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KoboldKare News

Patch 02E6E90A

  • Species is now networked, saved, and loaded properly.
  • Addition of many new ReagentConsumptionEvents for modded reagents. (Thank you Shurutsue!)


I've been stuck for a while getting increasingly concerned with KoboldKare taking 4 hours, 49 minutes to compile shaders. Especially because modders needed to wait for this full compilation in order to create and upload mods.

KoboldKare now builds in about 20 minutes cold. Thanks in due part to the following changes:

  • The "Low" quality option no longer exists.
  • OpenGL (Vulkan for windows) compatibility mode has been removed.
  • Mixed lights are no longer supported (They simply get replaced by a regular real-time light in-game).


These changes might be really bad for some of you, please let me know if they affect you! I hope that instead of maintaining multiple render quality modes, I can hopefully simply optimize the existing quality mode to work on most systems.

Thanks for reading the patch notes!

Patch 1D2E4C0D

  • Modding configuration has been removed to improve stability.
  • Fixed issue where mod items were randomly shuffled.
  • Fixed issue with arbitrary mods relying on missing surf map data... by including the surf map mod in the base game.


Be warned that the new sorting of mod items means that saves might load funny (with shuffled characters and penetrator types)

Removing modding configuration was a hard choice as it prevents players from fine-tuning their experience.
Though I believe it is worth it because joining multiplayer sessions, and loading saves from here should be much more stable.

Now for the other hard decision, many mods required the surf map to be included into the base game... and I'm totally unsure why. Unity addressables is very opaque, while it's probably just a bug in the build system-- I'd rather simply include the custom content than tell various mod owners to recompile their mods.

Patch 3994D1A5

  • Fixed issue where installing player mods one at a time would shuffle the Player Models option.

Patch 202D9851

This update was focused on Modding and mod configuration improvements.
  • Loading a mod which triggers a problem now shows a pop-up informing the user that the game might not work. You can toggle mods one at a time to figure out which one caused it, or read the Player.log for more info.
  • Loaded mods are now properly remembered, and don't need to be re-enabled on each boot.
  • Leaving a server will now re-load the player's desired mod configuration.
  • Localization update.

Patch B330A7C8

  • Loading multiplayer saves should work again with ViewID syncing.