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One of the biggest problems with public multiplayer servers prior to this patch was the fact that resources are incapable of respawning. This meant that the starting area was stripped clean pretty fast, and anyone new trying to join had an increasingly difficult time finding resources to start out with. This patch adds a "respawn" feature for all resources, which will now attempt to respawn 7 days after they have been harvested. This is true for herbs, trees, ore, etc. I also implemented a system where they remember how many times they are respawning so each respawn re-rolls the rarity check to determine the rarity of normal resources. Thus a common ore might respawn as a legendary ore, or vice versa. The default is set to 7 days, and is also so in single player, though this can be adjusted via the console or world settings when creating a new world. Note that respawning only happens when a terrain is "regenerated" so it cannot happen if you stand and stare at the same spot for 7 days. If you leave and come back, a check will be made against the current time, and the time the resource was harvested. A resource will fail to respawn if there are any buildings placed within a 10 meter radius. I also fixed a couple of annoying issues, one where certain recipes were not showing up as "known recipes," mostly armor pieces that even new characters should know. This was only happening when returning to the main menu from a game, then re-entering. Resource data in multiplayer was also capable of exceeding the packet limit for a single transfer causing heavily harvested terrains to not update properly. This would cause resources to remain on a client even though they weren't on the server to actually be harvested. Hopefully these two problems are now fixed for good. As setting up resource respawning had some slightly "deeper" changes, I've started back up the Tokyo server for testing. Beta players can log into the Tokyo server, which is somewhat of a weaker system than the California server, while players on the default branch can continue to log in to the California server, until beta patches have been confirmed to not cause any major problems. I tried to copy the California server to another instance and go from there, which would be a stronger, albeit slightly more expensive, Linux instance, but just copying it didn't work out. I'll probably setup a new one from scratch tomorrow in any case if all goes well. FYI, there is a bug that I spotted right away with the new beta patch. If a dedicated server attempts to create a brand new world, by defining a not yet created world in the servercfg.dat file or is simply starting up on a machine for the first time, it will not properly initialize. This is because dedicated servers will no longer force the first 4 terrains to remain active with the presence of an invisible admin "player," as the terrains need to be able to turn off and on with leaving and joining players to make resource respawning possible. I will fix that up tomorrow in any case. v 0.6.2.0 2020.01.03 - Resources will now attempt to respawn 7 days after being harvested - Added "Resource respawn rate" harvesting to world settings (/resourcerespawnrate in the console) - Added reporting of current world settings when typed into the console - Increased death marker timer from 1 hour to 4 hours - Reduced the cost of solace power upgrades - Reduced max near terrain draw distance to 1024 - Fixed void and tabula rasa potions calculating as 1 level lower than actual level - Fixed a number of equipment scaling issues - Fixed ladders throwing a harmless error - Fixed server IP not printing to the in-game console when hosting - Fixed multiplayer client day and time not updating immediately post initial connection - Fixed the possibility of multiplayer terrain harvesting data exceeding the network limits - Fixed the possibility of structure data exceeding the network limits - Fixed cases of "known by default" recipes becoming unknown You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
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