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Core Keeper News

Hotfix 0.6.1.1

  • Reverted the change “Procedural generation of new terrain is now spread over multiple frames.” due to problems with procedural spawning on dedicated servers.

Core Keeper - Patch Notes - 0.6.1

Other:
  • Changed how cooked food is stored in the save files. Existing save files will get converted when they are loaded for the first time. After this point, they will not be compatible with previous game versions.
  • Several performance improvements for the water spreading system. In particular, this should in significantly reduced load times for worlds where large sections of the Sunken Sea biome have been explored.
  • Cattle are no longer affected by aura effects such as Malugaz burning set bonus, and summoned creatures like the Ghost Scholar Caveling from Phantom Spark will no longer attack Cattle.
  • Update README for dedicated server with missing information since previous updates.
  • Dedicated server will now parse human readable values as well as the corresponding integer values for setting world mode and season. So, instead of setting -season 1 or -worldmode 1, you can use -season Easter and -worldmode Hard as well.
  • Trying to load save files created using a recent game version into earlier, incompatible game versions will now result in an error message prompting the player to install the new update.
  • The maximum object ID for ingredients used in cooked food has been increased from 10,000 to 65,535. In particular, it now supports the 32,768–65,535 range that is reserved for items added by mods.
  • Enemies that spawn in groups chasing down players will no longer destroy objects in their paths while chasing down the player.
  • Fixed translation issues in descriptions for certain weapons and pets.
  • Procedural generation of new terrain is now spread over multiple frames. This, together with some other performance improvements, should significantly reduce stuttering when exploring new parts of the world.
  • Upgrade Sentry SDK version to 1.2.0. Used for error and crash reporting.
  • Avoid calling a Steam function which could cause severe lag spikes for some players.
  • Game will avoid spamming log messages because of unknown objects.
  • Allow extending the version string used for detecting version mismatch with the launch option -versionsuffix followed by the suffix to use.
  • Enemies that accidentally end up on a tile they can’t stand on are now removed after a short delay.
Bug Fixes:
  • Creatures like cattle, critters and enemies should no longer escape through fences and other blocking objects.
  • Fixed an issue where murals that could be opened would sometimes block the player from digging and placing ground blocks around the mural when it shouldn’t.
  • Fixed an issue with pets being able to damage cattle.
  • Larvas will no longer die when they walk close to a fence.
  • Caveling Skirmishers no longer quickly sidestep from side to side if they temporarily lose line of sight to their target.
  • Fixed the eyes to be glowing red again for some Caveling types where the eyes had turned black.
  • Playing certain melodies with the instruments will no longer cause the player to freeze.
  • Fixed a bug where the Sticky Toy pet talent would increase enemies movement speed instead of slowing them down. The amount slowed by the talent and Jr. Orange Slime was also slightly rebalanced.
  • Fixed an issue where entries could be incorrectly overwritten or duplicated in the previously joined servers drop-down menu.
  • Fixed a bug where pets would disappear after pausing the game while the pet was running to its owner.
  • Fixed keys opening UI elements like the map not being disabled while naming pets.
  • Fixed minor grammatical error in the description of Omoroth’s Necklace.

Weekly Community Wrap-Up: 9th June 2023

It's that time again, time for another community wrap-up! We've been busy bees ever since the Paws & Claws launch, and we've been taking lots of time to read your feedback and suggestions over on the Core Keeper Discord server and in the Steam Discussions. We've also shared lots of fun things over Twitter, and we've been keeping an eye out for all the wonderful stuff you've been sharing with us too.

[h2]We Hit our Caveling Plushie Funding Goal![/h2]
Not only did we hit our funding goal, we actually exceeded it by 109%! We're thrilled to let anyone who pre-ordered know that their Caveling Plushies will be with them around mid-late August.



[h2]Underground Zoo[/h2]
We created our very own underground zoo to house cattle and mobs. Don't ask us how we're managing to contain the Bomb Scarabs, we haven't quite figured that one out yet...



[h2]Achievement Teaser[/h2]
We shared a little teaser of a new achievement that you can expect with the Crystal Biome update (date TBC). We had some awesome guesses on the achievement name, but our personal favourites were: “If I fits I sits”, "Purrrfectionist", and "speciwal dewivewy".



[h2]Guest Mode[/h2]
Did you know that we added a Guest Mode setting to Core Keeper. This can be accessed via the pause menu in-game. Enabling guest mode removes the ability for any non-admin players to interact with the world. Perfect if you'd like to show somebody around your world without worrying about them getting up to mischief.



[h2]Adorable Build by Zombaekillz[/h2]
Twitter user, Zombaekillz shared this beautiful build with us, showcasing some of the more colourful base-building items in Core Keeper.



[h2]Core Keeper with Friends with TripleAGaming![/h2]
TripleAGaming shows us just how much fun you can have in Core Keeper's multiplayer mode!

[previewyoutube][/previewyoutube]

[h2]Tomie's "Zoo"[/h2]
This is definitely not a mob farm...




Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper

There Are Only 3 More Days to Get Your Hands on Our Limited-Edition Plushie!

Hey there Explorers, we just wanted to say a BIG thank you to everybody who has supported our Makeship campaign and helped us to create our Caveling plushie! We're already 100% funded, which is very exciting, but you can still put in an order to get your hands on this cuddly Caveling, which won’t be on sale anywhere else after the order cut-off date.

[h2]Remember, the cut-off date for orders is May 31st and the plushie ships worldwide![/h2]

From supporting the developers to adding a limited-edition piece to your collection, there are many reasons to bag this adorable piece of Core Keeper merch! Depending on the results of this campaign, we'll definitely be looking into releasing more merchandise in the future, and we might just put our next design up for a community vote so that you can have your say in what you'd like us to create next. We've also got plans for fun competitions and community activities that involve the Caveling plushies to give you a chance to show off your merch and get creative.

Once a funding goal is hit, the folk over at Makeship get busy bringing the plushie to life, and our cuddly Caveling is estimated to ship around August 25th. The plushies ship worldwide too, so you can get your hands on one no matter where you are in the world. Pre-order your plushie here!

We're very excited to be working on this adorable piece of merch, and we’re looking forward to bringing these little guys to life and maybe even setting our sights on creating more merchandise in the future.

Behind the Scenes of Paws & Claws!

It’s been two weeks since our Paws & Claws update launched, and you’ve been busy exploring the Meadow sub-biome, hatching eggs, and levelling up your animal companions. It’s been a real pleasure to watch the community jump right into this update, and it brings a lot of joy and meaning to the work we’re putting into Core Keeper.

We’ve had plenty of questions about the development of this update and a couple about what the future holds for pets in Core Keeper, so we got together and went through some of your frequently asked questions to give you a little insight into our thoughts regarding Paws & Claws!

[h2]Did you have plans to add pets to the game when you first launched Core Keeper in Early Access?[/h2]
Fredrik: Absolutely! Pets were always part of our vision to add a layer of companionship and even more life to the underground.

[h2]Why did you choose the animals and cattle that you did?[/h2]
Julian: For the first batch of pets and cattle, we wanted to go for designs that were relatable – fan favourites. The goal was to make the pets trusty companions you could take with you on explorations and the cattle something you want to protect and cultivate!

[h2]What are your favourite pets?[/h2]
Max: The Subterrier, but I really just want the Moolin as a pet!
David: My favourite pet is the Embertail because it sounds so cute when you pet it.
Julian: There’s no better choice than the loyal Subterrier.
Sven: My favourite is the Embertail. The fact that it has two tails, and makes a heart shape with them whenever you pet it, is hard to beat.

[h2]Can you give new players any advice on finding or hatching pets?[/h2]
David: Pet eggs can be found in various places throughout the world. Some can be found in crates or digging spots, some are dropped by bosses, and some are sold by certain merchants. To hatch an egg the player must create an Egg Incubator, power it up with electricity, put the egg into it, and then wait patiently until the egg is ready to hatch!

[h2]What community requests were added with this update?[/h2]
Fredrik: In response to community feedback, we accelerated the implementation of features like Guest Mode and Creative Mode, Buckets, and rotatable objects. We also had an absolute blast introducing the Glass and the new Paintbrush colours that were requested by the community.

[h2]What’s your favourite new feature from the Animal Update?[/h2]
David: My favourite addition is the new combat mechanic allowing for a secondary use for several weapons. I think this makes the combat much more interesting and something we can keep building upon to add more unique mechanics to certain weapons!
Julian: The new colours and decoratives, which I had been looking forward to starting working on for months.
Sven: Allowing the player to pet the pets!

[h2]What was the most challenging part of developing the Animal Update?[/h2]
Max: The inventory system had to be extended to support things like the pet talents and names.
Sven: The glass material. It really captures the feeling of being in a circus in a goofy mirror hall. I love it.

[h2]Will there be more pets/cattle in the future?[/h2]
Fredrik: Absolutely, and we are really not just about numbers! We are also actively working to improve the way cattle work in our game by introducing things like breeding, different ways to move them around, and adding irresistibly adorable little calf companions!

[h2]Will we ever be able to ride cattle? Will there ever be a rideable mount?[/h2]
Fredrik: The idea of mounts has been galloping around in our minds since the inception of the game. However, we’re not quite ready to mark a date on the calendar for this feature just yet. Stay tuned for more updates.

We hope you enjoyed reading our answers and that you’re having a blast with your new pet pals. We’ve had such an amazing time developing Core Keeper so far, and we’re only just getting started! Thank you for all your support, and keep an eye out for a new roadmap on the horizon. Until then, make sure you’re part of the Core Keeper conversation over on Discord and Twitter!