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Hey all! Joel and I will be streaming again on Friday. Hope you'll find the time to join us. We're going to show off the avatar defense system in action, cauldrons and some other fun stuff.
Twitch.tv/funcom is the place to be. We're kicking off at 5pm CEST / 11am EST / 8am PST
It is time for another edition of the questions of the week thread! This week we're reaching out on both Reddit and Steam, so we should hopefully get a wide variety of questions.
Is there something you're desperate to know about Conan Exiles, game development, Funcom as a company or the people working here? Want to know what kind of milk Joel prefers on his cereal or whether we endorse pineapple on pizzas?
This is the place to ask!
The routine is the same as last time. The thread goes up today and at the end of the week we'll lock it and pick our questions. The answers thread will go up during the weekend.
Feel free to ask whatever you want, within reason. And please, keep it kind. We might play as barbarians, but we don't have to act like them on the Internet.
We talk to NotSupere about his Celtic Manor build!
Everyone plays Minecraft differently - that's kind of the beauty of it. And while many builders like to go for the wild and fantastical, lots of you are also being influenced by more realistic architecture. Earlier this year we saw Xalima from AndyisYoda, and now we have this, a large-scale Celtic Manor from NotSupere!
The size of this build can be hard to appreciate in screens - picture the size of the trees and then scale up accordingly! Plus those two Greek statues in the courtyard aren't people sized either - they're giants!
A Minecraft builder since 2011, NotSupere is now a member of Athion Build Team, and recently sought to put his own crafting abilities to the test. "It actually started as almost a challenge to myself," he explains to us of his Celtic Manor build. "Because I had never done large-scale builds. I had only done builds that looked good in-game. So I kind of challenged myself to do a large-scale build."
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When NotSupere first discovered Minecraft, it was in the mean streets of Survival mode, until a friend convinced him to join his creative server. "My friend was building minimalistic modern at the time. He basically made me get on the server and I just started building and seemed to really like it. I didn't feel like going back to survival."
Fast forward a few years and NotSupere challenges himself to this, his first large-scale build. So what fresh problems did raising the scales introduce? Did he have to rethink any building techniques?
"Not really! It was actually a whole lot easier - like, I built that entire build in less than a week. I was actually extremely surprised by how easy it was. It was almost comical how easy it was to do and how much people liked it. Are they lying to me or something?"
Huh. That was not the answer we were expecting...
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Now before you turn green with envy and start furiously wondering how anyone could find building an entire manor in less than a week easy, note that the project wasn't without it's challenges. "I did kinda fail on this part actually; making it proportionate," concedes NotSupere.
“It was almost comical how easy it was to do and how much people liked it.”
"It looks like a very large build, but if you look at the size of the door compared to the rest of the build, it's actually a very small house - if there was an actual person that lived in there. It looks cool, but as far as actual scale, it wouldn't work. I realised that after I built it!" Always the way, eh? Still, something learnt for the next one!
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But you don't have to wait to see more of NotSupere's work - you can find his previous projects on his YouTube channel here and follow him on Twitter here. Plus you'll find more great work from Athion Build Team here. Now if you'll excuse us, we're off to sit in the corner and wonder why we can't build something like this in a week. Harumph.
Renders by SphaeraTerra, NotSupere, Dorsor21 and OnlyDonut
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- Geschrieben von
- Tom Stone
100 Eps Of The Noob Army
There's no denying that Vertiigo has amassed a ridiculous amount of high quality Rust videos for his fans. A quantifiable amount, as a matter of fact. This is the 100th episode of his Noob Army series, and he does the unthinkable in it. He turns the noobs into a war machine.
It's great, but I think the best bit is the speech at the War Council. He turns his head, taking in the gathering. There, on the right, is a man using a pair of binoculars from about a metre away. Glorious. [embedded content]
The ending was very Blackadder Goes Forth. There's also a part two that made me cry with laughter. [embedded content]
Congratulations, mate. And that's the funniest stoning since Monty Python.
Once upon a time, three terrifying ghosts visited me in the dead of night. They demanded I change my wicked ways and become a less horrible, selfish person. "But I love being a horrible, selfish person!" I whined. "How about I just write about ghosts on Minecraft.net more instead?" Surprisingly, they agreed. Compromise FTW!
The Ghast, then. A ghost that can breathe fireballs - and as scary scenarios go, that's pretty strong. These tentacled terrors haunt the Nether/our nightmares. At least they keep their eerie red eyes shut. Until the Ghast learns you're around, of course. Then the eyes and mouth snap open, and it produces a high-pitched wailing shriek that'll make your ears seriously consider retiring.
And then the Ghast starts pulling its favourite trick - spitting explosive fireballs at you. We're not exactly fans of having regular spit spat at us tbh, so this flamey new twist hasn't exactly got us jumping for joy. More running for fear.
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So the Nether was introduced for that Halloween - I started in December so I *just* missed it. I recall Notch wrote in his blog back then that he wanted the Nether to be a dangerous place so he added the Ghast, as it was meant to be a really dangerous mob, shooting at you... but it's not really that dangerous! [Laughs]
Yeah, truth be told, as ghosts go, the Ghast is barely scarier than Casper the friendly one. It's just too darn adorable to be truly terrifying. I even keep a little Ghast figurine on my desk, and I'm such a wimp, I can't even see a shadow without bursting into tears.
One thing Jens doesn't know, is why the Ghast looks so sad. So we've come up with a few theories of our own. The Ghast is so depressed looking because:
- No one wants to 'hang' with a fire-breathing ghost.
- It's never once managed to eat an ice cream without melting it before it even got close to its mouth.
- It can't get over the fact that Peter Capaldi is really leaving Doctor Who.
- Its 'Meet the Ghast' page on Minecraft.net is full of jokes so bad that it's going to haunt me forever.
Got any theories as to why the Ghast is so sad? Let us know in the Facebook comments section or Tweet them at us! Might not cheer the Ghast up, but it'll certainly put a smile on my face! And after having to write about g-g-ghosts all morning, I could really use that...
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There's a Hyborian space rocket, a Yog plushie and a dancing Barbarian Edition T-shirt in this week's community spotlight.Check it out[blog.conanexiles.com]
An express to impress from Walschaerts Build Team!
Historical builds! We can't get enough of them. Whether it's this blocktacular take on the 1893 Chicago World's Fair, this charming recreation of of ye olde London or the latest moment of history to be rebuilt in Minecraft block-by-block - the 1869 Wedding of the Rails between the Central Pacific & Union Pacific railroads!
Not so hot on your railway history? Tsk tsk. This was the ceremony that celebrated the completion of America's first transcontinental railroad, almost 150 years ago! And now, on the 148th anniversary of a ceremonial golden spike completing the railway, Walschaerts Build Team have recreated the festivities in Minecraft.
A lesser site would describe this project as being so unbelievably good that it's made our amazed minds go completely off the rails! But we like to think we're better than that. Let's take a look at the build!
Nathan_Oneday, the lead builder, is clearly a big train enthusiast, immediately proving that he's never had the 'pleasure' of paying for a train ticket in England. "Trains have always been a big part of my life," he explains to us. "So having the opportunity to create large scale replicas in Minecraft has always been something I've wanted to do since I first got the game."
And it only takes a casual skim through Nathan's Planet Minecraft portfolio to see that this is far from his first train build. Part of the fun of looking through these builds is watching his skills improve with each one. "Only recently did I feel that I had the ability to truly make a good large replica, and after some thinking I decided on doing the Golden Spike Ceremony.
"It was such a critical moment in 1800s America, and with the 150th anniversary coming up I figured it would be a cool idea.
"Plus who doesn't love a good western?"
"The biggest thing I've learned is bigger is better, especially for things like trains, which have a lot of geometric shapes that translate best when built larger. My very first train build I would label as a success was my recreation of the Perplex Express, which gained some attention and even got featured on Kotaku!"
They say practise makes perfect, and while practise certainly helps, Nathan took extra steps to keep his train builds steadily improving each time. "I started really playing with different scales, and came to an ideal ratio - 25:1 (That's 25 times the size of it relative to Minecraft if every block is 3' x 3'). I try to work off of blueprints whenever I can, as well as consult historians too. Generally they'll have better info than what you can get your hands on just searching for info on the web."
Really? We consulted a historian ourselves, to ask if that was true. "Obviously," she said, and then yelled at us for wasting her time. Conclusive!
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Nathan's full of great advice if you want to try crafting a railway build of your own, and he swears by his blueprint method. "Blueprints are your friend! There's a few programs out there that'll let you convert an image into a schematic (which is a neat builder's tool that allows you to import blocks and things with block-placing plug-ins), so you can literally build right off of the blueprint!
"My process is that I import the blueprint, and begin building only a single half of the engine right on top of the blueprint. I can then mirror this after removing the blueprint's blocks and then finish making the engine. Sounds simple here, but it takes a while."
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The trains themselves are Nathan's hard work, but he stresses that the whole ceremony was a team effort. "I had help from fellow Walschaerts member and good friend CorenGames, who has helped since very early on in the project making the people. Once the scale was established, I did the math on how tall they should be (it's around 40-50 blocks tall in 25:1 scale, another reason why I chose this ratio), and let Coren do his thing. He hand builds basically all the details on these guys, using painting tools only when giving the figures clothing.
"Really thankful to have had him on the team for this project, I think his crowd turned out perfect!"
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It's hard to imagine the build without that cheerful cast, but originally Nathan's plans were somewhat more limited. This did begin life as a solo project. What changed his approach? "Originally I was just going to do my standard system - build a train, put it on a display piece that showcases it, then move on. But then I built the display piece, and it felt so bare and boring being just wood.
"So I built terrain around the tracks that looked like a barren desert... but then all I had was a barren desert. So I brought on a retired Walschaerts member, TheIrateSloth, who is very talented with foliage! He actually spent some time researching what sort of foliage would be accurate to the area the ceremony took place in before building it, so even the plants are accurate to a degree!
"Then I had the trains, the display, and the foliage. I was already that far in....it only made sense to keep going from there!" Nathan started livestreaming the project during this building process. One of those viewers was CorenGames - resulting in him joining to make the crowd. "And now," says Nathan "we have the awesome organics builder, CorenGames, on our team!" Credit also to ZeberahMC, Guest Assistant Organics Builder.
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We were made aware of this great build thanks to Nathan emailing us at email@example.com - so if you've got a great build/seen something you believe we should cover, get in touch! And you can enjoy more creations from Walschaerts Build Team here!
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- Geschrieben von
- Tom Stone
Willkommen zurück beim Community-Spotlight von Conan Exiles! Falls ihr neu seid, hier berichten wir von einigen der coolen Dinge, die in der Community von Conan Exiles passiert sind. Screenshots, Artworks, Videos, Streams und atemberaubende Mods das alles findet ihr hier. Also schickt uns eure Vorschläge, was wir hier vorstellen könnten.
Bei Yogs Gnade
Wir beginnen dieses Spotlight mit einer atemberaubenden Plüschversion von Yog. Liebevoll gestaltet von Midsummer1942, vereint dieser Yog Liebreiz und Zerstörungswut. Ob man will oder nicht – man möchte ihn am liebsten umarmen! Auf ihrer Website findet ihr übrigens noch mehr Bilder. Wir brauchen unbedingt einen dieser Yogs für unser Büro …
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Bereit zum Start
Neun Minuten bis zum Start.
Automatischer Abschuss-Sequenzer gestartet.
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Visoren schließen und verriegeln.
Festkörperrakete wird gezündet.
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Glückwunsch zum erfolgreichen Start, SinumNagk!
Mod der Woche
Endlich gibt es Barbaren-Shirts! Irgendwie! Ab sofort könnt ihr das Land der Verbannten mit einem komplett färbbaren Shirt erkunden. Mod-Ersteller Dominus Kaine hat diese Shirts für eure weiblichen und männlichen Barbaren entworfen. Echte Shirts folgen in Kürze. ?
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Capture the Thrall (Update!)
Vor etwa zwei Wochen haben wir auf ein ausgesprochen cleveres Event von Tides of War hingewiesen. Inzwischen ist das Event vorbei und es gibt ein neues Video mit den Highlights! Das Video ist nicht zuletzt wegen der intensiven Musik unglaublich aufregend. Das Ganze schein ein enormer Erfolg gewesen zu sein!
Der Reddit-Nutzer erganfr schafft es mit atemberaubenden Tempeln für Mitra und Set einmal mehr in unsere Community-Highlights. Ihr müsst euch unbedingt das gesamte Fotoalbum dieser Tempel ansehen, um die unglaubliche Architektur und die Liebe zum Detail bei ihrer Dekoration zu bewundern.
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Ihr habt coole Sachen für Conan Exiles, über die wir berichten sollen? Informiert uns darüber! Wir sind bei Steam, Reddit, Twitter und anderen Quellen ständig auf der Suche nach euren Werken, aber ihr könnt uns über diese Links auch direkt kontaktieren.
There's no business like snow business
No feeling in the world beats waking up on a winter morning and opening the curtains to find out that it snowed overnight. The joy of seeing the world transformed, its colours hidden below a deep, fluffy layer of white, is incomparable to any other experience.
Snow is made of frozen water. You probably already know that. But you might not know that a single snowflake is made of about 10,000,000,000,000,000,000 water molecules - each carefully arranged into a delicate crystal. An average snowman contains about 8,000,000,000 snowflakes, so that's a lot of water molecules - a whopping 80,000,000,000,000,000,000,000,000,000! Don't believe us? Build a snowman, then, and count them. Go ahead. We'll wait.
In Minecraft, Snow was added on 13 July 2010 in Alpha 1.0.5. It generates naturally in rare ice plains spikes biomes. But if you're lucky, you might find an igloo made of snow in ice plains or cold taiga biomes, full of tasty loot. Creating snow is a lot easier - find any cold biome, wait for it to snow, then either collect the snowballs and combine them in a crafting grid into a snow block, or make a silk-touch shovel and go to town.
Unlike the thin layer of snow that coats normal blocks when it snows in Minecraft, snow blocks won't melt when you put bright objects next to them, and they won't be destroyed by water - making them a pretty great building material. Their only drawback is that they have almost no blast resistance, so if you're expecting a visit from a creeper (something that can never be ruled out) then be aware that you may need to do some reconstruction.
One of the most useful things you can do with snow in Minecraft is build a snow golem. Stack two snow blocks, then a pumpkin on top, and you'll spawn a snow golem that'll help defend your base against hostile mobs. They throw snowballs at anything nasty up to ten blocks away, but be aware that they'll melt away fast in warmer biomes unless you keep them frequently topped up with splash potions of fire resistance.
In the real world, people build with snow too. The Inuit peoples of Arctic Canada and north-western Greenland use compacted bricks of snow to build both temporary and semi-permanent shelters that can be as large as five rooms, housing up to 20 people. You might think that a house made of snow would be a cold place to live, but air trapped inside snow actually makes it a very good heat insulator. When temperatures drop to -45C outside, human body heat alone can keep an igloo above 0C inside.
The biggest snow-related problem in many parts of the world is how to get rid of it - because it quickly gums up transport networks. Some cities burn it. Some truck it away. Some dump it at sea. Some even keep it for cooling purposes in the summer. But my favourite approach is to build a massive castle out of it for tourists, like the city of Kemi in Finland does. Their snow chateau has an art gallery, restaurant, hotel and chapel inside where you can get married. It's an inspiration to blocky builders all over the world.
Ihr könnt in Conan Exiles schon jetzt mit zahlreichen Objekten eure Häuser, Lager, Schlösser oder sogar Städte dekorieren, und es gibt viele ausgezeichnete Mods, die die Liste platzierbarer Objekte erweitern.
Jetzt steigern wir das noch mal, denn Update 26 enthält fast fünfzig neue platzierbare Objekte, zwei Fallen und ein Update für die Modder!
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Mit den zwei neuen Fallen sind völlig neue Verteidigungsmaßnahmen für euer Lager möglich. Durch Freischalten des Sprengsätzetalents könnt ihr eine Explosionsfalle und eine Gasfalle bauen.
Beide Fallen können überall platziert werden und werden scharf, wenn jemand drauftritt. Ausgelöst werden sie allerdings erst, wenn der betreffende Spieler sich wieder entfernt. Dadurch hat der Spieler, der die Falle scharf macht, die Möglichkeit, sie zu entschärfen.
Werden Explosionsfallen nah beieinander platziert, können sie einander in einer Kettenreaktion auslösen und eine tödliche Zerstörungszone erzeugen. Es ist strategisch sinnvoll, Fallen im Gras zu verstecken – oder an anderen Stellen, wo sie schwieriger zu entdecken sind.
Während Explosionsfallen beträchtlichen Schaden verursachen, setzen Gasfallen eine Giftgaswolke frei, die ansteigenden Schaden verursacht, je länger ihr euch darin aufhaltet. Es dauert zwar mit Gasfallen länger, Gegner zu neutralisieren, aber sie können zum Beispiel in Gängen oder anderen engen Räumen platziert werden, wo Explosionsfallen nicht nur eure Feinde ausschalten, sondern auch eure eigenen Bauten beträchtlich beschädigen würden.
Modder, die Änderungen an der Objektliste von Conan Exiles vorgenommen haben, hatten es nicht leicht. Viele Mods enthielten derartige Änderungen, passten existierende Objekte an oder fügten völlig neue hinzu. Dadurch wurden die Mods inkompatibel zueinander und mussten außerdem jedes Mal aktualisiert werden, wenn wir etwas an der Objektliste änderten.
Update 26 führt ein neues System ein, mit dem Modder jetzt ihre eigenen Objektlisten erstellen können. Sie ergänzen unsere Objektliste, statt sie zu ersetzen. Modder müssen also nicht länger bei jedem Spielupdate ihre Mod aktualisieren, und es müssten auch viel weniger Mods inkompatibel sein. Wer am Modding interessiert ist, findet hier eine detailliertere Beschreibung.
Mit dem neuen Update könnt ihr Dutzende neuer platzierbarer Objekte herstellen und damit ganz nach Wunsch eure Gebäude dekorieren! Das Angebot der neuen Objekte ist umfangreich – vom schicken stygischen Bett über coole neue Stühle bis zu einem schmucken Steintisch oder einer brennenden Set-Kohlenpfanne.
Es gibt vier neue Kissen, die sich vor allem auf anderen platzierbaren Objekten wie Betten oder Bänken sehr gut machen, und einen großen neuen Teppich, der nahezu jeden Raum verschönert. Wir haben zahlreiche neue Töpferwaren wie Schalen und Krüge sowie einige neue Trophäen wie einen großen Krokodilskopf.
Zu den übrigen neuen Objekten gehören ein großes Lagerfeuer, windgeschützte Fackeln, mehrere neue Windspiele und eine Schieferrücken-Schlüpfling-Dekoration (manche Leute haben eben einen etwas merkwürdigen Geschmack).
Wir wünschen euch viel Spaß mit unserem neuesten Update, und gestaltet euer Zuhause in Conan Exiles so cool wie noch nie zuvor!
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This hotfix should fix all the issues from today’s 0.61 patch. MP games and save games should all be back to normal. Issues such as not being able to chop trees, or not seeing items in MP games, treehouses disappearing etc all should all be fixed with this update.
- Fixed a host of issues in some MP games that had rope traps built in them, including some item holders not working and trees not being cuttable.
NOTE: The dedicated server tool has also been updated. If you are running a dedicated server, make sure you update it to have these fixes available to players on your server
Thanks to everyone who helped us figure this out by sending us their save games!
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Here is a small patch that fixes some issues in today’s 0.61 release
You’ll need to restart your servers with the latest version to be compatible with this patch release
- Fixed issue with regrowing trees in MP games causes them in some saves to not be cuttable on load
- Fixed issue with foundation ghosts not working correctly for clients
- Fixed some issues with storage and water holders for clients in some saves
- Fixed a bunch of MP related issue due to a bug with itemID numbers that broke in the 0.61 patch release
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
This patch focuses on bug fixing and polish of a bunch of existing systems. We also made some big memory improvements, and continued fixes for dedicated servers. You’ll need to get the latest dedicated server build in order for games to be compatible with this release.
Dedicated servers now use Steam server authentication. This allows you to now see the number of players in each server before joining. We fixed a bunch of issues with repairing structures in dedicated servers, and also some issues with running a server and client on the same machine.
For the translations introduced last patch, we have fixed a bunch of positioning issues, and added a first pass at a way to translate the survival book itself. We’ve also behind the scenes been preparing for a switch to new font types per language, so that all languages will be possible. Once the new font system is in, we have a bunch of translations ready to release.
For user interface, we continued replacing old icons with the newly designed icons for a bunch of in-world objects. We also made progress on a redesign of the title screen, and options menu’s. We also now show the day on saved game, so when saving you have a better idea which file you are updating.
For balance, one issue we’ve had since adding hot key items, is the possibility for players to spam healing items whilst in combat. We’ve added in a healing slow down to this. Take a med, it will now instantly show you how much it will heal, but the actual healing will crawl up to the full amount. In hard mode we have made this speed significantly slower. Chainsaw was made a lot more powerful against enemies, and we fixed some fuel exploits. For traps, we increased the chances of enemies being caught by both the deadfall and happy birthday traps! As they would often just run past them or avoid them making them not very useful against regular cannibals.
For multiplayer, we’ve added 4 new hair variations for one of the character types and smoothed out the movement of animals for coop client players.
There are also a bunch of bug fixes, new hair models for the female cannibal, a bunch of small polish fixes for building placement and lots more.
We’ve set the next patch to around 20 days from now, as we’re planning v0.62 to be a pretty big patch release!
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
- (DS) Dedicated Steam server authentication added, allows performing security checks
- (DS) Connected players in dedicated servers should now be correctly listed
- (DS) Fixed issues with repairing custom foundations
- (Multiplayer) Fixed chainsaw engine SFX playing on remote players when out of fuel
- Improved hair model/texture on female cannibal types
- Fixed enemies sometimes spawning in the sinkhole on peaceful mode
- Added the yellow hammer overlay icon to all building ghosts that didn’t have it yet
- Fixed placing climbing rope sometimes not responding
- Fixed standing fires lacking collision
- Fixed bed, chair and table missing wood sfx when hit or walked on
- Ghost dock now performs an accurate presence check to prevent players from completing it while inside the model
- Improved construction icons positioning when inside larger structures
- Fixed wrong texture on cannibal leader skull lamps
- Fixed defensive wall placement missing the Fire1 action icon before locking the first point
- (DS) No longer attempting to hook with the Steam client, it is no longer needed to worry about launching the game first to have a server running on the same machine as the one running the game
- Fixed rotate icon missing during placement of nest-able structures (ie: wall planter) when not targeting a supporting structure
- Damaging foundations no longer distorts nested buildings (ie: a rope anchored to a gazebo)
- Fixed ghost Wall Planter, Wall Weapon Rack, Head Trophy, Ceiling Skull Lamp, Wood Bench and Sap Collector not turning red when not placeable
- Chainsaw fuel pickups no longer respawn (we actually missed one inside a tent that does respawn, the rest should not however)
- Increased chainsaw damage against enemies
- Fixed coop players sometimes sending wrong damage to certain structures
- Fixed some animation issues during end game cut scenes
- (Multiplayer) Reduced jitteriness of animal movement for client players
- (Translations) Fixed all HUD elements anchoring to allow proper positioning regardless of text size
- Fixed some end game assets being preloaded even if no players were in the end game section
- (Translations) Setup translation as overlay in most of the book
- Updated structure anchor icon, repair icons and re-arm trap icon to new design
- Custom foundations repair cost is now limited to 20 hammer hits regardless of damage sustained
- Updated Survival book texture in opening plane scene to display correct name
- Caves – Updated icons for cave entrances
- Optimized memory usage of various animation assets
- Fixed houseboat not saving HP
- Fixed drying rack leaving icons visible if destroyed while targeted
- Fixed dock walkway not receiving damage
- Stashing the current weapon no longer equips the previous (or default) weapon
- Device management screen no longer displays keyboard and mouse
- Input mapping system no longer separates settings between hardware types, all types are seen from the same screen and can be changed or set from there
- (Balance) Health regeneration after using meds or eating is now of 5hp/s in normal difficulty and 0.5hp/s in hard instead of instantaneous. A visual indicator displays the current target health value while health is regenerating
- Caves – Cleaned up cave 4 greebles and walls in main cavern
- Fixed players able to climb down very narrow gaps between structures while on rope
- Fixed player camera becoming offset if activating certain end game cut scenes while attacking with various weapons
- (Multiplayer) In-cave flag is now stored in player data, this will prevent the cave not loading properly issue for clients saving in caves around the sinkhole (not retroactive for saves already broken but compatible with working saves and prevents the issue from that point forward)
- (Multiplayer) Added several hair variations to the one of the multiplayer characters
- Fixed spec on red paint
- Lowered brightness of enemy drop down splash
- Fixed trapped enemies not dropping to ground if trap is destroyed
- (Multiplayer) Fixed player movement locked after being revived while sending a chat message
- Fixed issues with hint texts
- (Multiplayer) Fixed host camera shaking on plane when client first joins
- (UI) New title scene, options and pause menu designs
When AI was merged into main from pre-release it introduced a pretty big bug. We were checking out the dump files from a server and the 2nd highest entity count was invariably the planner entity. This is what is used when you go to deploy anything. How could this be? Well, it turned out that this bug has been in the game forever, but AI uncovered it for us. AI would eat food and seeds - seeds used the planner entity to figure out how they could be deployed. When the AI ate the seed, it just deleted the item which didn't properly clean up after itself, letting an entity leak each time. This also happened anytime two stackable, equippable items were merged in the world (e.g.: throwing bandages on each other), but as this happened so infrequently, we could not detect the bug. This is all fixed now.
Tl;dr entity counts on large servers should drop by about ~50,000, and you’ll see some memory usage reductions (after a wipe).
I’ve added a new trap straight out of Concept Limbooo. This shotgun trap detects motion in front of it, and when it does it starts blasting homemade shells every second until it runs dry. You can place them on walls, ceilings, floors, etc. I’m excited to see how people use this for base defense moving forward. I’d eventually like to have actual pressure pads and stuff, but this should do for now. It’s worth noting that it is only triggered by people who are not authorized on your Tool Cupboard, similar to the flame turret. Enjoy![Blockierte Grafik: https://files.facepunch.com/s/812d5d9a2049.jpg][Blockierte Grafik: https://files.facepunch.com/s/8ab37ac252ec.jpg]
Flame Turret Placement
Last wipe I had difficulty placing my flame turret in my airlock, so I changed it so you can make it hug the wall a little easier. Big whoop![Blockierte Grafik: https://files.facepunch.com/s/85407f5b3ddd.png]
I moved over nearly all of the remaining Unity invokes to our optimized invoke handler. This generally eliminates overhead and makes our code more robust as I explained when I first added the system to the game. Nothing too exciting, but progress nonetheless.
To prevent the abuse of the extended pickup mechanic on window bars and embrasures for unintended use cases I added a penalty when picking up those building pieces. They now lose half of their health whenever they’re picked up, and need to be repaired with the hammer after placing them again.
We want to rework decay to make it more intuitive and much more efficient at solving the problems it’s meant to solve. The first step for this was to optimize the decay computation on the server to lay the foundation for more complex decay behaviour in the future. Once this was done I enabled decay on all twig building blocks such that all parts that are left over from raids decay quickly within two hours, eliminating the need for the base owner to manually clean them up.
Floor spikes have been quite useless for a while, especially so after re-enabling twig raiding. I changed them so they now block foundation placement the same way barricades do. They’re still quite easy to destroy with metal tools, but can offer some protection for smaller bases and can be useful to block hiding spots around your base entrance. If they turn out to still be useless after this change we can adjust their health as needed with the next wiping update.
Water Jug Sounds
I made a bunch of recordings for the water jug this week and have done most of the editing to get the final sounds ready to go in game. Should be finished next week!
Floor grills have been rarely used since they offered little advantage over the normal building floors. To give them a purpose you can now build them closely above the large furnace as they allow for the needed air ventilation and therefore fulfill a specific purpose in the game.[Blockierte Grafik: https://files.facepunch.com/s/891cfcb90382.jpg]
I continued work on music this week, mostly working on polishing all of this stuff up now. I’ve got the remake of the classic theme set up in game, and although there are a few tweaks to make on the audio side still, it’s sounding pretty good so far. I’m particularly happy with how much smoother intensity changes feel with this one.
I was able to build the song up from much smaller audio clips because of the new playback system, so we’ll be able to save bit of disk space and memory too. The bassline, for example, is built up from 5 different 1 bar long clips now. In the previous system we would have needed 6 different clips and they’d all have to be 8 bars long, which would have been about 10x more audio data.
I’ve also started working on another song that I’m pretty hyped about so far and have spent a little more time fine tuning our other existing songs, particularly looking for spots where I can swap longer clips out for a handful of properly arranged shorter clips.
I’m getting pretty close to having this stuff wrapped up, but I think I want to sneak another new song or two in before I push it out. I’ll have previews of those up soon.
This week I finished off the LODs, gibs and prefabs for the revised dropbox that you saw last week. I also created the gibs for the single-shot gun trap, readying it for implementation. Then I moved onto a new asset: the Scrap Pile that Paul concepted. This is what you’ll now see when you break a barrel:[Blockierte Grafik: https://files.facepunch.com/s/300575440048.jpg]
Player Preview Animations
Continuing with player anim feedback ideas. I went back to the player preview animations I concepted a while back. They now all have the required transitions to/from each state, as well as Unity animator states ready for implementation if/when it's desired.
Shading Revamp Progress
This week I went on to test and fix a bunch of integration issues introduced by the new physical-based shading. It's pretty much ready to deploy, but I decided to postpone it until after today's patch, so we can get a week's worth of player testing on Staging.
Below is a video showing off the new skin shader on the viewmodel hands. Please mind that some of the textures were tweaked by me and are still pending on a proper contribution from a real artist. Same goes for the player/worldmodel skins. Regardless, you'll be able to give it a spin tonight on Staging.
I also started building a new hair shader that I plan to unveil next week.
Melee Weapon Impacts
You know what sound I really hate? The salvaged icepick. Holy crap! I started working on polishing up the impact sounds for it this week. I took a piece of pipe from a speaker stand I’m not using and recorded some impacts with it. I ended up doing one set on concrete and another set on some packed down dirt.
The packed dirt kept the metal from ringing out really nicely without adding too much of its own character to the impact. I was careful not to strike at an angle and kick a bunch of dirt up, so there’s not really any debris sound, and it layers really nicely with our existing grass/sand/cloth/etc impacts.
A while back I did soft material impact variations for most of our melee weapons by editing the existing impacts, but the quality improvement from using separate recordings was pretty massive, so I’m having a go at re-recording other melee impacts in the same way.
Hear ye! Hear ye! Fresh hotfix, straight from the source.
Please restart your games and update your servers to make sure you're on the latest version. Leave your feedback in this thread.
- Disabled some console commands that can crash the server.
- Wooden Bowl requires wood instead of stone
- You can now sit on Wooden Bench placeables
- Feats learned from Dregs dungeon and other sources are no longer lost on feat reset
- Fixed problems with emotes causing human NPCs to not attack you
- Religious tables properly teach you emotes again
- Disabled some console commands that can crash the server.
The Greek Mythology Mash-Up Pack - now in every version!
Behold and bow before the mighty Greek Mythology Mash-Up pack! This pack was previously only available to console players. So If you're a console edition crafter, you've likely been laughing it up with your mythical mates for a while now. "Ho ho ho!" you've scoffed, while high five-ing Zeus with one hand, and pointing and laughing at PC players with the other. Honestly, you're appalling sometimes.
But today balance is restored as the Greek Mythology mash-up pack is now available in every version of the game!
The pack includes a custom texture set, a new UI, an original score by Gareth Coker and 39 (count 'em!) unique character skins, including the mighty Zeus, the mighty Prometheus and the OK-we-guess Apollo. Just kidding, Apollo! Please don't smite us.
Playing on Nintendo Switch? Then you already have this mash-up pack! It's one of several DLC packs bundled into the game on eShop.
As always, a few of these skins are free. Take a look now! Hey, er, Apollo... we're cool right? R-right?
Gulp. Enjoy the pack!
[unable to retrieve full-text content][Blockierte Grafik: http://cdn.edgecast.steamstati…20025406a35a993c4f76f.jpg]
Got another stream coming at you all this Friday, May 19th! We hope to see you there!
Samanga Build Team talk about their epic build!
Nature's great, isn't it? Nature FTW! Nature like... stinging nettles! Wait, no, they're awful. OK, then, er, bees! Bees are brill! Actually, those black-and-yellow bumblers are even worse. Ruining our summers and stinging away our hopes and dreams. Um, trees? Trees are pretty cool, right? Apart from the tree that just collapsed on me while I was writing this. That tree's a jerk.
I've had a change of heart. Nature is the worst.
So I thought I might've found kindred spirits in Samanga Build Team and their build Fhear igcoinne an duta! - to save you a trip to Google Translate, it means 'Man against nature!'
Of course, this talented build team doesn't really hate nature. But they do love crafting an epic battle between man-made lethal machines and a hulking stone golem. Not to sell out our own species or anything, but our money's on the golem winning this for Team Nature. Sorry, Man!
[Blockierte Grafik: https://community-content-asse…d7ee0f6be19f03b0255-A.jpg]
[Blockierte Grafik: https://community-content-asse…26edf317326c2409b59-B.png]
We assumed the recent King King movie might have been an inspiration. Not so, actually, but the team did have other cinematic influences. "A lot of people have said that King Kong should've been an inspiration," agrees Castor Edström Engstedt, founder of Samanga Build Team "but when we were building it no one was really thinking about it."
"But one big reference we did have was the movie Avatar by James Cameron. The helicopters, the ship, even the nature was very much inspired by the movie, even some of the small details on the helicopters are very, very similar."
But what about the beast these helicopters are trying to take down? We don't remember that from Cameron's movie. "From the beginning we thought more like a Godzilla was our idea. But then we changed to a stone golem, pretty much from a picture we found online!"
[Blockierte Grafik: https://community-content-asse…da7f-Lone_Golem_Image.png]
Castor, under the name Castorotto, and his friend Adde E, started their build team in 2014. The reason for starting a collaborative team in Castor's eyes was simple - "I was pretty much too bad! I had to join a really good team. I was a quite bad builder. So I started one [build team] of my own and started to recruit some friends I had over at some other building servers."
"Then with time we all got better together and some of the builders that joined back then are still with us today. There's two or three builders that we have been building together for, I don't know, four years maybe!"
"In the beginning, to learn to build, I would recommend building together with others. Because there's a lot of amazing builders out there so learning from others is the simplest way. A good tip is try to use references when you build and try to build from them. Just pictures you found that you like. It's all a lot easier [than starting from scratch]. You learn a lot!"
Samanga Build Team have come a long way from their early learning days. They're now a team capable of building Fhear igcoinne an duta! in just two weeks. "Sometimes I'm just a loner and build a lot of stuff," explains Castor. "And sometimes we have a lot of people on, it's very different from time to time. But the last two days a lot of people were on!"
Those two days were spent constructing the majority of the vegetation you see in the build. "The nature itself - the trees, hills and stuff - it was very very rushed. We didn't have a lot of time left when we started building that do we did it very very quickly and I think we did an amazing job with the time we had."
A personal highlight of the build? "I really like the helicopters. They took a lot of time, than a lot of the other builds! So it was worth it. I also like the Golem. I didn't do it myself, it was another builder that made it, but I really like how those two parts turned out."
[Blockierte Grafik: https://community-content-asse…fcb87-Last_lone_image.png]
So what is it about Minecraft that's kept Castor playing? "Well, to begin with, it's very easy to understand. The interface is very friendly. In the beginning you just go into creative mode and start to place blocks. And then as you get better you can start to explore all the different mods and plug-ins that exist and use them to your advantage, so the learning curve is also simple."
"But one of the most important things is the way you can share it. You often build in servers together with others, you can explore maps you have downloaded. It's amazing, and not existing in any other programs, at least that I know of. Being able to share it like that."
"From the beginning it was just my favourite game to play together with my friends from school, in survival. But I also really like the way you can express art in it because it's quite different from other programs. I think those two things mixed together is what I really like. It doesn't really have any limits - the limits you can pretty much choose yourself."
Couldn't have put it better myself! Which is worrying, because that's my job. Take a look at more from Samanga Build Team here and follow them on Twitter here!
Builders - iDragolyte, AddeE, iRoboMatic, castorroto
Renders by The Barbarian, Antrelial, castorroto
[Blockierte Grafik: https://community-content-asse…5e3d76a954-Tom_Avatar.png]
- Geschrieben von
- Tom Stone
We've been working hard to squash a whole bunch of bugs this week, that we just had to get a new pre-release out there as soon as possible! Look at that list of bug fixes! It's almost 10 whole bugs long!
Changes in 1.12 pre-release 3
- Added resistance to "how did we get here?" hidden challenge
- Gave "how did we get here?" hidden challenge a big experience reward
- Added more food items to "a balanced diet" challenge
- Changed parrots to be fed with seeds, not cookies
- Advancements will now remember the tab you last selected
- The tutorial hints will be a little more smarter about deciding if now is a good time to learn how to punch wood
- Allowed parrots to spawn in old jungles
- Added new keybinding for opening advancements (default "L")
- Huge optimizations to both recipe book & creative inventory searching
- Some optimizations to advancements
- Technical: Changed "requirements" of advancements to an AND of ORs
- Technical: Functions should now use file extension ".mcfunction"
- Technical: Functions should not prefix commands with "/" (forwards slash)
- Technical: Functions should only use "#" to comment (not "//")
- Technical: Functions should recurse as expected, even whilst mixing /function and /execute
- Fixed bug MC-92916 - Player teleporting to unloaded chunks causing current chunks to be unloaded is removed from loaded entities list and not tracked by EntityTracker anymore resulting in client side desync
- Fixed bug MC-96555 - Wolves, ocelots and parrots can teleport in all non-full cube blocks near owner including path, lava, fire...
- Fixed bug MC-103067 - The unit for "Minutes Played" statistic is not always minutes
- Fixed bug MC-108304 - "Level Requirement" message is not translateable
- Fixed bug MC-108343 - Minecraft crashes with "java.lang.NullPointerException: Ticking screen" while pinging server on multiplayer server list (previously due to network issues, now more frequent)
- Fixed bug MC-110243 - Sneaking + Hit = Moved Wrongly / No Knockback
- Fixed bug MC-111054 - Invalid lang in options.txt leads to connection error
- Fixed bug MC-111859 - Movement Validation Wrong
- Fixed bug MC-112017 - The anvil rename field accepts 31 characters but the server rejects it if it is over 30
- Fixed bug MC-112425 - Hitting rabbits with fire aspect sword: Couldn't smelt 0xtile.air@0 because there is no smelting recipe
- Fixed bug MC-112765 - hoverEvent JSON with specified color does not share among new lines
- Fixed bug MC-113255 - Server does not test if some files exist before trying to interact with them
- Fixed bug MC-113429 - Wither can break piston extension and end gateway
- Fixed bug MC-114110 - Constructor for playerlist header and footer packet (SPacketPlayerListHeaderFooter) is missing footer parameter
- Fixed bug MC-114281 - MutableBlockPos leak
- Fixed bug MC-115033 - Recipes for certain item subtype are unlocked for any subtype of item
- Fixed bug MC-115404 - Items can duplicate if the item entity gets modified
- Fixed bug MC-115407 - Loot entries serialise incorrectly
- Fixed bug MC-116373 - Glazed terracotta blocks can be pulled with slime blocks
- Fixed bug MC-116409 - Popup instructions for new players invasive for experienced users
- Fixed bug MC-116422 - Fires put out by splash water bottles do not cause block update
- Fixed bug MC-116425 - Invalid Map Can Crash Server
- Fixed bug MC-116505 - Other sneaking players appear lower than you in multiplayer
- Fixed bug MC-116533 - Glazed terracotta can't be pushed by branched slimeblock
- Fixed bug MC-116663 - Empty advancement file crashes server when loading world
- Fixed bug MC-116667 - Advancement GUI loading random textures if no background is defined
- Fixed bug MC-116735 - "Previous Output" in command blocks shows under textbox
- Fixed bug MC-116808 - @s is described as "target yourself" in a command block
- Fixed bug MC-116905 - Dispenser Recipe uses Enchanted Bow
- Fixed bug MC-116924 - Invalid advancement frame type crashes server
- Fixed bug MC-116925 - Messages for Narrator library are not logged properly
- Fixed bug MC-116926 - Advancement file containing only "null" crashes server
- Fixed bug MC-116927 - Server crashes with "null" as advancement title or description value
- Fixed bug MC-116934 - advancement trigger changed_dimension ignores end to overworld
- Fixed bug MC-116973 - /fill only supports block entity tags for one of the filled blocks
- Fixed bug MC-116982 - Block particles displayed in corner of area when using destroy option in fill command
- Fixed bug MC-117009 - Some blocks can't trigger placed_block of advancements
- Fixed bug MC-117012 - placed_block trigger doesn't detect corresponding block from buckets (but does detect the bucket item itself)
- Fixed bug MC-117022 - /fill does not always send block updates
- Fixed bug MC-117035 - Selected Advancement tab is forgotten when menu is closed
- Fixed bug MC-117117 - Parrots disappear when entering the back of a boat
- Fixed bug MC-117138 - "Loaded 'X' advancements" console spam
- Fixed bug MC-117197 - Message for non-existent team specified in entity NBT data is logged as info instead of warning or error
- Fixed bug MC-117223 - /reload feedback does not mention functions
- Fixed bug MC-117268 - /function feedback says "commands" despite functions being able to contain only one command
- Fixed bug MC-117313 - Advancements inherit "hidden": "true" field from their parent and cannot be overwritten
- Fixed bug MC-117318 - Advancement title is not highlighted in hover text of advancement announcement in chat
- Fixed bug MC-117319 - execute/selectors are broken
- Fixed bug MC-117321 - [Functions] Anything commands executed relative to anything doesn't doesn't run the command
- Fixed bug MC-117331 - Tripwire Hooks and Ladders can be placed on blocks that they should not be able to
- Fixed bug MC-117332 - gamerule sendCommandFeedback and commandBlockOutput doesn't stop /functions from writing errors
- Fixed bug MC-117341 - "How Did We Get Here?" Does not require the resistance effect
- Fixed bug MC-117352 - Advancements misaligned offscreen
- Fixed bug MC-117382 - "How did we get here" advancement does not give the reward
- Fixed bug MC-117402 - Recipe book does not correctly add items to already placed but offset items in crafting grid invalidating recipe
- Fixed bug MC-117419 - Advancement conditions with nbt data do not work correctly for inventory_changed
- Fixed bug MC-117428 - /function with /execute "An unknown error occurred while attempting to perform this command"
- Fixed bug MC-117450 - Fences and walls now connect to melons, pumpkins, and jack-o-lanterns
- Fixed bug MC-117471 - Obtaining charcoal unlocks Block of Coal recipe
- Fixed bug MC-117481 - Cannot place levers on hoppers anymore
- Fixed bug MC-117518 - Recipe Book "Click and hold for more" option does not default to items you have in your inventory
- Fixed bug MC-117543 - Recipe book is inconsistent with existing UI elements
- Fixed bug MC-117545 - Recipe book tabs are cut off/misaligned
- Added some new bugs!
Please report any and all bugs you find in Minecraft to bugs.mojang.com. If nobody reports a bug, we can't fix it!
To get snapshots, open your launcher and go to the "launch options" tab. Check the box saying "Enable snapshots" and save. To switch between the snapshot and normal version, you can find a new dropdow menu next to the "Play" button. Back up your world first or run the game on in a different folder (In the "launch options" page).
Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds.
Cross-platform server jar:
Report bugs here: