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Includes 174348

 

  • Default for "Changing Resources" has been changed to "none", so in a default world, the starting selection of Alternate Resources will remain for the whole game.

  • Fixed berrybushes missing from near goosemoose nests.
  • Starting Resources world customization now works when set to "classic".

  • Frozen Beefalo can no longer be mounted.

  • Juicy Berries can now be added to the Crock Pot.
  • Fixed rare crash when loading a world with burnt Twiggy Trees.

 


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14 minutes ago, Ipsquiggle said:

Default for "Changing Resources" has been changed to "none", so in a default world, the starting selection of Alternate Resources will remain for the whole game.

I don't know if I just interpreted it wrong, but the "default" option is still available, as well as a "normal" option.

  • Developer
1 hour ago, Mudley said:

I don't know if I just interpreted it wrong, but the "default" option is still available, as well as a "normal" option.

That's correct. For various reasons, we're hedging our bets here so you can leave it on Default (i.e. whatever Klei chooses) or force it to be Normal (2 per year) or None (0 per year).

Already giving my 2 cents, I think 'none' should not be the default at all, because as far as I know, TtA was supposed to add variation and uniqueness to the worlds, and by leaving it automatically on 'none', the former would already be out of the table, as the world would be stuck with one type of thing anyways.

Also, how many changes per year 'default' does?

  • Like 3
14 minutes ago, Mudley said:

Already giving my 2 cents, I think 'none' should not be the default at all, because as far as I know, TtA was supposed to add variation and uniqueness to the worlds, and by leaving it automatically on 'none', the former would already be out of the table, as the world would be stuck with one type of thing anyways.

Also, how many changes per year 'default' does?

Default is none .

from the files - 
 

Spoiler

 

 default = { NUM_PREFAB_SWAPS = 0 }, -- for now, default is "none". eventually this will be "normal"

            none    = { NUM_PREFAB_SWAPS = 0 },
            few     = { NUM_PREFAB_SWAPS = 1 },
            normal  = { NUM_PREFAB_SWAPS = 2 },
            many    = { NUM_PREFAB_SWAPS = 3 },
            max     = { NUM_PREFAB_SWAPS = GetTableSize(prefabswap_list:getPrefabSwapsForWorldGen()) },

 

 

Edited by 1v0
  • Like 1
4 hours ago, GMT said:

A server doesn't start with this hotfix.

Can someone help me to figure out a reason of this? Here is the log file.

Have you by any chance had previously enabled Extra Equip Slots API Edition mod and then replaced it by Extra Equip Slots mod?

(Shameless plug: I noticed you have enabled Moderator Commands mod. I'd recommend you to check out the forked version that has some fixes).

 

@V2C/@Ipsquiggle, it seems skeleton_player loading currently doesn't handle saved equip slots that are no longer available.

  • Like 1

@V2C Forgot to take a screenshot but saw the set piece with guard pigs and torches without their grass so basically they didn't protect anything :D Might want to have a look at that as well.

There, hope you will see this now. :)

Edited by cezarica

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