALL know what update is due out in June… Midsummers Cawnival Year 2 which they’ve stated would be come an annual event.

That leaves them with April, & May for any kind of break.

Personally I’m just looking forward to seeing the skin set, and whatever exciting announcements they have tomorrow.

3 hours ago, Anthony_L3hr said:

Snuck in my suggestions with the Wanda skins I see. Thank you so much

2822df1d6f02538e74920634c4893338.png3533b7ad4b836d8c601c40e1d21abfc8.png

017245db49b8db38b7cf2b3b01fef755.pngbd196e53fe5c18a5ceb2a9a7cd4a4e46.png

I have no idea why they bother with things like this to be honest, especially when console versions doesn’t even have a zoom in button to see skins that closely in detail.

Personally I never even noticed the hats weren’t on Wurts head quite just right, it just seems like little details that without a zoom in function you won’t even notice.

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