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Now live! This patch brings in the first phase of Workshop integration. Structures can now be uploaded to Steam Workshop, and other players structures can be subscribed to, making them available under the new "Workshop" tab in the structure load menu. Workshop support is intended for nearly all systems within Solace Crafting including items, enchants, recipes, monsters, skills, quests, encounters, and so forth.
Currently the item template creation/editing interface is also accessible. Though still undergoing some improvements, you can access the interface with the "i" key while in creative mode. Already the interface allows you to create new items, equipment, recipes, and so on, but is lacking in some information that should be made clear, cannot yet import sprites(icons), and is not yet connected to Steam Workshop.
There are two major changes going on right now that are going to heavily affect further Steam Workshop integration. For one, I have been re-writing the world generation system from scratch to replace the 3rd party tool that we have been using from day one. It's a handy and well written tool, but doesn't work well in the way Solace Crafting needs to use it, and is the main reason why currently loading takes so long. The current system takes around 37 seconds to load on my computer. The new system, though not yet finished, loads in less than a couple seconds. It's also designed specifically to allow for new biomes, monsters, encounters, and everything to be easily added into new and existing worlds to really work in unison with Steam Workshop and community content. A wide variety of encounters, procedural quests, and just things to do in general has always been the number one long term goal for a long-lasting mod-driven community. I'm also building it so that several different categories of render distance settings will be available to players. This way stronger computers can turn up the terrain, tree, building, or resource draw distances for example, while older computers can fine tune them to what works best for them. There are some more advanced changes in the works with distance rendering as well, but I don't want to get ahead of myself...
The other major news being, I have hired the part-time services of an outsourcing company. It's no doubt going to take them some time to dive into my 100,000+ lines of code, but I'm very excited to have some help in general with some of the things that I'm just not very good at. Namely animation and GUI design/graphics. I'm also looking to set our partners in audio to work in more sound effects in general as there are now quite a few monsters and animals with no audibles.
Also included in this patch are updates to the "new" building pieces that were added in last month, which had a number of problems, as well as 12 new animals. The animals are kind of all over the place right now, and the starting grass area is extremely flat and uninteresting due to some math errors with the current world generation system. These and a number of other problems that have been around for some time will be addressed with the replacement system which should be ready for beta before much longer.
The condensed patch notes are as follows
- Added Creative mode
- Added Item Template Editor interface to creative mode
- Added "Workshop" tab to structure loading interface
- Added "Upload to workshop" button to structure save interface
- Added thumbnail selection to the structure upload interface
- Added boars, chickens, cows, crocodiles, does, foxes, goat, hippopotami, rabbits, scorpions, snails, and stags (unique drops pending)
- Updated the majority of the new building models from 0.6.2.5 with tighter more performant models
- Facilities are now upgradeable in Multiplayer
- Items dropped within one meter of other dropped items will now combine into one bag
- Items on the ground will now decay after 24 hours
- Added /itemDecayTime and /tombstoneDecayTime to world settings and console
- Added tombstones that spawn and store the items dropped by player death
- Tombstones will decay after 7 days
- Changed the fps counter (F3) position and color and updated it to a proper UI element
- Added a new BGM track
- Upgraded Unity to 2018.4.16 LTS
- Turned on cloud saving
The latest beta patch notes are as follows:
v 0.6.3.10 2020.03.08
- Fixed navmesh data being unnecessarily recycled in some situations
- Fixed entity AI engaging navigation prior to being enable in some situations
You may need to restart Steam for the update to begin.
Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
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