Developer V2C Posted April 19, 2016 Developer Share Posted April 19, 2016 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. View full update 28 Link to comment Share on other sites More sharing options...
Magicus Posted April 19, 2016 Share Posted April 19, 2016 first also nice changes /rescue worries me a little bit because im sure it's gonna be exploited somehow Link to comment Share on other sites More sharing options...
MerelyMelly Posted April 20, 2016 Share Posted April 20, 2016 Sooo.. I see we got some "diseased" resources with this new update. Here's all the images I was able to find: Diseased Berry Bush, Grass, and Sapling Spoiler Disease "cloud" Spoiler Grass Gekko: regular and diseased Spoiler Juicy Berry and Juicy Berry Bush: normal and diseased Spoiler Petrified Trees Spoiler Twiggy Bush: seed, normal, and diseased Spoiler Wondering if the "diseased" resources will act like poison from DS. 8 Link to comment Share on other sites More sharing options...
GuyNamedChris Posted April 20, 2016 Share Posted April 20, 2016 8 Link to comment Share on other sites More sharing options...
Soto8969 Posted April 20, 2016 Share Posted April 20, 2016 8 minutes ago, MerelyMelly said: Wondering if the "diseased" resources will act like poison from DS. Maybe "Diseased"resources would be for worlds that are really old? 1 Link to comment Share on other sites More sharing options...
RickyakaBlitz Posted April 20, 2016 Share Posted April 20, 2016 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. 1 Link to comment Share on other sites More sharing options...
1v0 Posted April 20, 2016 Share Posted April 20, 2016 (edited) 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 April 20, 2016 by 1v0 3 Link to comment Share on other sites More sharing options...
GiddyGuy Posted April 20, 2016 Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
Corporal_Michael Posted April 20, 2016 Share Posted April 20, 2016 (edited) @V2C how do i need to edit worldgenoverride.lua for Master and Caves to regenerate a new world with these changes? Edited April 20, 2016 by Corporal_Michael 1 Link to comment Share on other sites More sharing options...
MerelyMelly Posted April 20, 2016 Share Posted April 20, 2016 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. 3 Link to comment Share on other sites More sharing options...
RickyakaBlitz Posted April 20, 2016 Share Posted April 20, 2016 Just now, MerelyMelly said: Well, we're not even sure what the diseased resources do yet. Example : Diseased Berry bushes give you rot, instead of berries. I just dont know how i feel about this Link to comment Share on other sites More sharing options...
MerelyMelly Posted April 20, 2016 Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
Developer V2C Posted April 20, 2016 Author Developer Share Posted April 20, 2016 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 Link to comment Share on other sites More sharing options...
vosdbk Posted April 20, 2016 Share Posted April 20, 2016 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 Link to comment Share on other sites More sharing options...
T4T3RGR3NAD3R Posted April 20, 2016 Share Posted April 20, 2016 *is on vacation* 1 Link to comment Share on other sites More sharing options...
Asparagus Posted April 20, 2016 Share Posted April 20, 2016 Yes, yes... my nomadic training will greatly benefit from this... 3 Link to comment Share on other sites More sharing options...
Developer V2C Posted April 20, 2016 Author Developer Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
vosdbk Posted April 20, 2016 Share Posted April 20, 2016 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 Link to comment Share on other sites More sharing options...
KimThought Posted April 20, 2016 Share Posted April 20, 2016 57 minutes ago, V2C said: They should be enabled by default after regenerating without changing worldgenoverride.lua thank you. but what would i do if i don't want to choose default after regenerating the world? Link to comment Share on other sites More sharing options...
KimThought Posted April 20, 2016 Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
Asparagus Posted April 20, 2016 Share Posted April 20, 2016 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... (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) Link to comment Share on other sites More sharing options...
McLovinDST Posted April 20, 2016 Share Posted April 20, 2016 (edited) Retracted Edited November 20, 2020 by McLovinDST Retracted Link to comment Share on other sites More sharing options...
Asparagus Posted April 20, 2016 Share Posted April 20, 2016 nevermind, it restarted with: 1 Link to comment Share on other sites More sharing options...
KimThought Posted April 20, 2016 Share Posted April 20, 2016 9 minutes ago, Asparagus said: nevermind, it restarted with: 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... Link to comment Share on other sites More sharing options...
Asparagus Posted April 20, 2016 Share Posted April 20, 2016 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 Link to comment Share on other sites More sharing options...
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