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[Game Update] - 174200


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  • Developer

Ooooooh, it's almost time to leave early access! But we've got one more update to squeak out just before then:

This update contains the first peek at content which evolves the world. Introducing: Resource Variants. A few of the basic resources (grass, berries, twigs, and trees/rocks) now have alternate versions which require different approaches and play patterns to use effectively.

Each time you start the game now, you'll get a random selection of the alternate resources, which will replace some of the original resources. This means you'll have to pay attention to what is (or isn't!) in the world and adapt accordingly.

As well, over the seasons, resources will occasionally die off and be replaced by their alternate. In this way, the look and texture of the world will shift over multiple seasons and years.

This first batch of variants affects only a small number of the basic resources, so that we can test the system out and see what's working and what isn't. It's focused primarily on the very early game, so we'd love your feedback on how this feels!

Now go eat a juicy berry. :)


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    Sooo..  I see we got some "diseased" resources with this new update. :wilson_ecstatic:

    Here's all the images I was able to find:

    Diseased Berry Bush, Grass, and Sapling

    Spoiler

    1B9EMPg.pngm3YxTsk.png

    UahaEfu.png

    Disease "cloud"

    Spoiler

    HDPECu5.png

    Grass Gekko: regular and diseased

    Spoiler

    p6xT8b6.pngM4rMdFI.png

    Juicy Berry and Juicy Berry Bush: normal and diseased

    Spoiler

    2wKb2Uk.pngx3gqZg5.png8dW9Wzq.png

    Petrified Trees

    Spoiler

    j8Hb33Z.pngNHoobOZ.pngWhAlkuF.png2uf4wTS.png

    Twiggy Bush: seed, normal, and diseased

    Spoiler

    DcgIEmG.png7cMEY3C.pngcXQz2rn.png

    Wondering if the "diseased" resources will act like poison from DS. :o

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    For this feature I must say - I love it , this will force us to change locations not just sit in base . But well let's wait and see it in game first . (damn I really hope the game gets harder with every passing season/year !) Maybe player disease too , for the future !?! (that's not only a nice idea but a one that is needed !) 

     

    Edited by 1v0
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    1 minute ago, RickyakaBlitz said:

    So, Every resource except boulders can go diseased? Why is this in? In my opinion, this is a pretty risky feature, All i see is that this change sort of ruins resources for bases/"mega"bases.

    I'm pretty sure they added this in with a setting to turn it off and it's for fun and a challenge just try and see if you can adapt to this new challenge that has been set before you, if you can't just try turning it off...unless they didn't add in a setting to turn it off then oops.

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    2 minutes ago, RickyakaBlitz said:

    So, Every resource except boulders can go diseased? Why is this in? In my opinion, this is a pretty risky feature, All i see is that this change sort of ruins resources for bases/"mega"bases.

    Well, we're not even sure what the diseased resources do yet.

     

    Just now, GiddyGuy said:

    I'm pretty sure they added this in with a setting to turn it off and it's for fun and a challenge just try and see if you can adapt to this new challenge that has been set before you, if you can't just try turning it off...unless they didn't add in a setting to turn it off then oops.

    Yes, indeed there is a setting to change the feature.  I believe under customization, the "tab" for "changing resources" is what controls this feature.  Correct me if I'm wrong.

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    6 minutes ago, RickyakaBlitz said:

     

    Example : Diseased Berry bushes give you rot, instead of berries. I just dont know how i feel about this

    Uhhhh, from the pictures I found for the diseased Berry Bush, they still give you berries when you pick them (though, a different color).  It's a matter of what these berries do.  I'd assume there's a downside to eating the diseased berries.

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    • Developer
    19 minutes ago, Corporal_Michael said:

    @V2C how do i need to edit worldgenoverride.lua for Master and Caves to regenerate a new world with these changes?

    They should be enabled by default after regenerating without changing worldgenoverride.lua

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    2 hours ago, V2C said:

    Changes

    • Inspecting Player Skeletons will now display details about their character from just before their death (Only applies to new skeletons spawned after the update)
    • Type /bug in chat or press the new button in the Pause Menu to quickly get to the Bug Forums
    • If you ever end up in the ocean for some reason, type /rescue in chat to teleport yourself back onto land
    • Added the Resource Variant system (for newly generated worlds) that adds random variety to the world:
      • New Grass variant: Grass Gekko
      • New Twig variant: Twiggy Tree
      • New Berry Bush variant: Juicy Berry Bush
      • New Rock variant: Petrified Tree
    • Character portraits are now dynamically loaded to save memory
    • Credits screen animations are now dynamically loaded to save memory

     

    Bug Fixes

    • Fixed bug where rain sounds under tree cover were not being affected by Ambient volume setting
    • Fixed bug with selecting clothing options in the Lobby screen when the sim is paused
    • Fixed crash when loading some mods on the Server Creation screen

     

    View full update

     

    After i update the server, it can not be started, the error log is

    Spoiler

    [00:00:21]: [string "scripts/prefabs/skeleton.lua"]:258: table index is nil
    LUA ERROR stack traceback:
    scripts/prefabs/skeleton.lua:258 in (local) custom_init (Lua) <231-262>
       inst = 108995 -  (valid:true)
       k = NECK
       v = neck
    scripts/prefabs/skeleton.lua:191 in (upvalue) common_fn (Lua) <177-216>
       custom_init = function - scripts/prefabs/skeleton.lua:231
       inst = 108995 -  (valid:true)
    scripts/prefabs/skeleton.lua:265 in (field) fn (Lua) <264-280>
    scripts/mainfunctions.lua:148 in () ? (Lua) <137-179>
       name = skeleton_player
       prefab = Prefab skeleton_player - 
    =[C]:-1 in (method) SpawnPrefab (C) <-1--1>
    scripts/mainfunctions.lua:193 in (global) SpawnPrefab (Lua) <190-195>
       name = skeleton_player
       skin = nil
       skin_id = nil
       creator = nil
    scripts/mainfunctions.lua:199 in (global) SpawnSaveRecord (Lua) <197-235>
       saved = table: 0x9d1ca70
       newents = table: 0x96f5490
    scripts/gamelogic.lua:409 in (upvalue) PopulateWorld (Lua) <242-444>
       savedata = table: 0xa8440d0
       profile = table: 0x9caec80
       world = 100021 - world (valid:true)
       tuning_override = table: 0xaadbae8
       newents = table: 0x96f5490
       prefab = skeleton_player
       ents = table: 0x9d1c9f8
       prefab = skeleton_player
       k = 1
       v = table: 0x9d1ca70
    scripts/gamelogic.lua:635 in (upvalue) DoInitGame (Lua) <523-721>
       savedata = table: 0xa8440d0
       profile = table: 0x9caec80
       was_file_load = false
    scripts/gamelogic.lua:753 in (upvalue) cb (Lua) <748-754>
       savedata = table: 0xa8440d0
    scripts/saveindex.lua:268 in () ? (Lua) <250-269>
       load_success = true
       str = return {world_network={persistdata={worldtemperature={seasontemperature=21.666666666667,daylight=true,noisetime=443870.90625,season="spring",phasetemperature=0.10158719298243},seasons={elapseddaysinseason=4,premode=false,remainingdaysinseason=8,lengths={summer=5,autumn=20,spring=12,winter=10},totaldaysinseason=12,mode="cycle",season="spring",segs={summer={night=4,day=11,dusk=1},autumn={night=2,day=8,dusk=6},spring={night=3,day=5,dusk=8},winter={night=6,day=5,dusk=5}}},weather={preciptype="rain",daylight=true,moistureceil=2885.0163574219,peakprecipitationrate=0.74065583944321,season="spring",moisturerateval=3.1004812788606,lightningmode="rain",moistureceilmultiplier=5.5,moisture=665.86975097656,wet=true,stopsnowthreshold=0,snowlevel=0,moisturefloormultiplier=0.25,moisturerateoffset=0,noisetime=443870.90625,moisturerate=3.1004812717438,wetness=100,temperature=20.096961850514,nextlightningtime=34.552629933598,startsnowthreshold=-5,precipmode="dynamic",moisturefloor=262.04702758789,moistureratemultiplier=1},clock [**truncated**]
       success = true
       savedata = table: 0xa8440d0
    =[C]:-1 in (method) GetPersistentString (C) <-1--1>

    [00:00:21]: [string "scripts/prefabs/skeleton.lua"]:258: table index is nil
    LUA ERROR stack traceback:
        scripts/prefabs/skeleton.lua:258 in (local) custom_init (Lua) <231-262>
        scripts/prefabs/skeleton.lua:191 in (upvalue) common_fn (Lua) <177-216>
        scripts/prefabs/skeleton.lua:265 in (field) fn (Lua) <264-280>
        scripts/mainfunctions.lua:148 in () ? (Lua) <137-179>
        =[C]:-1 in (method) SpawnPrefab (C) <-1--1>
        scripts/mainfunctions.lua:193 in (global) SpawnPrefab (Lua) <190-195>
        scripts/mainfunctions.lua:199 in (global) SpawnSaveRecord (Lua) <197-235>
        scripts/gamelogic.lua:409 in (upvalue) PopulateWorld (Lua) <242-444>
        scripts/gamelogic.lua:635 in (upvalue) DoInitGame (Lua) <523-721>
        scripts/gamelogic.lua:753 in (upvalue) cb (Lua) <748-754>
        scripts/saveindex.lua:268 in () ? (Lua) <250-269>
        =[C]:-1 in (method) GetPersistentString (C) <-1--1>
        
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    
    [00:00:21]: SpawnSaveRecord [nil, skeleton_player] FAILED    

    please take a view

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    • Developer
    23 minutes ago, vosdbk said:

    After i update the server, it can not be started, the error log is

    Please try to verify your game cache. If that doesn't help, then it's possible that you may have mods that are overriding our constants.

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    6 minutes ago, V2C said:

    Please try to verify your game cache. If that doesn't help, then it's possible that you may have mods that are overriding our constants.

    thank u, i recreate a world and try again

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    47 minutes ago, vosdbk said:

    thank u, i recreate a world and try again

    It looks like "Extra Equip Slots" mod is causing the issue.

    I disabled this mod and i was able to join my old world fine.

    Also after regenerating the world, i could join the game with no problem with this mod enabled, but crashes as soon as i pick up a backpack.

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    So umm... I'm currently playing in the Klei-hosted Singapore server and well... it keeps "shutting down" as in kicking everyone out and then we all scramble back in it up again, also, I went into the caves and I found a portal spawned in the same sever...

    20160420105621_1.jpg

    (IDK if it has something to do with the update but even now, we all keep getting disconnected from the server after a few people get in)

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    9 minutes ago, Asparagus said:

    nevermind, it restarted with:

    20160420111444_1.jpg

    is it dedicated server? I couldn't change the new world settings so it should be at default..

    the only new thing i was able to find was stone tree and gekkos in the rock biome.. never seen anything like that...

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    5 minutes ago, KimThought said:

    is it dedicated server? I couldn't change the new world settings so it should be at default..

    the only new thing i was able to find was stone tree and gekkos in the rock biome.. never seen anything like that...

    4 hours ago, V2C said:
    • New Grass variant: Grass Gekko
    • New Twig variant: Twiggy Tree
    • New Berry Bush variant: Juicy Berry Bush
    • New Rock variant: Petrified Tree

    I havn't found the tree and the geckos yet either

     

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