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If you can’t watch this video, please use Google Chrome.

I saw the fix announcement in the bug report section, and it further proves that the developers didn’t actually conduct more substantial testing. Instead, they used the simplest and most heavy-handed method for a reckless fix. I’ve already sent a video showing the solution—fixing this kind of issue is really very simple. For objects floating in the air over the sea, just rotate them once using a ship and a rudder, and their height will instantly drop to zero.

 

 

Edited by adminaaassh
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Wanda's Rift Watch Can Place Statues on Ocean Surface Above Maelstroms Without Sinking - Don't Starve Together: Beta Branch - Klei Entertainment Forums

It turns out I was overthinking it—just a single boat was enough to solve this problem. This further proves that the developers didn’t do any testing at all. Instead, they blindly trusted the one-sided claims in the bug report section and carried out the simplest, most heavy-handed, and reckless so-called “fix,” which destroyed an originally fun mechanic.

@V2C@JesseB_Klei

If you can’t watch this video, please use Google Chrome.

 

Edited by adminaaassh
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8 hours ago, V2C said:

Fixed heavy objects getting stuck floating in the air when unloaded.

Although this addresses a related bug I reported, I never expected it to be fixed in this manner. I sincerely urge the developers to revert this change and preserve the mechanism that allows statues to remain suspended in mid-air. This feature is primarily used for scenic builds and marvels—due to its complex execution, these creations often represent hundreds of in-game days of dedicated effort. If this "fix" reaches the live version, these landscapes will be instantly destroyed.

As for the original bug, I believe the developers can find a simpler and more elegant solution @JesseB_Klei @V2C . I earnestly plead that the aerial statue mechanism remains unchanged—the pyramid in my thousands-of-days-old save will be ruined overnight. If such creative features are removed merely because of the maelstrom statue exploit, players will become hesitant to report bugs in the future.

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Leaving aside the fact that there’s already such a simple way to handle this, even if those easy solutions couldn’t be used, wouldn’t there at least be some kind of compromise? In fact, I think the simplest method would be using haunting—just make the statue bounce slightly like other items do. Doing this alone would be an easy way to resolve the issue.

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I'd like a change to still allow for the 3D building technique that people have apparently been using, but I don't think entirely reverting the fix would be a good call. Heavy objects floating in the sky IS a bug, and it shouldn't be on the player to find wonky workarounds to remedy it themselves. If it's entirely unintrusive and harmless then there's no issue, but this fix was done because it HAD become intrusive and WAS harmful. There needs to be some sort of middle ground here, not an all-or-nothing.

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Given the context of it happening when unloaded, I'm guessing it was done to prevent hiding irreplaceable heavy objects on the y axis. Maybe this could only apply to irreplaceable items? (would only affect duped Celestial Tributes and unused chesspieces?)

Edited by Popian
11 minutes ago, Popian said:

Given the context of it happening when unloaded, I'm guessing it was done to prevent hiding irreplaceable heavy objects on the y axis. Maybe this could only apply to irreplaceable items? (would only affect duped Celestial Tributes?)

Not exactly. Players can carry heavy objects or pick up items regardless of their Y-axis height.

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3 minutes ago, Popian said:

Would you be able to pick it up if you don't see or know where it is?

If hiding items through occlusion (e.g., behind structures) achieves similar results as exploiting the Y-axis, why specifically target vertical positioning? Many players use aerial view mods anyway. Besides, unique items are always visible on the map via icons.

The fix is completely fine on paper, I think it's a bit unreasonable to think the developers (or even most players) would be aware that something like that castle made of floating sculptures is a thing that exists (very cool by the way, looks awesome!).

Granted, now that they're aware, you can ask about it, but I don't think you're being reasonable saying something like this:

1 hour ago, adminaaassh said:

I saw the fix announcement in the bug report section, and it further proves that the developers didn’t actually conduct more substantial testing. Instead, they used the simplest and most heavy-handed method for a reckless fix.

The update will go live soon, and a simple fix like that will help prevent the issue with the Whirlpool, and they weren't aware of such a thing as massive floating sculpture castles.

By calling it "reckless" and "most heavy-handed method" you're making it sound like they had to somehow be aware of players doing this (the castles), or replicate it in the process of testing and realizing that's a thing that people might do, and account for it, which is just unreasonable (especially when they were also fixing other issues and still implementing things).

Not to mention that they still have to look into a few other issues before going live.

 

If they're planning to release hotfixes in the public branch, they could remove this fix for now and look into releasing something that accounts for this afterwards.

 

44 minutes ago, lowercase skye said:

I'd like a change to still allow for the 3D building technique that people have apparently been using,

Having something like this as an actual feature later down the line would also be cool.

 

 

Edited by hoxi
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27 minutes ago, Popian said:

Given the context of it happening when unloaded, I'm guessing it was done to prevent hiding irreplaceable heavy objects on the y axis. Maybe this could only apply to irreplaceable items? (would only affect duped Celestial Tributes?)

Clearly, the primary reason for this fix is precisely the bug report I submitted—I never should have reported it in the first place.

5 minutes ago, hoxi said:

If they're planning to release hotfixes in the public branch, they could remove this fix for now and look into releasing something that accounts for this afterwards.

I completely agree. The maelstrom statue issue isn't actually severe—using a new boat to push the statue back into the maelstrom's vortex can easily return it to the outside. We kindly suggest that the development team consider temporarily reverting this particular mechanic, and instead explore alternative solutions to address the underlying issue at a later time.

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17 minutes ago, hoxi said:

The fix is completely fine on paper, I think it's a bit unreasonable to think the developers (or even most players) would be aware that something like that castle made of floating sculptures is a thing that exists (very cool by the way, looks awesome!).

Granted, now that they're aware, you can ask about it, but I don't think you're being reasonable saying something like this:

The update will go live soon, and a simple fix like that will help prevent the issue with the Whirlpool, and they weren't aware of such a thing as massive floating sculpture castles.

By calling it "reckless" and "most heavy-handed method" you're making it sound like they had to somehow be aware of players doing this (the castles), or replicate it in the process of testing and realizing that's a thing that people might do, and account for it, which is just unreasonable (especially when they were also fixing other issues and still implementing things).

Not to mention that they still have to look into a few other issues before going live.

 

If they're planning to release hotfixes in the public branch, they could remove this fix for now and look into releasing something that accounts for this afterwards.

 

Having something like this as an actual feature later down the line would also be cool.

 

 

They are clearly aware of the related operations and usage, but they often choose the simplest and most heavy-handed solution without considering the consequences. And this isn’t the first time. For example, the issue with Moongleam causing massive fires still hasn’t been resolved. Their initial “solution” back then was simply to add a feature to Scaled Flooring so that items placed on top couldn’t burn, and then they just left it at that. They completely ignored the perspectives of long-term base builders, players who use turf for creating landscapes, or those who simply find that turf unattractive. Ending it in such a crude way really shouldn’t happen—it’s the kind of thing you’d expect from a modder, not from the actual developers.

In fact, I believe the developers should understand what kinds of player groups exist in this game, what categories they fall into, and what kinds of activities they’re engaged in. Based on that, future innovations and creative designs should be made with more balanced and reasonable solutions, rather than repeatedly adding all sorts of strange bosses or mechanics that ruin bases, ruin the player experience, and break players’ established playstyles. Yes—they’ve done all of that.

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Why in heavens name do we still get people whining about bug fixes? o.0

It's a bug, it was fixed. That's it. Just make a mod that creates a bug if you dislike it, geez.

You shouldn't expect devs to actually pay attention to your random niche obscure aesthetic ideals for a game when bug-fixing of all things. What even is this conversation?

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4 minutes ago, AliceShiki said:

Why in heavens name do we still get people whining about bug fixes? o.0

It's a bug, it was fixed. That's it. Just make a mod that creates a bug if you dislike it, geez.

You shouldn't expect devs to actually pay attention to your random niche obscure aesthetic ideals for a game when bug-fixing of all things. What even is this conversation?

I hope that from now on, whenever you think there’s anything unreasonable in the game, anything that ruins the player experience, or any strange and inexplicable design, no one should speak up for you. Instead, you should be told to make a mod. If you can accept that viewpoint, then I agree with what you said.

(By the way, have you seen what the developers said earlier? It’s on the first page—and maybe the second page—of this thread. You could try analyzing why the developers said what they did.)

Edited by adminaaassh
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4 minutes ago, AliceShiki said:

You shouldn't expect devs to actually pay attention to your random niche obscure aesthetic ideals for a game when bug-fixing of all things. What even is this conversation?

This is by no means a niche mechanic. It has existed for over six years and has developed into a comprehensive system with structured 3D building tutorial videos. The perception of it being a minority practice likely stems from differences in information dissemination channels across countries.

17 minutes ago, adminaaassh said:

For example, the issue with Moongleam causing massive fires still hasn’t been resolved.

That's about the one thing I'll agree with, with what you said, because yes, it can be an issue and it wasn't there before.

 

10 minutes ago, AliceShiki said:

You shouldn't expect devs to actually pay attention to your random niche obscure aesthetic ideals for a game when bug-fixing of all things.

That's what I'm trying to say, but without being rude like this. I'd be sad too if I put that much effort into something purely decorative only for an update to basically ruin it.

The problem is when people treat it as if it was targeted to ruin some specific obscure thing (EDIT: I'm not just talking about this example, it's happened before with other bug fixes), when it was completely unrelated, and especially if it's not something known by most people, less alone the devs. Like, please just think about it for a moment, take a break if you need to.

Edited by hoxi
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1 hour ago, adminaaassh said:

For example, the issue with Moongleam causing massive fires still hasn’t been resolved. Their initial “solution” back then was simply to add a feature to Scaled Flooring so that items placed on top couldn’t burn, and then they just left it at that.

To be clear, the scaled flooring change was not at all meant as a solution to the moongleam thing. The Hostile Takeover update standardized a LOT of stuff to do with fire and electricity, and scaled flooring just happened to be buffed in that standardization process.

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19 minutes ago, lowercase skye said:

To be clear, the scaled flooring change was not at all meant as a solution to the moongleam thing. The Hostile Takeover update standardized a LOT of stuff to do with fire and electricity, and scaled flooring just happened to be buffed in that standardization process.

Regarding this issue, the developers haven’t actually made any official statements. I think it’s important to pay attention to the timing of their updates and fixes, as well as the timing of the discussions. It’s clear that the discussion about fires happened first, and only then was this change made. So I tend to believe that it’s not as you described, but rather that they wanted to use this solution to address that specific problem. The discussion is still visible in the forum section, and the developers still haven’t made any statement.

At the same time, I want to ask you in return—what makes you think they made this change for the sake of the “bigger picture”? Did they tell you that? Did they make any official statement? Did they write anything like that in their design notes or announcements, or did the official group release any related information?

Additionally, I think that, based on the way the current developers handled the floating statues, you can actually see some things for yourself. From what they said on the first and second pages, it’s obvious that they were aware of these issues, but they didn’t take steps to preserve or address them properly (maybe they did in some way, but at the very least they could have asked questions when posting). Instead of doing that, they merely expressed regret and chose the simplest, most heavy-handed solution.

So from this, you can also—personally, I think—you can infer that their previous actions weren’t motivated by some “bigger picture” consideration, but rather by a crude and simple approach that didn’t take consequences into account.

Sorry, these words were all translated by AI, and I’m not sure if they are polite enough. If they aren’t, please let me know and I’ll have the AI revise them.

Edited by adminaaassh
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17 minutes ago, lowercase skye said:

in that standardization process.

You mean a week after Hostile Takeover part 2 update? Well that is a quite long process that the beta couldn't include everything, especially the Scaled Turf.

Edited by yyyyyyyyyyyyyyy
7 hours ago, GrapeVruit said:

Here's the performances with the new playbill/masks.

The Artificer

 

 

The Visionist

 

The Elytra 

 

 

  

arguably best part of the update

9 hours ago, Kacpert25 said:

That's how retrofitting for this biome works on old worlds. It spawns a tiny island so remote that it can't be connected by bridges at all.

And it also spawns a wormhole so you can get to it.

Oh, no more needless Big Tentacle please.:wilsontea:

 

Not to mention that it is a region with high temperatures and a creature that causes huge damage. This is a hellish joke for players.

Edited by SOS-Ouroboros-K
9 minutes ago, SOS-Ouroboros-K said:

Oh, no more needless Big Tentacle please.:wilsontea:

Retrofitting that involves spawning bits of land somewhere else like this will spawn worm holes that have no sanity cost, as they're meant to be connected to mainland in normal world generation (but for safety, they don't when retrofitted).

This applies even to the caves, and it won't spawn giant tentacles, as that would also be extremely inconvenient for something meant to be convenient to compensate the retrofitting method.

Edited by hoxi
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