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Version 0.8.354 Update
This build mostly contains things that were pushed out of the last build for one reason or another, including some user requests. Vessels that have not been saved or vessels with unsaved changes will no longer disappear when clicking the "Exit" button in the drydock. Instead the in progress vessel will sit there until the next time you activate that build area. This is useful when exiting the drydock to check on other things rather than launching. Additionally launching a vessel does not remove the in progress vessel from memory so the behavior of "Exit" and "Launch" will now be consistent. The only way to clear it out now will be a deliberate action such as creating a new vessel or loading a different one. The goal of the rope changes is to make boats more maneuverable while tied to docks and prevent boats being pulled underwater with tide changes. It is still possible to get pulled under with ropes if you do not tie them off above the water. Slow move is activated with the space bar. Slow move can be used in combination with Fast move to produce a sort of medium movement speed relative to the normal movement. The unwrap mode is similar to the paint mode for materials in that it changes the appearance of the material, mainly to make smaller shapes look better / less tiled when scaled larger. Tiling is the default mode. Some meshes work well with unwrap, mostly uncomplicated parts like cubes and simple shapes, other things like complex hulls need to be reworked maybe in the future to better support unwrapping. Not everything will look good unwrapped. The part destruction indicator will become active if a part is destroyed meaning the boat is beyond repair and that the hull integrity may not represent the status of the entire boat being fully repaired but rather that every remaining part has been repaired. You can use ropes while climbing on ladders but ropes cannot be attached to climbing Nautikins. Leaving default Player.log enabled until the next build because crashes have not reoccurred. It's possible the engine crashes because Player.log is not enabled. That would be ironic. Then I will probably disable it if and see if crashes return. Long fuel connectors are sold at Portus. Fuel cables will still use line of sight to prevent self collision with the vessel, meaning that if the cable starts wrapping around the vessel it will break, but it will no longer break from other objects lightly touching it such as Nautikins. Saved dropped items will be lost because the save structure has changed to accommodate moving parts. Guides have been updated. Uploaded this cool boat used during testing: https://steamcommunity.com/workshop/filedetails/?id=3117333857
[ 2023-12-18 22:19:54 CET ] [ Original post ]
Changes
- Added slow move input to build mode
- Added FastMove / SlowMove to keybindings
- Added build move speed to control settings
- Added speed input to build ghost camera
- Added build mode setting for adjusting placement when scaling
- Added "Remove all waypoints" to server tab
- Added "Stop all activities" to server tab
- Added unwrap mode for materials
- Added part destruction indicator to hull integrity
- Added reset zoom keyboard options
- Added fuel cable visualization during placement
- Added transfer warning dialog to inform the player if the runway or drydock already has a vessel when attempting to transfer
- Added "Long fuel connector"
- Added "BoatTunnel" part
- Activities can now be accessed from the map
- Transfering vessels now removes the original
- In progress vessels that have no been saved will no longer be deleted when exiting the build area
- Made part filter button tooltips faster
- Fixed some sync issues with crates
- Fixed bug where picking up crates from the bottom of a stack would not cause the stack to fall
- Fixed a PhysX bug with ropes and mirrored parts
- Fixed bug with amount dialog
- Fixed bug where waypoints on the map can display over UI / buttons
- Fixed a warning in main menu
- Fixed a multiplayer bug where Nautikins revived on vessels could float slightly until they move
- Fixed timing issues with complex boats with many seats that could cause problems with Nautikins
- Fixed multiplayer bug that caused control to be released when destroying someone elses seat
- Fixed a bug with aircraft audio when joining sessions
- Fixed multiplayer bug related to rejoining / respawning client vessels after disconnecting during spawn
- Fixed a spawn order problem related to sub vessels
- Fixed some problems with immortal async threads
- Fixed some map bugs where icons would move around on clients while being launched / recovered
- Fixed a bug with store inventory calculations and amount dialog
- Fixed a bug with fuel transfer rate when engine is running and both tanks are full
- Fixed some timing issues with dropping items and players joining in multiplayer
- Fixed a bug with collision event tracking related to items
- Fixed Ramp part config
- Fixed some problems with material groups related to lights
- Fixed some weird behavior with undoing mirror parts
- Fixed a bug with Unity logging
- Fixed a bug with ballast tanks being controlled in aircraft mode
- Fixed a bug with fog lights
- Fixed a bug with platforms related to spontaneous levitation
- Fixed a bug that prevented using crew disembark button as observer
- Fixed a bug with platform movement and rotated parts
- Fixed a bug with platform movement in first person
- Fixed a multiplayer bug with Server cleanup all options
- Fixed a bug that allowed exiting the build area while a vessel was still being loaded
- Fixed a bug that allowed loading in build area while a vessel was still being loaded
- Fixed a bug where server tab could become enabled on client
- Fixed a bug with cleaning up items
- Blind fix for some spatial audio issues
- Center of mass will now reset to default position when re-entering an empty build area
- Center of mass will now reset when creating a new vessel prior to placing the first part
- Improved jet engine placement for normal align
- Nautikins now adjust for sea level changes in multiplayer
- Anchor chains will now change max length with sea level changes to prevent pulling small boats underwater
- Changed the way physics works when attaching boats to docks with ropes to better match harpoons
- Changed behavior for adjustments for parts with placement triggers
- Changed default chat enable state in multiplayer for server
- Improved physics behavior when Nautikins are tied to objects
- Improved position sync when launching vessels as clients
- Can no longer attach ropes to climbing Nautikins
- Activities will now populate while the UI is open when new activities are available
- Activities will now update in multiplayer on clients when the server changes activities while the UI is open
- "Paint mode" now displays as "Paint" to save space
- Updated configs for fixed weapon normal align
- Updated welder LODs
- Stores no longer attempt to calculate cost in sandbox mode
- Airport buy shack now sells fuel cables
- Improved buy shacks ability to refill multiple stacks
- Improved dropping items at feet when obstructed
- Store inventories are now cleared when full of sold items
- Store inventory UI will now refresh if you happen to have it open when it refills
- Buy shacks now have more slots
- Fuel cable setup will now cancel when you change Nautikins and other obvious cases
- No longer prevented from using ropes while on ladders
- Fuel connection will now cancel if connector is destroyed
- Fuel cables will no longer be destroyed when they lose line of sight
- Fuel cables will now be destroyed when they impact something with significant force
- Fuel connection setup can now be canceled with right click the same as ropes
- Fuel cables can now be destroyed by projectiles
- Fuel cable setup is now started with right click to accommodate other options
- Items dropped on parts that have been destroyed will now be destroyed
- Dropped items will now move with moving parts
- Updates to debug info
- Steam client send buffer failure will now trigger an auto disconnect
- Build mode undo stack is now more robust
- Mirror mode is now tracked by undo stack
- Logging now prints game version
- Audio sources are no longer pooled
- Flares can no longer damage vessels
- Current activity details are now cleared when ending activity on server
- Mod manager now checks to see if mod is already loaded when attempting to load a mod after rejoining a session
- Improved vessel angle synchronization in multiplayer
Notes
This build mostly contains things that were pushed out of the last build for one reason or another, including some user requests. Vessels that have not been saved or vessels with unsaved changes will no longer disappear when clicking the "Exit" button in the drydock. Instead the in progress vessel will sit there until the next time you activate that build area. This is useful when exiting the drydock to check on other things rather than launching. Additionally launching a vessel does not remove the in progress vessel from memory so the behavior of "Exit" and "Launch" will now be consistent. The only way to clear it out now will be a deliberate action such as creating a new vessel or loading a different one. The goal of the rope changes is to make boats more maneuverable while tied to docks and prevent boats being pulled underwater with tide changes. It is still possible to get pulled under with ropes if you do not tie them off above the water. Slow move is activated with the space bar. Slow move can be used in combination with Fast move to produce a sort of medium movement speed relative to the normal movement. The unwrap mode is similar to the paint mode for materials in that it changes the appearance of the material, mainly to make smaller shapes look better / less tiled when scaled larger. Tiling is the default mode. Some meshes work well with unwrap, mostly uncomplicated parts like cubes and simple shapes, other things like complex hulls need to be reworked maybe in the future to better support unwrapping. Not everything will look good unwrapped. The part destruction indicator will become active if a part is destroyed meaning the boat is beyond repair and that the hull integrity may not represent the status of the entire boat being fully repaired but rather that every remaining part has been repaired. You can use ropes while climbing on ladders but ropes cannot be attached to climbing Nautikins. Leaving default Player.log enabled until the next build because crashes have not reoccurred. It's possible the engine crashes because Player.log is not enabled. That would be ironic. Then I will probably disable it if and see if crashes return. Long fuel connectors are sold at Portus. Fuel cables will still use line of sight to prevent self collision with the vessel, meaning that if the cable starts wrapping around the vessel it will break, but it will no longer break from other objects lightly touching it such as Nautikins. Saved dropped items will be lost because the save structure has changed to accommodate moving parts. Guides have been updated. Uploaded this cool boat used during testing: https://steamcommunity.com/workshop/filedetails/?id=3117333857
[ 2023-12-18 22:19:54 CET ] [ Original post ]
Nautikin Adventures
Revmatek
Developer
Revmatek
Publisher
2023-03-31
Release
Game News Posts:
36
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
6 user reviews
(6 reviews)
Nautikins
The Nautikins have evolved from a species similar to dolphins to inherit the planet after untold eons. Masters of boat building they have set out to dominate the seas with exploration and shipping routes.Features
- Boat building
- Buoyancy physics
- Plane building
- Helicopter building
- Airfoils / Aero drag
- Multiplayer
- Vessel building system
- Dynamic weather
- Dynamic ocean simulation (waves)
- Underwater simulation
- Many islands to explore
- Inventory system
- Vessel damage system
- Trade routes and shipping
Building
There is an elaborate vessel building interface that allows you to build sea or air vessels in an open world drydock or runway respectively.Building vessels can be complicated, so check out some of the community guides
Exploration
A massive open world / ocean map filled with islands awaits you! Be warned though! If you go to far out to sea (currently ~50km), the sea monsters may think you are lunch.Multiplayer
Multiplayer supports every feature that is supported in single player. You can build boats and deploy them and your friends will see them and be able to crew or captain them. Some functionality may be authorized only by the owner of the server depending on the effect.Chat
The game includes a very basic low profile text based chat to allow for communication during multiplayer. It is intended primarily as a quick message relay and to aid players in connecting on Discord or Steam chat.Weather
Physical weather systems (Rain, Storms, Fog, Wind, etc.) move around the map and can be monitored for your vessels safety on a journey. The further away from the protection of the islands the more intense the affect the weather will have on your vessel and the ocean waves around you. Be prepared for severe weather such as "tidal" force waves and whirlpools.MINIMAL SETUP
- OS: SteamOS. Proton 7.0
- Processor: AMD Zen 2 4c/8t. 2.4-3.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD 8 RDNA 2 CUs. 1.6GHz
- Storage: 10 GB available space
- OS: SteamOS. Proton Latest
- Processor: AMD Ryzen 5Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD RX 6600 or betterNetwork: Broadband Internet connection
- Storage: 15 GB available space
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