Version 0.9.524 Update
In a very early version of the game there was a day/night cycle (which is why the crane original had lights too!), however it had some pretty serious graphical problems like performance or being too dark at night. Now it is back! Completely gutted and fast. The day night cycle will integrate with everything like the ocean, weather, music, etc. Clients can decide if they would rather use the always day option (which will simply behave as it has for a long time with the sun moving around in the sky). Additionally you can choose for it to always be day when in build mode. The day/night cycle is 24 minutes (12 minutes night / day). The tide will now be linked to the length of the day for the day/night cycle, but will be active regardless. Because of this it may abruptly change from what was saved for the first time you load an old save. I considered having this value migrate but it created unwanted problems. The default time / tide will be noon (12pm) It is not recommended that you use the anchor with the magnet lift. The anchor part will now be destroyed if it is deployed and you attempt to grab it with the magnet. This because you need to retract it and bad things happen if you don't. It cannot function while on the magnet lift and destruction is better than the alternative mixed physics scenario (unpredictable physics, performance issues, unexpected explosions, etc.). It is also preferred to instantly retracting it. You can no longer deploy the anchor when on the magnet lift. There was some sort of physics timing issue with containers and structures (vessels that have physics but do not move). It seems like it works fine when you first try, but loading a save later it will become difficult to move containers, the current solution to this is to remove this behavior from structures entirely, so now any moving parts on structure will no longer move containers on top of them (there is really no current purpose for that anyway, it makes more sense for boats). For now containers will treat structures the same way that they treat the map. The map jump to dropdown will now have the most recent vessel at the top of the list. Nautikins will always be at the bottom of the list in the most recent order. If you eliminate the entire crew of a pirate ship and take control of it, it will then become yours to use as a normal vessel. You can complete the seek and destroy activities now by stealing all of their ships. If a pirate ship has no driver outside the seek and destroy area, it will self-destruct, so you must capture it inside the area. Capturable pirate vessels will appear white on the map. Once you take over a pirate ship (enter the driver seat), even if you have not killed all of the crew, you will be able to use other seats to observe the vessel. You cannot capture pirate bases, this is mainly because they require build areas to be used by players and pirate bases are not setup the same as normal structures. A "weird" position for a seat would be anything very close that could potentially place your collisions inside of another object. Examples of this include but at not limited to, standing too close when you enter a seat, standing on top of a seat when you enter, position timing related to multiplayer, being "inside" of a seat when you enter. Because wings can now be destroyed directly, they will be slightly less performant. Anything attached to a wing will also explode with the wing (similar to fuel tanks). As a side affect, taking fire from pirates or other players will now be less effective in the immediate destruction of an aircraft (instead you may just lose a wing). You can also continue to fly with this damage unlike hull damage. There are a couple common reasons that a Steam Workshop upload can fail (they are outlined in the guides). For uncommon reasons, or those who do not wish to read the guides but are for some reason instead reading the logs, you will be able to google the error code and likely determine the problem with your Steam account and then reattempt the upload. Vessel configuration is not enabled for the demo version of the game. Fuel groups allow you to configure the groupings and order in which fuel is consumed. This is useful for aircraft that may have fuel tanks on the wings for keeping the center of mass stable while using fuel. Vessels that do not have fuel groupings configured will by default have a different group for each fuel tank. Fuel groups can still become unbalanced if you intentionally turn off one of the fuel tanks in a group, they will not retroactively correct the fuel usage. Fuel tanks that are not assigned to a fuel group when fuel groups are created will be added last in priority to their own fuel group. Fuel groups do not affect fuel transfer mechanics. Toggle groups allow you to configure groups of parts you wish to turn on / off as a group. This is useful for switching between missiles and guns without having to manually toggle each part with interaction mode. You can only bind keys for the toggle group in build mode. These groups are saved with the vessel. Toggle groups can only be controlled by the driver (not observers). The toggle groups will allow you to assign groups to the same key so you can switch between them, but use this with caution with existing keybindings unrelated to toggle groups. It is entirely possible there are combinations with other bindings that may cause currently unknown problems. Using 0-9 on the keyboard is probably a safe bet. If you want to switch between 2 weapons, an easy way to do this is to create a group for each set of weapons with the same key and have them with inverted default states (one starts on, the other starts off), then you can toggle between them by pressing a single key. If you want to switch between 3 or more sets of weapons it will be a bit more complicated. You will need 2 groups for each set of weapons you want to turn on with a single key, both assigned to the same key. The first group is meant to turn on the desired weapons and should be set to "Always turn on" which will always attempt to toggle on the part regardless of it's current state. The second group should contain a list of the weapons not meant to be turned on (every other weapon except the ones in the first group). Once you have created groups for all the different weapon types, make sure the one you want on by default is the last one in the list/priority, that way it will be activated when you launch the vessel after all the other groups. The more weapons you want to use, the more cumbersome this becomes because each off group will need a complete list of weapons to turn off. If done successfully you will in this example have 6 groups (3 on, 3 off), with 3 different keys assigned. Toggle and fuel groups are not included in the undo stack, so if you delete a part that was assigned to a group it will not update the group until you edit the group later. However, any parts that were delete will obviously no longer be affected by that group. Renamed beacons will display the new name on the HUD instead of the vessel name. There is now a random possibility (basically at any time after launch) that a engine may spontaneously take damage from a screw flying lose, overheating, or however you wish to interpret it. The probability of this occurring is very low, but will increase in likelihood the longer the engine is on (up to 1 hour). Prolonged use of engines will only cause damage if the engine is on. Engines that are already damaged will not explode from prolonged use, they will just be very slow. It may not be visually apparent your boat engine takes damage right away if the engine is completely underwater, but it will show in your hull integrity. You may also be able to tell which engine is damaged based on the rpms and thrust output. Repairing vessels will not prevent future damage. Periodically turning off your engines will mitigate random engine damage. Damage will range from a small amount of smoke to a large fire. For boats you may simply need to stop and repair your engine. If there is a fire you will need a fire extinguisher of some sort. For jets, you will most likely need to make an emergency landing if you only have one engine, however you will probably be fine in the air for a while. For piston driven planes and helicopters, this becomes a life threatening event and you must make an emergency landing immediately or risk disaster.
[ 2024-11-18 13:37:32 CET ] [ Original post ]
Changes
- Added new day/night cycle
- Added time of day UI to map
- Added debug info for time of day
- Added new misc. setting for day only while building
- Added new misc. setting for disabling day/night cycle
- Added more nonsense messages
- Added gamma correction setting
- Added hot keys for throttle and steering lock
- Added a feature to rename parts in build mode
- Added character limits to save names
- Added new feature for fuel groupings in build mode
- Added new feature to set fuel amounts in build mode
- Added new feature for toggling groups of parts in build mode
- Added new feature for aircraft configuration (trim) in build mode
- Added new feature for changing vessel map icon in build mode
- Added interactions to hand motor part
- Fixed a bug with destroyed fuel pump and multiplayer on join
- Fixed an internal issue with audio system
- Fixed a bug with palm trees and ocean reflections
- Fixed a bug with rain fog when exiting water into rain
- Fixed a bug with anchors and magnet lifts
- Fixed a bug where anchors are not cleaned up when the part is destroyed
- Fixed some jank with anchor physics initialization
- Fixed a bug with controlling vessels on magnet lifts attached to structures
- Fixed a bug with picking up aircraft with magnet lifts and drag
- Fixed a bug with pushing containers on structures
- Fixed a bug with saved AI pirate dreadnaughts where crewless cannons will not fire/operate
- Fixed a bug where you cannot directly enter a pirate driver seat with E
- Fixed a bug where dead pirates never cleanup if saved at a specific time
- Fixed a bug where seek and destroy status does not update right away when pirates are killed
- Fixed a bug where seek and destroy status is incorrectly calculated for dead pirates
- Fixed a bug with re-deploying structures and Nautikin seat exit positions
- Fixed a bug that could in some cases not load destroyed parts correctly
- Fixed a bug with build mode where it can be difficult to select parts that do not allow adjustments
- Fixed a bug where vessels on magnets can create huge wakes
- Fixed a bug with magnet lift and collisions
- Fixed a bug where crane data can be loaded twice from a save
- Fixed a bug where you can grab vessels secured with steel cables with magnet
- Fixed a bug with rope purging when ropes are not allowed
- Fixed some bugs with joining multiplayer while vessels are on magnets
- Fixed some floating concrete near the towers on Portus
- Fixed a bug where trim may be applied to tail rotors
- Fixed a bug in multiplayer where aircraft engines created by other players would stop when the client controls them for the first time
- Fixed a bug with mix throttle gearing sync in multiplayer
- Fixed a bug with landing gear audio distance
- Fixed some timing errors that could occur when updating bots
- Fixed a potential issue that could block saving temporarily for cables that were cleaned up recently
- Fixed a bug with point blank projectiles not being able to fire at fast moving vessels they are currently on
- Fixed a bug where spamming switch seats and disembark can disembark multiple Nautikins
- Fixed a bug with highlight parts and tooltips in build mode
- Fixed a bug with jet fuel tank and mass in design mode
- Fixed a bug with jet fuel tanks fuel amount
- Fixed a bug with being unable to fire when other fixed weapons are destroyed
- Fixed a bug with weapon aimer UI and destroyed weapons
- Fixed a bug with part highlights when turning off mirror mode after switching between parts
- Fixed a bug with square light parts in multiplayer
- Fixed a bug where you can interact with beacons on pirate ships
- Fixed a bug with automated pirate cannons cleanup
- Fixed a bug with fixed fire monitor and floating origin
- Fixed a bug with bots and subvessels
- Updated ocean lighting
- Updated limits for bot trim
- Changes to fog related weather (rain, fog)
- Changed tide UI on map
- Changed visuals for center of mass in build mode
- Changes to skybox fog for view distance
- Changed how volcano smoke moves with wind
- Changed the behavior of pirate vessel passenger seats
- Changed the way that magnet lifts handle anchors
- Changed some keybinding UI labels
- Changed the way that harpoon projectiles stick to cranes
- Changes to flares for night
- Steam API updates
- Removed a weather routine that was not used by clients
- Tide is now tied to the day/night cycle time
- Increased brightness for explosions
- Increased brightness for muzzle flashes
- Improvements to weapon effects
- Lights are now displayed in build mode
- Light optimizations
- Anchors will now explode if you attempt to pick up the vessel with a magnet lift while it is deployed
- Increased anchor sensitivity for sea level changes
- Inverted map vessel selection dropdown so that most recent vessels are on the top
- Pirate vessels can now be stolen and kept in seek and destroy.
- If you get in a seat from a very close weird spot, you will now be placed at a more appropriate spot on exit
- Vessels currently on magnet lifts will now save
- Vessels that make contact with lava will now take damage regardless of velocity
- Adjusted audio for landing gear skid sounds
- Wings can now be blown off from damage
- Steam workshop upload will now log error codes
- Flagged various parts as renamable
- UI changes for crew allocation
- UI changes for vessel load dialog
- UI improvement for toggles
- The default keybinding for resetting part materials is now "T" instead of "F"
- Vessel engines can now take damage over time.
Notes
In a very early version of the game there was a day/night cycle (which is why the crane original had lights too!), however it had some pretty serious graphical problems like performance or being too dark at night. Now it is back! Completely gutted and fast. The day night cycle will integrate with everything like the ocean, weather, music, etc. Clients can decide if they would rather use the always day option (which will simply behave as it has for a long time with the sun moving around in the sky). Additionally you can choose for it to always be day when in build mode. The day/night cycle is 24 minutes (12 minutes night / day). The tide will now be linked to the length of the day for the day/night cycle, but will be active regardless. Because of this it may abruptly change from what was saved for the first time you load an old save. I considered having this value migrate but it created unwanted problems. The default time / tide will be noon (12pm) It is not recommended that you use the anchor with the magnet lift. The anchor part will now be destroyed if it is deployed and you attempt to grab it with the magnet. This because you need to retract it and bad things happen if you don't. It cannot function while on the magnet lift and destruction is better than the alternative mixed physics scenario (unpredictable physics, performance issues, unexpected explosions, etc.). It is also preferred to instantly retracting it. You can no longer deploy the anchor when on the magnet lift. There was some sort of physics timing issue with containers and structures (vessels that have physics but do not move). It seems like it works fine when you first try, but loading a save later it will become difficult to move containers, the current solution to this is to remove this behavior from structures entirely, so now any moving parts on structure will no longer move containers on top of them (there is really no current purpose for that anyway, it makes more sense for boats). For now containers will treat structures the same way that they treat the map. The map jump to dropdown will now have the most recent vessel at the top of the list. Nautikins will always be at the bottom of the list in the most recent order. If you eliminate the entire crew of a pirate ship and take control of it, it will then become yours to use as a normal vessel. You can complete the seek and destroy activities now by stealing all of their ships. If a pirate ship has no driver outside the seek and destroy area, it will self-destruct, so you must capture it inside the area. Capturable pirate vessels will appear white on the map. Once you take over a pirate ship (enter the driver seat), even if you have not killed all of the crew, you will be able to use other seats to observe the vessel. You cannot capture pirate bases, this is mainly because they require build areas to be used by players and pirate bases are not setup the same as normal structures. A "weird" position for a seat would be anything very close that could potentially place your collisions inside of another object. Examples of this include but at not limited to, standing too close when you enter a seat, standing on top of a seat when you enter, position timing related to multiplayer, being "inside" of a seat when you enter. Because wings can now be destroyed directly, they will be slightly less performant. Anything attached to a wing will also explode with the wing (similar to fuel tanks). As a side affect, taking fire from pirates or other players will now be less effective in the immediate destruction of an aircraft (instead you may just lose a wing). You can also continue to fly with this damage unlike hull damage. There are a couple common reasons that a Steam Workshop upload can fail (they are outlined in the guides). For uncommon reasons, or those who do not wish to read the guides but are for some reason instead reading the logs, you will be able to google the error code and likely determine the problem with your Steam account and then reattempt the upload. Vessel configuration is not enabled for the demo version of the game. Fuel groups allow you to configure the groupings and order in which fuel is consumed. This is useful for aircraft that may have fuel tanks on the wings for keeping the center of mass stable while using fuel. Vessels that do not have fuel groupings configured will by default have a different group for each fuel tank. Fuel groups can still become unbalanced if you intentionally turn off one of the fuel tanks in a group, they will not retroactively correct the fuel usage. Fuel tanks that are not assigned to a fuel group when fuel groups are created will be added last in priority to their own fuel group. Fuel groups do not affect fuel transfer mechanics. Toggle groups allow you to configure groups of parts you wish to turn on / off as a group. This is useful for switching between missiles and guns without having to manually toggle each part with interaction mode. You can only bind keys for the toggle group in build mode. These groups are saved with the vessel. Toggle groups can only be controlled by the driver (not observers). The toggle groups will allow you to assign groups to the same key so you can switch between them, but use this with caution with existing keybindings unrelated to toggle groups. It is entirely possible there are combinations with other bindings that may cause currently unknown problems. Using 0-9 on the keyboard is probably a safe bet. If you want to switch between 2 weapons, an easy way to do this is to create a group for each set of weapons with the same key and have them with inverted default states (one starts on, the other starts off), then you can toggle between them by pressing a single key. If you want to switch between 3 or more sets of weapons it will be a bit more complicated. You will need 2 groups for each set of weapons you want to turn on with a single key, both assigned to the same key. The first group is meant to turn on the desired weapons and should be set to "Always turn on" which will always attempt to toggle on the part regardless of it's current state. The second group should contain a list of the weapons not meant to be turned on (every other weapon except the ones in the first group). Once you have created groups for all the different weapon types, make sure the one you want on by default is the last one in the list/priority, that way it will be activated when you launch the vessel after all the other groups. The more weapons you want to use, the more cumbersome this becomes because each off group will need a complete list of weapons to turn off. If done successfully you will in this example have 6 groups (3 on, 3 off), with 3 different keys assigned. Toggle and fuel groups are not included in the undo stack, so if you delete a part that was assigned to a group it will not update the group until you edit the group later. However, any parts that were delete will obviously no longer be affected by that group. Renamed beacons will display the new name on the HUD instead of the vessel name. There is now a random possibility (basically at any time after launch) that a engine may spontaneously take damage from a screw flying lose, overheating, or however you wish to interpret it. The probability of this occurring is very low, but will increase in likelihood the longer the engine is on (up to 1 hour). Prolonged use of engines will only cause damage if the engine is on. Engines that are already damaged will not explode from prolonged use, they will just be very slow. It may not be visually apparent your boat engine takes damage right away if the engine is completely underwater, but it will show in your hull integrity. You may also be able to tell which engine is damaged based on the rpms and thrust output. Repairing vessels will not prevent future damage. Periodically turning off your engines will mitigate random engine damage. Damage will range from a small amount of smoke to a large fire. For boats you may simply need to stop and repair your engine. If there is a fire you will need a fire extinguisher of some sort. For jets, you will most likely need to make an emergency landing if you only have one engine, however you will probably be fine in the air for a while. For piston driven planes and helicopters, this becomes a life threatening event and you must make an emergency landing immediately or risk disaster.
Nautikin Adventures
Revmatek
Revmatek
2023-03-31
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 35
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
6 user reviews
(6 reviews)
https://store.steampowered.com/app/2244830 
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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