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Nautikin Adventures News

Version 0.9.870 Update

[h2]Fun video[/h2]
[previewyoutube][/previewyoutube]
[h2]Changes[/h2]
  • Added recovery buoy to various buy shacks
  • Added rudder trim to ship steering
  • Added flaps status to aircraft status UI
  • Added new flat swim mode for Nautikins
  • Added keybinding Left-Alt for flat swim
  • Added disable all alerts setting to misc.
  • Added additional sound effects in build mode
  • Added 9 new Nautikins
  • Added 1-8 quick keys for Nautikin inventories
  • Fixed a physics bug in multiplayer related to drowned workers and rescue missions
  • Fixed a background error in multiplayer related to cleaning up destroyed client vessels
  • Fixed a timing issue with server cleanup for subvessels with observers
  • Fixed a bug with cleaning up Nautikins on controlled map cranes
  • Fixed a bug with recovery buoys when clients join in multiplayer
  • Fixed a potential issue with ship status UI and destroyed engines
  • Fixed a bug with aircraft trim sync for destroyed wings
  • Fixed a bug with ailerator flap sync in multiplayer
  • Fixed a bug with aircraft flaps sync in multiplayer
  • Fixed a bug where saved trims do not apply right away on load
  • Fixed a bug with roll trim sync in multiplayer
  • Fixed a bug with certain adjustments where attempting to click the edge would not register
  • Fixed a bug where pivot mode would allow you to rotate the root of the vessel
  • Fixed a bug where attempting to use arrow keys for rotation or pivot would cause a snap rotation
  • Fixed an undo bug with repeatedly undoing and redoing the root of a vessel
  • Fixed some jitter when moving camera in build mode with a part selected
  • Fixed some jank with ghost camera rotation in build mode
  • Fixed a multiplayer bug with fast move toggle
  • Fixed a potential multiplayer animation issue with fast move toggle
  • Fixed a bug with ship engine state UI
  • Fixed a bug with saving destroyed engine states
  • Fixed a bug with whale spamming background errors when swimming deep
  • Fixed a save issue if you save while a vessel is being cleaned up
  • Fixed a bug with controlling in progress boat theft from pirates
  • Fixed a bug with recovery buoy on clients in multiplayer
  • Fixed a bug with loading drowned Nautikins and gravity
  • Fixed a timing issue with Nautikins dying and gravity
  • Fixed a bug with rope cleanup when entering vessels in multiplayer
  • Fixed a timing issue in multiplayer where map buttons can be pressed as players are sent back to island
  • Fixed a bug where tooltip does not close when exiting activities view from map
  • Fixed a background error in chat that can occur when clients are forcefully disconnected
  • Fixed a bug with creating waypoints in multiplayer while the server is in build mode
  • Fixed a bug where you could enter a vessel and open your inventory at the same time
  • Fixed a bug where ropes are still connected to destroyed parts
  • Fixed a disconnect error if a client shoots a aircraft while the server is cleaning up
  • Fixed a bug with bot missile lock ons
  • Fixed some loading dialog configs
  • Fixed a bug where loading screen can get stuck if server spams cleanup while launching
  • Fixed a multiplayer timing issue that could send clients back to Portus from build mode
  • Fixed a bug with pirate base pipes and client world offsets
  • Fixed a bug with subvessel countermeasures while another player is driving
  • Fixed a bug that blocked quick disembark when observing with no one in control of the vessel
  • Fixed a bug with crane travel lift that could prevent dropping containers in some cases
  • Fixed a multiplayer bug with loading or joining with containers secured to capsized boats
  • Fixed a bug with welder being stuck on if you enter another players vessel while welding
  • Fixed a bug where Nautikin will be stuck welding if the player disconnects while repairing
  • Fixed similar stuck bugs for extinguisher
  • Fixed some bugs with controllers and repairing with multiple Nautikins
  • Fixed part migration for triangle from 1.0 to 1.1
  • Fixed cockpit roof on pirate airship
  • Adjusted order of blueprints in various buy shacks
  • Adjusted some Nautikin LODs
  • Adjusted crane ladders
  • Inventory name UI will now adjust for the name length
  • Recovery buoys now work with drowned Nautikins
  • Recovery buoys are now destroyed when picking up vessels with magnets
  • Recovery buoys are now reusable
  • Changed some load orders
  • Changes to ship status UI
  • Changes to position of chat UI
  • AI ships will no longer attempt to pursue attackers outside of the search area or on land.
  • AI aircraft will no longer attempt to pursue attackers outside of the search area or to low altitudes.
  • Aircraft flap positions are now saved
  • Major improvements to pivot adjustments in build mode
  • The root of a structure now allows rotation and pivot
  • Max players for multiplayer is now 16
[h2]Notes[/h2]
The recovery buoy will now allow you to bring a drowned Nautikin back up from the abyss in addition to sunken vessels. However, this is not cost effective in campaign (if you lose the buoy) because the buoy is more expensive than hiring a new Nautikin. It does however allow you to salvage an operation that would otherwise be over or require sending a new crew member out with an entirely different vessel. It is good for an emergency if you have one in a container.

It can take a bit for the Nautikins to float up from the abyss.

Recovery buoys saved previously attached to a vessel will not load because of changes to the save format. But they will work as normal when saved again (even though this is an unlikely scenario).

You can also use buoys to prevent dead Nautikins from sinking. Though again, this is not cost effective in campaign.

Recovery buoys will now be added back to your inventory when deflated using interaction mode. When you revive a Nautikin that is still attached to a recovery buoy, the revived Nautikin will deflate the buoy and it will be placed in their inventory (if possible) so that it is not lost.

Nautikins on recovery buoys cannot ride around on boats (also they are dead), but you can attach them to other moving objects with a rope.

Ship rudder trim is reflected in the ship status UI. Steering lock does not affect trim. Additionally, trim is not reflected in the steering UI because this represents your steering relative to neutral (which includes trim). Trim will not allow you to steer beyond the maximum angle of the rudder so if your trim is max out in any direction you will no longer be able to steer in that direction.

Similar to rotation, currently pivot mode does not support arrow keys.

I was looking into an issue that I have deemed not a bug. Basically when you attempt to snap small parts to a grid, they will sometimes snap below the surface of the hull. That is because that is where the grid is closest to the small part. If you want it to snap to the hull with small parts you can lower the "Snap position interval" in misc. Basically the interval cannot be larger than the part you are attempting to snap. For example the default is 100 (1 meter) and the chair part is about 50 (0.5 meter) so when it snaps to the grid it can be up to a half meter away. Lowering the interval to 50 fixes this problem, so the intent is that if it does not snap where you want you need to change the interval or place manually then use the adjustment arrows with grid snap.

Flat swim mode is extremely useful for swimming across the surface of the water with a Nautikin without having to worry about the camera direction.

I am increasing the max player limit because there will now be more Nautikins available (2 per player). I have not tested multiplayer with 16 players, but in theory it should not be different than the 4-6 that has been tested other than the performance requirements for having 16 ships at once which you can already do and additional server load (the server can configure the max players from 1-16 for their performance needs). The previous player cap was 10. The cap is unlikely to increase again. The default max players is still 5. This cap increase will also allow more people to join for events.

Pressing 1-8 while controlling Nautikins will now activate the item in the first 8 slots. There are no controller bindings for this behavior and the keyboard bindings are read-only. The second row of items in sandbox mode do not have quick options.

Guides will be updated soon.

Upcoming release plan

[h2]About the release[/h2]
I am organizing my thoughts on release here and actively planning for the 1.0 release. The game is now at 0.9.809. I have a few builds left planned and then some optimization / release preparing tasks to complete. So the release is fast approaching. It will likely be sometime in late April or early May 2025.

As far as versioning goes the 1.0 release may jump from say 0.9.9x to 1.0 or something to that end based on the time slots I have available to release.

The game seems very stable now and has a crazy amount of content. I am still accepting feedback in whatever form players wish to provide it. Any new stuff I receive on Discord (or where ever) may still end up in the game, there is a ton of cool stuff in the backlog that I have yet to prioritize. My current plan is that once 1.0 is released, I will simply start pulling new builds from the backlog and prioritize player requests. This means I will continue updating the game after release.

[h2]Feedback and thanks[/h2]
I would like to thank those who have left reviews and provided feedback so far. A special thanks to people playing the game extensively and providing me inordinate amounts of feedback, information and support in various ways (you know who you are). Multiplayer help is always appreciated!

[h2]Final thoughts[/h2]
I am working very hard mostly on finishing the game. I am doing what I can in terms of marketing but my efforts are largely ineffective and Steam is really how I am reaching people. If you wish to support the game more you can spread the word in whatever way you can. Tell your friends or leave feedback.

I may do some sort of play the game with the developer event prior to 1.0 (or several if there is time). This might help find any lingering multiplayer issues and play with whatever sized group I can rally (session is limited 10 people currently). There was a small "Kill the developer" session a while back. It may be fun for those who have already enjoyed the game to chase the developer with jets or something. Maybe free keys if you shoot me down or something, idk. Probably just mess around in sandbox and blow stuff up. Sounds fun, I need to finish the remaining tasks prior to the final marathon of work before release which will likely be 2-4 weeks, so I will schedule an event after that if Nautikins show interest.


That's my plan! Keep an eye out for sales. Let me know if you have any questions.

Version 0.9.809 Update

[h2]Changes[/h2]
  • Added Fish meat item
  • Added FishContainer part
  • Added FishingNet part
  • Added FishingBoatHull part
  • Added FishingBoatEngine part
  • Added Fishing UI Indicator
  • Added Nautikin interaction to containers for "e" input
  • Added a mechanic for Nautikins to catch fish via interaction mode
  • Added more nonsense messages
  • Added collisions to other items of significant size for consistency
  • Fixed a misname/typo for StandardPlaneSeaLandingGear
  • Fixed a bug with the physics engine for steel cables and exiting vessels
  • Fixed a bug with structure damage
  • Fixed a bug with VFX related to instant explosions
  • Fixed a UI bug with new button in build mode when loading an un-named structure
  • Fixed a tolerance issue with certain parts when building structures
  • Fixed some issues with repeated interactions using "e"
  • Fixed a UI bug with "Crate" vs "Container"
  • Fixed various item configs related to collisions
  • Fixed some problems with med kit model
  • Fixed a bug with underwater items floating when dropped on submarines
  • Fixed a bug with interacting around fish underwater
  • Fixed some UVs on RacingDriverSeat
  • Fixed some vertices on RacingDriverSeat
  • Fixed a bug with stretching complex parts in build mode
  • Fixed a bug with aircraft wings and buoyancy on boats
  • Fixed some unobtainable part unlocks at Turris in campaign
  • Fixed some UVs on cargo engine part
  • Fixed some artifacts on deck harpoon launcher views
  • Fixed a bug where changing the resolution while using deck weapons can move aimers
  • Fixed some issues with steel cables attached to cranes from containers
  • Fixed an issue in campaign where destroyed vessels would attempt to calculate a refund even though the result will always be 0
  • Fixed a bug in campaign where you might not be charged for crew members when exploding
  • Securing/unsecuring containers will now remove any attached ropes or cables
  • Adjusted some LODs on Nautikins
  • Adjusted direct interactions with speed boat wheel
  • Adjusted some items LODs
  • Propellers and other blades will now do damage to Nautikins while on magnet lift
  • Increased max part size to make it easier to build runways
  • Landing aircraft on vessels that are on fire will now cause them to explode
  • Moving or Network parts can no longer be used as roots for structures
  • When disembarking with CTRL+E you will now be given the Nautikin you embarked with if available
  • Unlocking parts from blueprints now plays sound fx in campaign
  • Optimized colliders on cargo engine part
  • Minor optimizations for interaction mode
  • Minor optimizations for fish
  • Minor optimizations for sharks
  • Minor improvements to load times
  • Changed the way that obtaining stacks of items adds to existing stacks
  • Changed the order of the part list in build mode
  • Fish can now be killed with harpoons
  • Storage container parts are now renamable
  • Sails no longer work underwater.
[h2]Notes[/h2]
The increased size cap effectively eliminates restrictions within build areas, the only way to hit the cap is to extend far outside the build area. It makes it easier to stretch a quick runway or make really big parts for large ships. Some parts that start small may hit the cap sooner.

Things like steering wheels and fuel tanks can no longer be used as the root for structures. The reason for this is that it defies some of the schema for how vessels are expected to be constructed which can cause structures to take lots of damage when impacted. Valid roots are now things like cubes or other simple shapes (and hulls). An easy root to have is a cube that you mark with a specific color to note it as the root and hide it away somewhere so you can move it later if needed.

If you have structures with roots that are no longer allowed, they will still work but likely suffer from extreme damage when impacted.

Catching fish with a Nautikin is client side, because fish are not synchronized in multiplayer due to the extreme amount of fish (saves a lot of time/network messages). Though this will likely not be noticeable unless 2 players are fishing in the same location and discuss the fish they are fishing. In any case, when you catch a fish you receive a fish regardless of if other players are catching the "same" fish in a similar location.

Fish will react to a member of their group being taken and become harder to catch. They will calm down if you return later.

Eating fish meat will restore a small amount of health but cannot be used to revive Nautikins.

All caught fish result in the same type of fish meat but result in different amounts.

Fish meat spawned from killing fish with harpoons will not be saved and despawn after a while if not picked up.

Fish containers can hold any type of fish like meat (Fish, Shark, Turtle, Whale, etc.), but will not allow any other item type.

You can sell the fish container inventory when nearby buy shacks.

Catching fish with nets only requires the boat be moving and nearby fish. The fish do not have to go into the net physically. The orientation of the net relative to the fish does matter.

Fishing nets do not have collisions for performance reasons / limitations of the physics engine.

Each fish container can hold 1200 kg of fish.

You can put fishing parts on structures, but they will not do anything (except for passive fish storage).

The fish container can be used without the fishing net, but the fishing net will not do anything without a fish container.

When you drop items underwater, they tend to simply stay in the water where you dropped them. However there are/were some unintended side effects with this behavior such as dropping an item underwater above a submarine will make it attach to the submarine but still float above it, so instead now it will snap when underwater and dropped above a vessel. Additionally since this dropping behavior is not a saved action, if you park a submarine under previously dropped items they may decide to snap to the submarine on load rather than continue floating. The intent with this behavior is that if at any point you drop an item above a vessel you want it to stay with the vessel and if you do not you don't want it to sink into the ocean.

There are now 200 parts in the game.

Guides will be updated / added for fishing soon.

[h2]Fishing boat[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3428760095

Version 0.9.779 Update

[h2]Changes[/h2]
  • Added toggle group config for CargoEngine
  • Fixed a bug where Nautikin could speak when typing in chat
  • Fixed a bug with distance based recall attempting to recall incorrectly for mobile build areas attached to themselves
  • Fixed a potential issue where you could recall to build areas that were still spawning
  • Fixed a bug where vessel spawn would fail if the server is slower than the client
  • Fixed a bug with missiles when cleaning up vessels
  • Fixed an issue where both the server/client send cleanup messages at the same time
  • Fixed background error related to unspawned aircraft engines on clients
  • Fixed a repeating missile lock on timing issue in multiplayer
  • Fixed some objects showing on the map before spawn had completed
  • Fixed a disconnect when joining while someone activates a toggle group in multiplayer
  • Fixed a UI bug with subvessel toggle groups and duplicate rows
  • Fixed a UI bug with nested toggle group dialogs and chat
  • Fixed a loading issue when joining games related to loading platforms
  • Fixed some config issues with Spiculum
  • Fixed a bug with saving previously secured containers on crane lift
  • Blind fix for problem with spamming recall/launch vessel
  • Optimizations for missiles/projectiles
  • Optimizations for flares/countermeasures
  • Changed the way loading handles vessels that are still spawning
  • Adjusted how golden shells spawn on various islands in campaign
[h2]Notes[/h2]
Joining load times for multiplayer will now take slightly longer because previously the loading did not wait for vessels to completely spawn and just let them load as you started doing stuff. This causes weird problems if you open the map and could potentially break stuff if somehow you interact with something that is still loading so it will now wait for everything to load for the main loading screen.

The next build will likely add more new stuff.

Guides will be update soon.

Version 0.9.760 Update

[h2]Changes[/h2]
  • Added fuel can item
  • Added shadow bias settings
  • Added new crane fast move mode (shift)
  • Fixed some animation issues with Nautikins on very low settings
  • Fixed a UI bug with repairing vessels without drivers
  • Fixed a problem with default quality settings (Low -> Ultra)
  • Fixed some symmetry problems with racing hull
  • Fixed some loading quirks when not using teleport crew members
  • Fixed a bug in multiplayer that can activate the buy shack for other players when using e
  • Fixed a bug where fog weather can trigger heavy wave sounds
  • Fixed a bug where toggle groups for subvessels do not apply default states
  • Fixed a bug where toggle group states are not saved
  • Fixed spaz climbing issue on dock ladders
  • Fixed a bug with dropping items as client in multiplayer when on ladders
  • Fixed a bug with Calvaria
  • Fixed some highlighting with various far away dropped items
  • Fixed some materials on buy shack items during weather
  • Fixed a bug where harpoons don't stick to items dropped on boats
  • Fixed a background issue with item names
  • Fixed some UVs on fuel connector
  • Resetting game settings will now also reset graphics settings associated with the game engine (quality, resolution)
  • Fuel pumps can now be toggled
  • Fuel pumps can now be renamed
  • Fuel pumps can now be used in toggle groups
  • Changed some configs for fuel pump part
  • Changed default controller look sensitivity to 1
  • Storm danger music will no longer play when you are in a protected area (most islands)
  • Optimizations for dropped fuel connectors
  • Adjusted LODs for various items
  • Adjusted Alta buyshack
  • Changed medkit appearance for weather
  • Updated long fuel cable appearance
[h2]Notes[/h2]
Resetting settings will not change the display monitor or full screen mode.

The racing hull had some symmetry problems that made it impossible to mirror in certain places and caused drift in buoyancy. This has been updated but depending on your design it may make your boat look different in terms of mirrored parts (but won't actually move anything). The buoyancy will also be slightly different. The materials may look slightly different as well.

The shadow bias helps with very close shadows. Setting it low is good for screenshots of Nautikins close up but can cause shadow artifacts elsewhere. The default value is meant to serve the best shadows in most cases.

Crane fast move will move the crane arm 2.5 times faster, but will not affect raising/lowering cables or rotating the lift.

Fuel cans can be used to fill fuel tanks with a fuel connector. Fuel cans can be filled from any fuel tank with a connector.

Fuel cans are available at some but not all buy shacks.

The next build will be another smaller build for some multiplayer bugs. I will likely update the guides after that.