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Nautikin Adventures News

Version 0.8.676 Update

[h2]Changes[/h2]
  • Added new Nautikin "Chum chummington"
  • Added map icon sorting for consistency between single player and multiplayer
  • Added direction arrows for ladders in build mode
  • Added save and quit button
  • Added player list to in game menu
  • Added date to log files to better help with keeping track of log files from players for bug fixes
  • Added map button to center on the controlled object
  • Added button "G" to make Nautikins speak on demand
  • Added BeaconPart
  • Added Emergency Beacon item
  • Added some of the new items to various buy shacks on different islands
  • Added "No crew available" dialog when attempting to launch when there are no crew members
  • Added some dynamic physics logic to allow Nautikins to both push vessels and be pulled by vessels with ropes
  • Added info popup when switching between parts that may not be visible using keys
  • Added ragdoll to shark
  • Added SFX to shark bite
  • Added new item Shark Meat
  • Added new feature to disable specific engines with interaction mode
  • Added misc settings tab to UI
  • Added misc setting to disable weather while in build mode
  • Added misc setting to open map to controlled
  • Fixed a bug related to getting off short ladders
  • Fixed an error message when server cleans up Nautikins in map cranes
  • Fixed a bug where Nautikins in map cranes are cleaned up even when "Cleanup controlled" is unchecked
  • Fixed bug with initial ship engine state for uncontrolled vessels when joining multiplayer
  • Fixed a bug where map colliders do not load when switching between quality levels when memory mode is persistant
  • Fixed some bugs with destroyed aircraft engines being considered for various calculations
  • Fixed a bug where vegetation chunks don't load if you switch back and forth between quality levels without closing menu
  • Fixed bug with undo stack in build mode that caused sample mode to stop working until you click on something
  • Fixed a bug with mass when loading inventory with no items
  • Fixed an animation bug related to interaction mode and getting in seats in multiplayer
  • Fixed an animation issue with arms when fast jumping out of whatever while moving forward
  • Fixed an error message that added fuel cables as a vessel damageable part in multiplayer (doesn't really do anything)
  • Fixed some background errors on client when server shuts down
  • Fixed some background errors related to destroying the vessel you are in with weapons on said vessel
  • Fixed a disconnect error caused by server cleaning up vessels while players are joining (will now trigger an error message)
  • Fixed some tooltips on server tab
  • Fixed an inventory bug related to dragging when inventory is not open
  • Fixed a bug that could prevent interaction mode if you open the map while hovering over drydock with m and then control something
  • Fixed a bug where fired harpoons do not sync properly when clients join
  • Fixed a bug with seat exit positions when joining games in progress
  • Fixed a bug where drydock doors damage vessels on client when drydock is in use by server
  • Fixed a bug that prevented steel cables from working when attached to network parts
  • Fixed a position scan bug with drydock launch obstruction detection
  • Fixed a bug that allowed Nautikins to sink quickly in the water
  • Fixed some inconsistant deformation between colliders and visible mesh when damaging vessels
  • Fixed a bug that allowed you to walk underwater with structures angled into the water
  • Fixed a config issue with ramp part and uniform scaling
  • Fixed a bug with build mode where vessel name could be reset
  • Fixed some issues with welder activating when clicking on unrelated things
  • Fixed some issues with extinguisher activating when clicking on unrelated things
  • Fixed a config issue with submarine seat in build mode
  • Fixed a bug where pilot helmet would drop under feet
  • Fixed some underwater lighting issues
  • Fixed a bug where whirlpool music can get stuck on
  • Fixed some background errors when right clicking while dragging inventory items
  • Fixed problem with PhysX initialization with loaded vessels
  • Fixed a bug with fuel usage for vessels with multiple modes
  • Fixed a multiplayer bug related to attempting to pickup items when you have no room
  • Fixed a bug in build mode that allowed unmirrored placement when spamming clone
  • Fixed a bug where Nautikins cannot be injured point blank by deck weapons
  • Fixed a bug where Nautikins did not use gravity on death
  • Fixed some problems with aircrafts throttle UI with variables geared engines
  • Fixed a bug where Nautikins can get stuck in pilot seat when crashing into the water
  • Fixed a bug with sampling materials on lights
  • Fixed some errors related to aggressive mirrored stacking / cloning and undo stack
  • Fixed a bug where locking ship steering on one ship and then returning later would not update UI
  • Fixed a timing issues with seats in multiplayer
  • Fixed a physics bug where Nautikins can pull a boat they are standing on with ropes
  • Fixed some item configs
  • Fixed a bug with landing gear where it would not apply brakes when uncontrolled
  • Fixed a bug where runway build more would not align to the correct rotation when using surface align option
  • Fixed surface align configs for some sea plane vent parts
  • Fixed some problems with shark mesh
  • Fixed a bug with sharks where they were still thinking when dead
  • Fixed some bugs with how shark chooses where to swim
  • Fixed a bug where inventory closes when clicking on context menu outside of window
  • Fixed a gap in dock / map
  • Fixed a minor physics sync bug with ships
  • Fixed a minor timing issue with fuel loading from save file
  • Fixed a bug where bow thrusters do not sync in multiplayer
  • Fixed a bug with crane damage
  • Fixed a shadow problem with point blank bullet impacts
  • Fixed a bug where external lights can show in build area if fog rolls in while in build mode
  • Fixed a layout issue with disembark button that prevented clicking the very left side
  • Fixed some background warnings that could occur when cleaning up Nautikins
  • Fixed a tiny mesh issue with Nautikins wrists while wearing jumpsuits
  • Fixed collider precision for jet wing
  • Fixed collider precision for plane wing
  • Fixed collider precision for plane rear wing
  • Fixed collider precision for sea plane wing
  • Fixed collider precision for sea plane rear wing
  • Fixed a bug with part placement in build mode related to specific parts
  • Fixed a bug where button state are incorrect when transferring to drydock from runway when it has not be used yet
  • Fixed a bug with landing gear when deploying from drydock
  • Fixed some map LODs
  • Fixed a problem with Skull island waterfall
  • Fixed a problem with underwater rendering when near shoreline at Skull island
  • Fixed a bug where other Nautikins could trigger Oxygen bar
  • Fixed a bug when joining a game when items are dropped on vessels
  • Fixed a bug with crane physics in multiplayer
  • Fixed a bug with far away boats that have observers but no driver in multiplayer
  • Fixed a bug with delivery indicators when joining a game
  • Fixed a bug with loading saved secured containers for deliveries
  • Fixed a bug where landing gear extend automatically in multiplayer when using different types of landing gear
  • Fixed an accuracy issue with saving ropes in multiplayer
  • Fixed a problem where Nautikins could be blown away by strong wind when on platforms
  • Fixed a timing issue when attempting to observe a vessel that was destroyed in multiplayer
  • Fixed a background issue with clearing platforms
  • Fixed a timing issue that sometimes allowed questionably placed weapons to fire into the side of the vessel when turning
  • Fixed a bug where getting out of a seat in a subvessel can causing you to pass through a fast moving vessel
  • Fixed a bug where server could not reset map cranes if they were controlled by someone else
  • Fixed a bug where crane lift cargo would not release when resetting map cranes
  • Fixed a problem with uneven drag physics on mirrored parts that could cause steering issues
  • Fixed a bug where g-forces are not calculated on clients in multiplayer
  • Improved some network serialization calls related to syncing multiplayer
  • Fires can now start from any impact above max damage
  • Exploding vessels are now more likely to incapacitate crew
  • Code now handles bad data for save files made during development
  • Code will now handle corrupted item stacks and attempt to correct them from old saves
  • Nautikins will now automatically swim across the surface of the water instead of entering / exiting the water when swimming upward
  • Placement triggers will no longer block sample / apply material in build mode
  • Ropes and cables are now hidden when in build mode
  • Fuel cables are now ignored in build mode
  • Adjusted default LOD bias for staff building that looked a little goofy
  • Vessel platforms are now saved with the vessel
  • Changed the way that physics load for vessels when loading a save file with platform vessels
  • Vessel platforms will no longer clear when entering the water with steel cables attached
  • Vessel launch obstruction detection will now ignore underwater placement if you choose to launch with obstructions
  • Disabled log warnings for Emoticons in waypoints
  • Underwater music no longer plays during whirlpool music
  • Smoke emitters now force uniform scaling when part is scaled in a non-uniform way
  • Build mode will no longer allow changing adjustment modes with hot keys while adjusting
  • Activities view can now be closed using escape key instead of just the button
  • Refactoring for in game menu changes
  • Changed save behavior to allow waiting for save completion prior to quit
  • Changed the way indicators display to better support beacons
  • Deck weapons will no longer change the exit position as you rotate
  • Other players can no longer access inventories controlled by other players
  • Helicopter rotors now calculate drag more effectively for multiple rotor aircraft
  • Throttle is now locked per vessel
  • Minor optimization to vessel saving / loading
  • Increased the number of inventory slots that Nautikins have in sandbox mode
  • Inventory windows will now close other tooltips if you attempt to start dragging while one is open
  • Changing displays with dropdown no longer requires restart
  • Resolutions dropdown will now update when changing monitors
  • Display dropdown will now update when using Alt+Enter
  • Fullscreen mode dropdown will now update when using Alt+Enter
  • Forces can now pull a Nautikin off a platform
  • Updated some tooltips in activities view
  • Structures built with build areas will now transfer the inventory of any containers when re-deploying
  • Multiple sharks can now spawn
  • Changed the way that sharks spawn
  • Sharks can now be different sizes
  • Updated shark LOD
  • Sharks are now pushable
  • Sharks will now respond to attacks
  • Sharks will now swim away if no one is around
  • Sharks will now hang out for a little bit in case you come back before leaving
  • Sharks will now spawn if Nautikins are merely near the water as well as in the water
  • Sharks will now contain meat and/or golden shells when defeated
  • Increased reward for rescuing Nautikins during rescues
  • Improved Nautikins ability to swim across the ocean floor
  • Improved smoothness of swimming out of water
  • Nautikins will no longer slowly move down slopes when standing still
  • Far away Nautikins will no longer drift slowly over time when standing on a slope
  • Nautikins will no longer get wet when entering the water in airtight seats
  • Vessels that are not controlled can now be controlled from Seats without having to use the map when they already have a driver
  • Nautikins can now activate the buy shacks with e
  • Transparent Vessel UI element bars are now more visible when empty
  • Changed the wrists on Nautikin pilot suit to better conform to skin
  • Performance improvements to build mode hiding of external objects
  • Performance improvements to vessel damage
  • Improved helicopter control when using multiple rear rotors
  • Changed the way rotors respond when touching water
  • Changed surface align for bow thrusters
  • Changed surface align for submarine tail
  • Changed surface align for submarine stabilizer
  • Changed surface align for plane landing gear
  • Changed surface align for helicopter skid gear
  • Changed surface align for helicopter stabilizer
  • Changed surface align for helicopter tail
  • Surface align will now restore the selected part rotation when turning off
  • Performance vegetation density now displays in 1/1000 instead of 0.01/1 so that more decimal places can be displayed when close to 0
  • Performance tab is now truncated on lower resolution screens to make room for Misc. tab
  • Enemy AI can now be stood on / count as platforms
  • Helicopter rotors will no longer auto feather
  • Improved save / load for vessel platforms

[h2]Other changes[/h2]
This build also includes changes from the most recent experimental build
https://store.steampowered.com/news/app/2244830/view/4014464668725715605

[h2]Notes[/h2]
"New Vessel" should only appear when the game is first started, "New" is clicked, or a transfer has occurred. Previously this was reset when exiting the drydock but the last vessel is now always saved until you deliberately delete it to prevent losing your work or inconsistent behavior for Launch vs Exit

Speak ability does not currently have a controller binding

Helicopter rotors are intended to produce diminishing returns with altitude and more rotors. They are optimal for single rotor designs but will now function better with duel rotor designs and even quad rotors in terms of drag. Beyond quad rotors you may not be able to effectively control an aircraft with the current rotor specs (more rotor parts are planned for the future)

Light material groups can only apply / sample colors.

Pulling another player with a vessel in the air using a rope does not work very well because of the way that Physics sync.

If you remove a structure inventory container from the design or move it in a way that cannot be inferred the inventory items will still be deleted. If you re-arrange containers it is also possible their contents will be swapped, but that won't really be noticeable if they are the same part unless you have separate colors on them or something.

The shark limit is currently 3 for performance and multiplayer impact, spawning more than 1 shark is far less probable than 1 shark.

When you disable / turn off engines, they will automatically come back on at the speed you turned them off and or the current throttle. While not 100% realistic, it is more functional than having to stop and stop all engines to get things running smoothly again and it prevents you from falling out of the sky if you are building something complex and changing engines states mid air.

Guides will be updated soon.

Experimental Version 0.8.466 Update

(Updates: I may be updating the experimental build off and on as I approach the main build, but the patch notes will not be reflected until the main build is complete. Just keep an eye on the version if you are playing on the experimental build.)

This is a special build because there are a lot of improvements being made and there is still more work to be done on the main build. Normally I do not make patch notes or announce the experimental builds because they have until now been used primarily for testing purposes and short lived prior to the update of the main build. However, I have lots more to do for the current build so this experimental build will stay out there separate from the main build for at least several more weeks while I continue preparing the next update. It is unlikely I will update this experimental build again prior to the next update being ready. I have not written guides for some of the new stuff yet. The plan is to continue work on the main build and then do some multiplayer testing.

Since this work in progress / experimental build is stable enough to play I will put it out there for anyone interested in the latest and greatest of updates. The main build may be more stable so I would recommend playing that unless you have a specific interest in testing out the build before it is done. If you do play on the experimental branch, make sure you use a separate save file just in case!

[h2]Changes[/h2]
  • Added more nonsense messages
  • Added new multiplayer feature "Platform Areas" to better sync Nautikins moving nearby vessels
  • Added launch obstruction detection to build areas
  • Added new item steel cables
  • Disabled default unity player logging again
  • Improvements to platform movement
  • Improvements to platform collisions
  • Fixed bug with engine UI related to multiplayer
  • Fixed some culling problems with Ocean when in the air
  • Fixed a bug that could potentially cause an infinite loop and engine crash if the shark gets stuck in a weird spot somehow
  • Fixed a bug with jump animation
  • Fixed a bug with jumping between different vessels
  • Fixed a bug with jump timing
  • Fixed a bug with rotation on static platforms
  • Fixed a bug with revive timing
  • Fixed a potential problem with crates detecting vessels
  • Fixed a physics bug where crates could fly away when unsecured from a moving vessel rather than maintaining relative velocity
  • Fixed a potential problem with runway light rendering far away
  • Fixed a bug with swim animation when entering water with parachute after jumping
  • Fixed some multiplayer timing issues related to securing crates
  • Fixed a timing issue when spawning network parts related to subvessels
  • Fixed a bug with crane container pickup angle checks
  • Fixed a bug with crane container pickup where container can be ignored
  • Fixed a client sync issue with securing containers that prevented vessels from moving
  • Fixed a bug with ladder animations when loading related to multiplayer
  • Fixed a bug with first person camera while on ladders on turning boats
  • Fixed a bug related to saving Nautikin exit positions for seats when a vessel has just launched
  • Fixed a bug with crane colliding with vessels when unobserved
  • Fixed a bug with repair animation in multiplayer
  • Fixed a bug with parachute drag
  • Fixed a bug with character ability sync
  • Fixed a bug with redundant buoyancy on server for multiplayer
  • Fixed some sync issues with aircrafts physics
  • Fixed a potential sync issue with 3 or more players
  • Fixed a bug with climb animation underwater
  • Fixed some timing issues with animations
  • Fixed a bug that allowed grabbing ladders and getting stuck inside them
  • Fixed 2 bugs that prevented reliable jumping off ladders
  • Fixed bug with ladder movement
  • Fixed some audio issues when loading multiplayer
  • Fixed a bug with throttling down aircraft
  • Fixed a bug related to placing other parts on ladders
  • Fixed a bug that allowed getting on ladders by interacting with child parts
  • Fixed a bug where eyes can disappear when incapacitating another Nautikin in first person
  • Fixed some problems with touching items dropped on platforms
  • Fixed a bug with fire detection when using welder
  • Fixed a configuration issue with DinghyHull part
  • Fixed a bug with Nautikin colliders
  • Fixed some item highlight issues with ropes
  • Changed the way ocean updates with camera
  • Changed the way that Crates and Shipping containers sync
  • Changed the way vessels sync in multiplayer
  • Changed the way climbing ladders syncs in multiplayer
  • Changed the way seats sync in multiplayer
  • Changed Seat part seated animation
  • Changed how exiting a seat handles multiple vessels nearby
  • Tweaked debug display
  • Shark will now decrease wander area if confined
  • Shark can now wander away from where he spawned
  • Shark can now be killed with physical impacts and has a higher tolerance for pain
  • Nautikin mass is now linked to vessel when on platforms instead of a physical force
  • Unsecured containers now rotated better with moving parts
  • Overhauled platform movement
  • Improvements to getting stuck on tiny parts of boat
  • Improved Nautikin collision detection with static map objects (i.e. docks, rocks, trees, etc.)
  • Interactions now ignore audio area triggers
  • Vessel cameras will no longer be occluded by crates or Nautikins on the vessel
  • Nautikin impact damage now has additional checks for cranes
  • Code cleanup
  • Deliveries are no longer destroyed when vessel is physically destroyed
  • Vessels are now more stable when resting on other vessels in multiplayer (Helicopters on boats)
  • Seats are now considered platforms, similar to ladders.
  • Slight improvement to foot animation when on ladders
  • Nautikins now angle better to climb ladders with feet
  • Improvements to platform collisions
  • Improvements to character movement
  • Improved collision detection for terrain
  • Improved rope / cable rendering at high speeds
  • Ledge detection now respects characters current speed and angle limitations
  • Nautikins will now moved when pushed by cranes or other Nautikins
  • Cranes now save the orientation of the lift, not just the rotation of the controls
  • Improved performance of getting in / out of vessels
  • Nautikins can now push each other
  • Minor improvements to push mechanic
  • Nautikins can now push other Nautikins underwater
  • Improved underwater pushing animation
  • Improved collisions for vessels
  • Performance improvements for multiplayer physics
  • Structures no longer attempt to sync position information in multiplayer
  • Climbing ladders will now detect obstructing parts
  • Tweaked beach ball behavior on platforms
  • Drydock and Runway will now make some attempt to prevent spawning vessels inside each other (if you forget to remove a plane from the runway for example)
  • Fire extinguisher is now sold at runway too

[h2]Notes[/h2]
Steel cables work similar to ropes but instead create a fixed connection allowing for greater stability between secured objects. The primary purpose of this is to secure helicopters to boat helipads when moving fast, or vessels to other vessels in general when they are resting on top of one another.

Steel cables can only be used to secure controllable objects to platforms or the map.

Things that work include Nautikins on boats, helicopters on boats, Nautikins on jets, jets on boats, boats to map, Nautikins to map, etc.

Things that do not work primarly due to the limitations of the engine and multiplayer in general are, securing 2 boats together that could be controlled by different players or securing 2 Nautikins together. Crates do not work because they can already be secured. If either of these objects is not the current platform of the other, the connection will be disabled because it won't synchronize in multiplayer properly and spaghettification will likely occur. This may work in the future if control can be delegated to a single location when steel cables are attached, but the fixed connection and multiplayer synchronization have contradictory goals atm. Having control of your vessel delayed to the server for steel cables is likely undesirable. This behavior could be enabled for single player but is disabled currently to maintain consistancy between singleplayer and multiplayer.

Steel cables cannot be attached to cranes or subvessels.

The build area obstruction detection on launch is particularly useful for placing vessels on top of other vessel at launch (this is more of a side effect, but it is neat for putting jets on boats).

This build is a little bit larger and took a while longer than normal due to some complex changes to multiplayer that would have otherwise made the game unstable without a longer testing period. There was also a lot of refactoring ahead of new content that otherwise did not warrant it's own build.

Testing various fixes for obscure problems with the ocean shader, it's not immediately apparent that these will be successful so they may reoccur in changes from build to build.

Been chasing a silent crash. Player logging was enabled in an earlier build to see if Unity logged anything to the default Player.log or this somehow prevented the crash (it did not so its off again). Its possible this crash was caused by bad shark behavior but only time will tell.

Because the format of crane rotation has changed, loaded cranes will default to not rotated until saved again. This prevents bad collisions during initialization.

Pushing Nautikins controlled by other players is a little janky movement wise due to the requirements of network position syncing.

Version 0.8.354 Update

[h2]Changes[/h2]
  • Added slow move input to build mode
  • Added FastMove / SlowMove to keybindings
  • Added build move speed to control settings
  • Added speed input to build ghost camera
  • Added build mode setting for adjusting placement when scaling
  • Added "Remove all waypoints" to server tab
  • Added "Stop all activities" to server tab
  • Added unwrap mode for materials
  • Added part destruction indicator to hull integrity
  • Added reset zoom keyboard options
  • Added fuel cable visualization during placement
  • Added transfer warning dialog to inform the player if the runway or drydock already has a vessel when attempting to transfer
  • Added "Long fuel connector"
  • Added "BoatTunnel" part
  • Activities can now be accessed from the map
  • Transfering vessels now removes the original
  • In progress vessels that have no been saved will no longer be deleted when exiting the build area
  • Made part filter button tooltips faster
  • Fixed some sync issues with crates
  • Fixed bug where picking up crates from the bottom of a stack would not cause the stack to fall
  • Fixed a PhysX bug with ropes and mirrored parts
  • Fixed bug with amount dialog
  • Fixed bug where waypoints on the map can display over UI / buttons
  • Fixed a warning in main menu
  • Fixed a multiplayer bug where Nautikins revived on vessels could float slightly until they move
  • Fixed timing issues with complex boats with many seats that could cause problems with Nautikins
  • Fixed multiplayer bug that caused control to be released when destroying someone elses seat
  • Fixed a bug with aircraft audio when joining sessions
  • Fixed multiplayer bug related to rejoining / respawning client vessels after disconnecting during spawn
  • Fixed a spawn order problem related to sub vessels
  • Fixed some problems with immortal async threads
  • Fixed some map bugs where icons would move around on clients while being launched / recovered
  • Fixed a bug with store inventory calculations and amount dialog
  • Fixed a bug with fuel transfer rate when engine is running and both tanks are full
  • Fixed some timing issues with dropping items and players joining in multiplayer
  • Fixed a bug with collision event tracking related to items
  • Fixed Ramp part config
  • Fixed some problems with material groups related to lights
  • Fixed some weird behavior with undoing mirror parts
  • Fixed a bug with Unity logging
  • Fixed a bug with ballast tanks being controlled in aircraft mode
  • Fixed a bug with fog lights
  • Fixed a bug with platforms related to spontaneous levitation
  • Fixed a bug that prevented using crew disembark button as observer
  • Fixed a bug with platform movement and rotated parts
  • Fixed a bug with platform movement in first person
  • Fixed a multiplayer bug with Server cleanup all options
  • Fixed a bug that allowed exiting the build area while a vessel was still being loaded
  • Fixed a bug that allowed loading in build area while a vessel was still being loaded
  • Fixed a bug where server tab could become enabled on client
  • Fixed a bug with cleaning up items
  • Blind fix for some spatial audio issues
  • Center of mass will now reset to default position when re-entering an empty build area
  • Center of mass will now reset when creating a new vessel prior to placing the first part
  • Improved jet engine placement for normal align
  • Nautikins now adjust for sea level changes in multiplayer
  • Anchor chains will now change max length with sea level changes to prevent pulling small boats underwater
  • Changed the way physics works when attaching boats to docks with ropes to better match harpoons
  • Changed behavior for adjustments for parts with placement triggers
  • Changed default chat enable state in multiplayer for server
  • Improved physics behavior when Nautikins are tied to objects
  • Improved position sync when launching vessels as clients
  • Can no longer attach ropes to climbing Nautikins
  • Activities will now populate while the UI is open when new activities are available
  • Activities will now update in multiplayer on clients when the server changes activities while the UI is open
  • "Paint mode" now displays as "Paint" to save space
  • Updated configs for fixed weapon normal align
  • Updated welder LODs
  • Stores no longer attempt to calculate cost in sandbox mode
  • Airport buy shack now sells fuel cables
  • Improved buy shacks ability to refill multiple stacks
  • Improved dropping items at feet when obstructed
  • Store inventories are now cleared when full of sold items
  • Store inventory UI will now refresh if you happen to have it open when it refills
  • Buy shacks now have more slots
  • Fuel cable setup will now cancel when you change Nautikins and other obvious cases
  • No longer prevented from using ropes while on ladders
  • Fuel connection will now cancel if connector is destroyed
  • Fuel cables will no longer be destroyed when they lose line of sight
  • Fuel cables will now be destroyed when they impact something with significant force
  • Fuel connection setup can now be canceled with right click the same as ropes
  • Fuel cables can now be destroyed by projectiles
  • Fuel cable setup is now started with right click to accommodate other options
  • Items dropped on parts that have been destroyed will now be destroyed
  • Dropped items will now move with moving parts
  • Updates to debug info
  • Steam client send buffer failure will now trigger an auto disconnect
  • Build mode undo stack is now more robust
  • Mirror mode is now tracked by undo stack
  • Logging now prints game version
  • Audio sources are no longer pooled
  • Flares can no longer damage vessels
  • Current activity details are now cleared when ending activity on server
  • Mod manager now checks to see if mod is already loaded when attempting to load a mod after rejoining a session
  • Improved vessel angle synchronization in multiplayer


[h2]Notes[/h2]
This build mostly contains things that were pushed out of the last build for one reason or another, including some user requests.

Vessels that have not been saved or vessels with unsaved changes will no longer disappear when clicking the "Exit" button in the drydock. Instead the in progress vessel will sit there until the next time you activate that build area. This is useful when exiting the drydock to check on other things rather than launching. Additionally launching a vessel does not remove the in progress vessel from memory so the behavior of "Exit" and "Launch" will now be consistent. The only way to clear it out now will be a deliberate action such as creating a new vessel or loading a different one.

The goal of the rope changes is to make boats more maneuverable while tied to docks and prevent boats being pulled underwater with tide changes. It is still possible to get pulled under with ropes if you do not tie them off above the water.

Slow move is activated with the space bar. Slow move can be used in combination with Fast move to produce a sort of medium movement speed relative to the normal movement.

The unwrap mode is similar to the paint mode for materials in that it changes the appearance of the material, mainly to make smaller shapes look better / less tiled when scaled larger. Tiling is the default mode. Some meshes work well with unwrap, mostly uncomplicated parts like cubes and simple shapes, other things like complex hulls need to be reworked maybe in the future to better support unwrapping. Not everything will look good unwrapped.

The part destruction indicator will become active if a part is destroyed meaning the boat is beyond repair and that the hull integrity may not represent the status of the entire boat being fully repaired but rather that every remaining part has been repaired.

You can use ropes while climbing on ladders but ropes cannot be attached to climbing Nautikins.

Leaving default Player.log enabled until the next build because crashes have not reoccurred. It's possible the engine crashes because Player.log is not enabled. That would be ironic. Then I will probably disable it if and see if crashes return.

Long fuel connectors are sold at Portus.

Fuel cables will still use line of sight to prevent self collision with the vessel, meaning that if the cable starts wrapping around the vessel it will break, but it will no longer break from other objects lightly touching it such as Nautikins.

Saved dropped items will be lost because the save structure has changed to accommodate moving parts.

Guides have been updated.

Uploaded this cool boat used during testing:

https://steamcommunity.com/workshop/filedetails/?id=3117333857

Version 0.8.268 Update

[h2]Changes[/h2]
  • Added rescue activities
  • Added Floaties item
  • Added FireMonitor part (Fire hose)
  • Added FixedFireMonitor part
  • Added proximity check to dropping items to reduce chances of it dropping inside walls
  • Added worker hardhat item
  • Added worker jumpsuit item
  • Added bot worker Nautikins for rescue activities
  • Added destruction for cleat part
  • Added auto camera clipping to curb culling issues with far view distance
  • Fixed a bug that caused spastic behavior when anchors were attached on certain locations on planes
  • Fixed a bug that prevents underwater explosions from rendering on clients when observing a vessel
  • Fixed adjustments config on harpoon launcher
  • Fixed bug with collider management for sub vessels
  • Fixed background error with anchor UI on client
  • Fixed bug where fuel tanks do not update when uncontrolled
  • Fixed a bug where deck weapons would not sync angles properly
  • Fixed a background error with weather
  • Fixed some problems with anchor indicator
  • Fixed bug with initial fire state for clients in multiplayer
  • Fixed bug with initial vessel water state for clients in multiplayer
  • Fixed a bug with inertia when launching aircraft from drydock
  • Fixed inertia bug for vessels with multiple modes
  • Fixed a bug with platforms in multiplayer
  • Fixed bug where closing inventory with other menus open could lock input
  • Fixed a bug with activity UI where accepting a mission before reading did not activate its detail
  • Fixed a bug that allowed repairing parts that were on fire when repairing main hull
  • Fixed bug where fire smoke did not count as extinguished when repaired
  • Fixed a bug with delivery locations being disabled when used by multiple activities
  • Fixed various issues in multiplayer related to when clients have auth
  • Fixed bug with Nautikin observer indicator when disabling when controlling player returns to base
  • Fixed a bug where activity detail is not cleared when the current activity is completed
  • Fixed highlighting with some Nautikin LODs
  • Fixed bug where subvessel cameras could activate erroneously when switching between subvessels
  • Fixed bug where inventory can get stuck open if the Nautikin is eaten while accessing Inventory
  • Fixed a bug that prevented removing waypoints
  • Fixed bug where part filters are not reapplied when returning to build mode
  • Fixed bug where camera view distance is not applied properly when changing while in a vessel
  • Fixed bug where camera fov is not applied properly when changing while in a vessel
  • Fixed bug with underwater culling in deep waters
  • Refactored the way Anchors work to avoid PhysX jank when launching
  • Anchors no longer process cable math or render when stowed
  • Changed the way surface tension works with Nautikin swimming behavior
  • Changed mass of build area kit
  • Changed mass of env suit
  • Changed the way that deck weapon angles are stored for better multiplayer sync
  • Changed the way that damage vfx cycle
  • Improved buy shack LOD
  • Inventories now display mass
  • Removed redundant network collider code
  • Deck weapons will no longer fire when UI is active
  • Decreased triangles on deck gun collider
  • Decreased triangles on deck cannon collider
  • Sub vessels will now auto populate colliders
  • Usernames will now be scrubbed from logs to make contributing feedback easier
  • Inventory menu will now automatically close when attempting to open in game menu
  • Updated dropped hardhat LOD
  • Updated weapon configs to be ignored by collision grid activation/deactivation
  • Deleted unused damage area
  • Activity UI refactoring
  • Reduced ocean LOD
  • Code cleanup
  • Nautikins will now move with surface tension as sea level changes when swimming near the surface of the water
  • Nautikin inventory mass now includes mass of Nautikin in UI display
  • Subvessel cameras will no longer attempt to adjust camera distance on init
  • Any open inventory that is destroyed will now automatically close the UI
  • Updated names for grid chunk modes to match other modes
  • Re-enabling Player.log to troubleshoot issues with Unity.
  • Minor performance improvements vegetation grid
  • Performance improvements to open world
  • Changed the way music is applied for underwater vs build mode

[h2]Notes[/h2]
Floaties increase buoyancy in the water and aid in the prevention of uncontrolled Nautikin drownings, they are currently sold at the Portus buy shack.

Store inventories do not display mass.

Usersnames are now scrubbed from logs for a couple reasons, its not useful information for debugging purposes and some may not want their usernames exposed in order to report bugs. Reporting bugs should be encouraged and I have no need or desire for PC usernames, this is something that Unity generates automatically when referencing path names for saving / loading game files like settings and vessels. Additionally, any unknown log statements that may contain usernames in the form ".../Users/[Username]/AppData..." will simply display "[Username]" instead of the actual PC username.

Worker hardhat and jumpsuit can only be obtained by rescuing Worker Nautikins

Some user requests got pushed out of this build into the next build due to various required fixes of existing features and the amount of time that rescue activities consumed.

Seems like outdated drivers may be causing a hard crash occasionally (unclear what the issue is), re-enabling the default logging to see if a crash dump shows up there, I sort of doubt it, make sure GPU drivers are up to date. Will probably disable again with next build.

With new dynamic clipping, even when the view distance is set to max, it will be clamped unless at very high altitudes that require the ocean to be rendered very far away.

Version 0.8.204 Hotfix

[h2]Changes[/h2]
  • Fixed a bug with vessel platform sync for clients in multiplayer