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Changes

  • Players can now choose to preview all locked recipes or only the next available research tier.
    • This can be configured with Crafting Preview in the advanced settings.
  • Marble statues can now properly be built with free crafting enabled.
  • Kitcoons will now follow you forever while the Year of the Catcoon event is disabled.
    • Sorry, we severely underestimated the cuteness of these little guys!
  • Controllers:
    • Restored pressing B to close the crafting menu and inventory management mode.
    • Zooming in the map should be less sensitive when trying to only zoom one level.

Bug Fixes

  • Adjusted the Ancient Guardian to prevent it from getting into the void.
  • Fixed a crash while using Wolfgang mods.
  • Fixed an issue that prevented players from feeding creatures or giving items while attacking enemies by holding down the attack button.
  • Fixed a non-console loading tip from showing up on consoles.
  • Deerclops does damage to players at the right percent now.
  • Fixed various minor skins texture bugs.
  • Fixed a javascript exploit.
     

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  • Like 23
  • Thanks 4
  • Haha 1
  • Health 1
  • Big Ups 1
Link to comment
https://forums.kleientertainment.com/forums/topic/138711-game-update-500432/
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7 minutes ago, ScottHansen said:

Players can now choose to preview all locked recipes or only the next available research tier

This is very cool. I no longer need to check the wiki if I'm too far away from a science machine/prestihatitator to know a recipe that I don't often use. Actually just had this problem today, I was running from spiders but needed to check the Seed Pack-it recipe because it was my first time crafting it.

Edited by SomebodyRandom
  • Like 7
15 minutes ago, ScottHansen said:
  • Preventing a crash while using Wolfgang with the mod Tropical Experience | The Volcano Biome (1505270912)

Oh.

 

15 minutes ago, ScottHansen said:
  • Marble statues can now properly be built with free crafting enabled.

Oh! Oh! Could I ask for the Hallowed Nights potion to be given the same treatment? Unsure if this fix will change it but characters say "I can't do that" when trying to craft them away from a station.

  • Like 2
14 minutes ago, ScottHansen said:
  • Kitcoons will now follow you forever while the Year of the Catcoon event is disabled.
    • Sorry, we severely underestimated the cuteness of these little guys!

Glommer is leagues cuter, but as long as they aren't hiding around in my world when the event is disabled and this change only applies to ones already found in the event, then I don't have to worry about culinary archipelago getting overrun by my arch-nemesis.

16 minutes ago, ScottHansen said:

 

  • Preventing a crash while using Wolfgang with the mod Tropical Experience | The Volcano Biome (1505270912)

 

I find it hilarious that y'all would go out of your way to make a fix for this buggy mess of a mod. >.<

  • Haha 2
  • GL Happy 1
56 minutes ago, Terra B Welch said:

 

I find it hilarious that y'all would go out of your way to make a fix for this buggy mess of a mod. >.<

Well they did say it was actually their fault, so no harm done XD (edit)

Edited by thesooz9000
testing
9 minutes ago, Scrimbles said:

I'm just surprised considering you guys are willing to patch to fix compatibility with such a controversial mod is all.

I don’t think “the mod is bad” is a good excuse to intentionally keep a crash in the game, even if said mod is Tropical Experience.

  • Like 11
  • Thanks 1
14 minutes ago, Scrimbles said:

I'm just surprised considering you guys are willing to patch to fix compatibility with such a controversial mod is all.

If they're willing to fix certain issues for mods like Reforged and Playable Pets I don't see why they wouldn't do it for TE either. I don't think Klei should be playing favorites when it comes these kinds of issues. Author's reputation/Mod quality shouldn't be a factor.

 

Edited by Leonardo Cox
  • Like 13
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  • Big Ups 1
8 minutes ago, Leonardo Cox said:

If they're willing to fix certain issues for mods like Reforged and Playable Pets I don't see why they wouldn't do it for TE either. I don't think Klei should be playing favorites when it comes these kinds of issues. Author's reputation/Mod quality shouldn't be a factor.

 

I would think breaking the rules of the Workshop would matter, but apparently not.

  • Big Ups 1
Just now, Scrimbles said:

I would think breaking the rules of the Workshop would matter, but apparently not.

Seems rather petty to leave a crash, a crash that could potentially affect other mods, just because TE is experiencing it, no?

Should we really wait for a bigger/more upstanding mod to have the same issue before Klei addresses their own mistakes? 

  • Like 6
42 minutes ago, SomebodyRandom said:

This is very cool. I no longer need to check the wiki if I'm too far away from a science machine/prestihatitator to know a recipe that I don't often use. Actually just had this problem today, I was running from spiders but needed to check the Seed Pack-it recipe because it was my first time crafting it.

Yes this is a major change. Alt tabbing to wiki to see the recipe or alt tabbing just to make sure you know the exact required materials was so annoying and pointless.

 

I can see why the character would not kniw then in first playthrough, but if learned once, preview shoul ve remained available forever

  • Like 1
1 minute ago, Leonardo Cox said:

Seems rather petty to leave a crash, a crash that could potentially affect other mods, just because TE is experiencing it, no?

Should we really wait for a bigger/more upstanding mod to have the same issue before Klei addresses their own mistakes? 

It seems a bit distasteful to ignore reports from a mod that has openly stolen content from others, then actively patch the game to support this mod.

  • Like 2
  • Sad Dupe 1
1 hour ago, ScottHansen said:

Kitcoons will now follow you forever while the Year of the Catcoon event is disabled.

  • Sorry, we severely underestimated the cuteness of these little guys!

Yes!  I thought my rambling on about it in that one bug report thread was a little much, but it turns out you DO care!  :)

(actually I would've been pretty okay with "they follow you all day if you give them each a pet in the morning", because it's kinda what I was already doing anyway.  : P)

Spoiler

 

On a related note (and also, speaking of big ambitious mods) I was playing my new Desert Enhancement World yesterday, and found out (a) that IT STILL WORKS!  I thought that mod died _years_ ago! and (b), when I turned the Year of the Catcoon on just to see what would happen, I logged back in to find THREE little tails waving at me from behind random objects, at the entrance screen.  XD

winona3kittiesdesert.thumb.png.6700121467c679e18e95cd538b53c791.png
(and here they are.  I WOULD put the screenshot of the three little tails, except that one didn't turn out very good--only one tail was out where you could see it well at the moment the F12 button registered.)

Alternative title:  Orientation Day at Aperture Science, Arizona Branch

(I think the deal is:  Those particular kitcoons were all from biomes that a desert world doesn't have.  So the game was like "Uh, uh, uh, whaddo we do...QUICK!  I know!  Just put them right where the player currently is!")

 

Anyway, glad to find they won't be wandering off from me all the time.  Now if I can just find where Sunuvabirch went off to...

...Notorious

1 hour ago, ScottHansen said:

Preventing a crash while using Wolfgang with the mod Tropical Experience | The Volcano Biome (1505270912)

For some context, I believe this fix was a result of changing how Wolfgang's speed bonus with heavy objects works. There was a specific value for how much of a bonus Wolfgang gets that was stored in Klei's global tuning table which is designed to be easily tunable and mod-able. That value was removed in the beta changes. This fix added it back even though it is still totally unused. That prevents crashes from mods that work with it. It is a practice known as deprecation.

  • Like 5

I’ve never seen a game studio fix unofficial mod bugs, this is a first for me.. if anyone knows of any other studios that fix unofficial mod bugs please do let me know.

I worry Klei’s workload will become too much if they also needed to make sure their updates were compatible with all the unofficial mod stuff.

However, if Klei is planning to incorporate all or parts of any particular mod as official game content: well that would explain why they put effort into fixing something that really shouldn’t be on them to fix, but hey it’s cool that they fixed it I guess?? Just don’t expect them to fix problems with every mod cause that’s highly unrealistic thinking.

  • Like 1

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