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Version 0.9.809 Update
The increased size cap effectively eliminates restrictions within build areas, the only way to hit the cap is to extend far outside the build area. It makes it easier to stretch a quick runway or make really big parts for large ships. Some parts that start small may hit the cap sooner. Things like steering wheels and fuel tanks can no longer be used as the root for structures. The reason for this is that it defies some of the schema for how vessels are expected to be constructed which can cause structures to take lots of damage when impacted. Valid roots are now things like cubes or other simple shapes (and hulls). An easy root to have is a cube that you mark with a specific color to note it as the root and hide it away somewhere so you can move it later if needed. If you have structures with roots that are no longer allowed, they will still work but likely suffer from extreme damage when impacted. Catching fish with a Nautikin is client side, because fish are not synchronized in multiplayer due to the extreme amount of fish (saves a lot of time/network messages). Though this will likely not be noticeable unless 2 players are fishing in the same location and discuss the fish they are fishing. In any case, when you catch a fish you receive a fish regardless of if other players are catching the "same" fish in a similar location. Fish will react to a member of their group being taken and become harder to catch. They will calm down if you return later. Eating fish meat will restore a small amount of health but cannot be used to revive Nautikins. All caught fish result in the same type of fish meat but result in different amounts. Fish meat spawned from killing fish with harpoons will not be saved and despawn after a while if not picked up. Fish containers can hold any type of fish like meat (Fish, Shark, Turtle, Whale, etc.), but will not allow any other item type. You can sell the fish container inventory when nearby buy shacks. Catching fish with nets only requires the boat be moving and nearby fish. The fish do not have to go into the net physically. The orientation of the net relative to the fish does matter. Fishing nets do not have collisions for performance reasons / limitations of the physics engine. Each fish container can hold 1200 kg of fish. You can put fishing parts on structures, but they will not do anything (except for passive fish storage). The fish container can be used without the fishing net, but the fishing net will not do anything without a fish container. When you drop items underwater, they tend to simply stay in the water where you dropped them. However there are/were some unintended side effects with this behavior such as dropping an item underwater above a submarine will make it attach to the submarine but still float above it, so instead now it will snap when underwater and dropped above a vessel. Additionally since this dropping behavior is not a saved action, if you park a submarine under previously dropped items they may decide to snap to the submarine on load rather than continue floating. The intent with this behavior is that if at any point you drop an item above a vessel you want it to stay with the vessel and if you do not you don't want it to sink into the ocean. There are now 200 parts in the game. Guides will be updated / added for fishing soon.
https://steamcommunity.com/sharedfiles/filedetails/?id=3428760095
[ 2025-02-16 18:15:29 CET ] [ Original post ]
Changes
- Added Fish meat item
- Added FishContainer part
- Added FishingNet part
- Added FishingBoatHull part
- Added FishingBoatEngine part
- Added Fishing UI Indicator
- Added Nautikin interaction to containers for "e" input
- Added a mechanic for Nautikins to catch fish via interaction mode
- Added more nonsense messages
- Added collisions to other items of significant size for consistency
- Fixed a misname/typo for StandardPlaneSeaLandingGear
- Fixed a bug with the physics engine for steel cables and exiting vessels
- Fixed a bug with structure damage
- Fixed a bug with VFX related to instant explosions
- Fixed a UI bug with new button in build mode when loading an un-named structure
- Fixed a tolerance issue with certain parts when building structures
- Fixed some issues with repeated interactions using "e"
- Fixed a UI bug with "Crate" vs "Container"
- Fixed various item configs related to collisions
- Fixed some problems with med kit model
- Fixed a bug with underwater items floating when dropped on submarines
- Fixed a bug with interacting around fish underwater
- Fixed some UVs on RacingDriverSeat
- Fixed some vertices on RacingDriverSeat
- Fixed a bug with stretching complex parts in build mode
- Fixed a bug with aircraft wings and buoyancy on boats
- Fixed some unobtainable part unlocks at Turris in campaign
- Fixed some UVs on cargo engine part
- Fixed some artifacts on deck harpoon launcher views
- Fixed a bug where changing the resolution while using deck weapons can move aimers
- Fixed some issues with steel cables attached to cranes from containers
- Fixed an issue in campaign where destroyed vessels would attempt to calculate a refund even though the result will always be 0
- Fixed a bug in campaign where you might not be charged for crew members when exploding
- Securing/unsecuring containers will now remove any attached ropes or cables
- Adjusted some LODs on Nautikins
- Adjusted direct interactions with speed boat wheel
- Adjusted some items LODs
- Propellers and other blades will now do damage to Nautikins while on magnet lift
- Increased max part size to make it easier to build runways
- Landing aircraft on vessels that are on fire will now cause them to explode
- Moving or Network parts can no longer be used as roots for structures
- When disembarking with CTRL+E you will now be given the Nautikin you embarked with if available
- Unlocking parts from blueprints now plays sound fx in campaign
- Optimized colliders on cargo engine part
- Minor optimizations for interaction mode
- Minor optimizations for fish
- Minor optimizations for sharks
- Minor improvements to load times
- Changed the way that obtaining stacks of items adds to existing stacks
- Changed the order of the part list in build mode
- Fish can now be killed with harpoons
- Storage container parts are now renamable
- Sails no longer work underwater.
Notes
The increased size cap effectively eliminates restrictions within build areas, the only way to hit the cap is to extend far outside the build area. It makes it easier to stretch a quick runway or make really big parts for large ships. Some parts that start small may hit the cap sooner. Things like steering wheels and fuel tanks can no longer be used as the root for structures. The reason for this is that it defies some of the schema for how vessels are expected to be constructed which can cause structures to take lots of damage when impacted. Valid roots are now things like cubes or other simple shapes (and hulls). An easy root to have is a cube that you mark with a specific color to note it as the root and hide it away somewhere so you can move it later if needed. If you have structures with roots that are no longer allowed, they will still work but likely suffer from extreme damage when impacted. Catching fish with a Nautikin is client side, because fish are not synchronized in multiplayer due to the extreme amount of fish (saves a lot of time/network messages). Though this will likely not be noticeable unless 2 players are fishing in the same location and discuss the fish they are fishing. In any case, when you catch a fish you receive a fish regardless of if other players are catching the "same" fish in a similar location. Fish will react to a member of their group being taken and become harder to catch. They will calm down if you return later. Eating fish meat will restore a small amount of health but cannot be used to revive Nautikins. All caught fish result in the same type of fish meat but result in different amounts. Fish meat spawned from killing fish with harpoons will not be saved and despawn after a while if not picked up. Fish containers can hold any type of fish like meat (Fish, Shark, Turtle, Whale, etc.), but will not allow any other item type. You can sell the fish container inventory when nearby buy shacks. Catching fish with nets only requires the boat be moving and nearby fish. The fish do not have to go into the net physically. The orientation of the net relative to the fish does matter. Fishing nets do not have collisions for performance reasons / limitations of the physics engine. Each fish container can hold 1200 kg of fish. You can put fishing parts on structures, but they will not do anything (except for passive fish storage). The fish container can be used without the fishing net, but the fishing net will not do anything without a fish container. When you drop items underwater, they tend to simply stay in the water where you dropped them. However there are/were some unintended side effects with this behavior such as dropping an item underwater above a submarine will make it attach to the submarine but still float above it, so instead now it will snap when underwater and dropped above a vessel. Additionally since this dropping behavior is not a saved action, if you park a submarine under previously dropped items they may decide to snap to the submarine on load rather than continue floating. The intent with this behavior is that if at any point you drop an item above a vessel you want it to stay with the vessel and if you do not you don't want it to sink into the ocean. There are now 200 parts in the game. Guides will be updated / added for fishing soon.
Fishing boat
https://steamcommunity.com/sharedfiles/filedetails/?id=3428760095
[ 2025-02-16 18:15:29 CET ] [ Original post ]
Nautikin Adventures
Revmatek
Developer
Revmatek
Publisher
2023-03-31
Release
Game News Posts:
42
🎹🖱️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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