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Nautikin Adventures News

Version 1.0.188 Update

[h2]Summary[/h2]
This build adds a lot of new mod support for most basic parts and fixes various minor bugs.

[h2]Changes[/h2]
  • Added mod support for ship engines.
  • Added basic material group support to mods
  • Added basic seat mod support
  • Added fuel tank mod support
  • Added support for moving mod parts
  • Added mod support for piston engines
  • Added mod support for turbine engines
  • Added mod support for aircraft wings / airfoils
  • Added mod support for helicopter rotors
  • Added various examples to mod tools
  • Added display name support for mod parts
  • Fixed a potential issue with fog shader after flying through the sky for a while
  • Fixed a rendering issue when teleporting from one location in fog to another location in fog
  • Fixed an erroneous dialog when leaving campaign quickly after being prompted
  • Fixed a background error related to leaving quickly after loading a game
  • Fixed an issue where mod boat hulls did not count as sea plane parts
  • Fixed a bug where you could not use 2 mods with the same name
  • Fixed a background error when loading collider proxies for mods
  • Fixed some bugs with mod collider setup
  • Anchors can no longer collide with their mount if they retract at a weird angle
  • Additional error handling for misconfigured mods
  • Mod parts will now register categories and filters for build mode.
  • Code cleanup
[h2]Notes[/h2]
Some of this mod stuff is for basic setups of the support. For example seats can get way more complicated than just a chair if you want to put it inside a jet cockpit or something. If you want support for something specific just let me know, I will provide all the basics I can think of for now.

I have provided examples for the new support in the mod tools. These are very basic examples that do not include the same content in the game (models, materials, shaders, etc.). This is in part because they are meant to be quick examples but also because not everything is available for distribution outside the game. However, when you do not provide your own assets for things like FX/SFX (leave them blank) the game will generate some for you based on the ones already in the game (a nice compromise). This is convenient if you just want to slap a new engine together and get all the normal sound fx or something.

There are other more complex mod support tasks in the backlog that are not currently planned (Anchors, Cranes, Custom Scripts, etc.). If you are looking for something specific feel free to reach out.

The mod display name applies to build mode, interactions, and multiplayer.

Sometimes anchors can retract very fast, if they were secured at a weird angle they may impact the boat right before they snap into place. Previously this could cause the anchors to explode which is not great, so now the anchor will ignore the mount impacts from the anchor. If the anchor impacts in such a way in the future it will simply damage the boat slightly and not cause an explosion (unless it hits some other part.)

Guides will be updated soon.

Version 1.0.164 Update

[h2]Summary[/h2]
New content, new island, bug fixes, and more!

[h2]Fun Video[/h2]
[previewyoutube][/previewyoutube]
[h2]Workshop Items[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3503698922
[h2]Changes[/h2]
  • Added NautikinCannon Part
  • Added Stunt Suit item
  • Added Stunt Suit Helmet item
  • Added e interact support to crates/containers
  • Added Horn part
  • Added horn key bindings
  • Added key bindings for setting values in build mode
  • Added build warning for lots of smoke emitters
  • Added build warning for lots of lights
  • Added various UI SFX to existing UIs
  • Added resume map option for Nautikins similar to vessels
  • Added Control + Backspace support to text inputs
  • Added new death message for being crushed
  • Added search filter to join dialog in main menu
  • Added JetSkiHull part
  • Added JetSkiSeat part
  • Added JetSkiStabilizer part
  • Added JetSkiThruster part
  • Added small storage box part
  • Added MedkitMount part
  • Added FireExtinguisherMount part
  • Added a new island Glacies
  • Added some realistic torquing physics to plane crashes entering the water
  • Added Building a Structure interactive tutorial
  • Fixed inversion with gas input key bindings
  • Fixed a background error that can occur sometimes when cleaning up pirates
  • Fixed some vert symmetry on pilot helmet model
  • Fixed some collar neck verts on jumpsuit
  • Fixed some neck vert smoothness when turning head
  • Fixed a bug with landing gear states when securing steel cables to aircraft cranes on helicopters
  • Fixed some flickering with nearby build areas and long parts
  • Fixed a momentary swim animation when reviving Nautikins killed underwater while swimming
  • Fixed a background error related to improbable interactions
  • Fixed a UI bug where editing a server will then populate a new server defaults later
  • Fixed a bug where UI sounds sometimes play distorted underwater
  • Fixed a bug where load vessel prompt does not trigger when you have not saved yet
  • Fixed a bug where you cannot dump your fuel into the map fuel tanks
  • Fixed fuel transfer sound not playing on clients in multiplayer
  • Fixed some audio popping when fuel transfers stop
  • Fixed unlock visual scale for various unlocks in campaign
  • Fixed an issue where waypoints could be created above seagulls
  • Fixed a bug with crew allocation when you swap vessels with another player and recall
  • Fixed some background warnings related to UI search inputs
  • Fixed a bug where entering a seat from the water can cause issues with collisions
  • Fixed a physics hiccup when exiting a vessel in a position that places you on another vessel
  • Fixed a bug where dropped items are not hidden in build mode
  • Fixed a bug with sail and parachute cleanup
  • Fixed some issues with destroyed bow thrusters flags
  • Fixed some shadows on control tower
  • Fixed some colliders warnings related to aircraft carrier sensor bubbles
  • Fixed a repair problem with colliders where they could be off slightly when fully repaired
  • Fixed a bug where dropping items in multiplayer can stop boats
  • Fixed a bug where fish do not spawn in the ocean for the demo
  • Straightened some details on jumpsuit
  • Refactoring for weapon inputs
  • Increased the max speed of Nautikins
  • Minor performance improvements to wearing closed helmets
  • More weapon materials now support weather by default (Rain/Snow)
  • Steel cables are now available at Centrum
  • Performance improvements for far away buy shacks
  • AI will now fire missiles / torpedoes at a more staggered pace instead of spamming
  • Increased reward multipliers for Centrum and Alta
  • Disabling HUD will now also disable repair progress and extinguisher progress UI
  • Disabling the HUD will now also disable fire progress for fire monitors
  • Other weapon aimers will now more consistently disable when HUD is off.
  • Changes to butt, belly, and fin physics at high speeds
  • Improved some error handling for older save files and seat positions
  • Cranes can now interaction with objects relative to the lift location (not just the base of the crane)
  • Reduced the range for which non-crane subvessels can interact with nearby objects
  • Increased Nautikin interaction distance slightly to make it easier to interact with containers
  • Decreased Nautikin interaction distance when holding useable items (Harpoons, welder, etc.)
  • Made it easier to interact with containers in general
  • E interaction will now prioritize look direction vs forward or platform interactions
  • Sharks can now be killed by explosion splash damage
  • Minor optimizations to warning dialogs in build mode UI.
  • Updated some build warning messages to be more consistent
  • Fuel transfer cost will now process once fuel connector is complete to prevent multiple campaign messages
  • Improved accuracy of fuel transfer math
  • Made it easier to grab various campaign unlocks
  • Nautikins will now die from physics impacts when seated.
  • Obstructed seats will now display "Obstructed" instead of "Embark"
  • Performance improvements for hiding items in build area
  • Reduced audio volume for various weapons
  • Decreased volume for missile target lock
  • Adjust ocean sound in main menu
  • Changed base cost of storage box part
  • Improvements to transitioning between fog above water and below
  • Adjusted some physics interactions when exiting vessels to prevent small vessels from being moved too much
  • Made some item drops sound more consistent in multiplayer
  • Updated icon for storage box
  • Performance improvements to island audio environments
  • Vessels will now display a damage indicator on the UI when crew members are taking damage
  • Improvements to vessel optimization visuals
  • Aircraft will now take damage when hitting the water at weird angles (flying sideways)
  • Adjustments to sail UVs
  • Decreased volume for projectile impacts
  • Decreased volume for Nautikin weapons
  • Code cleanup
[h2]Notes[/h2]
The Nautikin cannon's max range is roughly 3km

I was working on a new outfit so I polished some old vert issues I saw with existing outfits while there. This will affect things like running/jumping around in the jumpsuit and bounciness (mostly around neck seams).

The stunt suit is heat resistant, but not cold resistant.

Some of the weapon part materials look slightly different because the default shader was changed to support weather. I can't really notice the difference without looking at the previous version so it seems like a pretty solid upgrade to support rain wetness and snow without changing the material in build mode.

Rather than constantly firing missiles as fast a possible, AI will now make "decisive choices" about when to fire tactically and sometimes decide not to fire right away, which basically means they will not always fire every single missile and fire less often, but in some cases they will choose to fire rapidly.

Vessel horn part does not have controller bindings. You can change the pitch and size of a horn to affect it's sound.

Previously, when a Nautikin was seated it used the same rules for impacts as it did for jumping. This causes problems when colliding with objects at slow speeds (which are fast for vessels) or flipping upside down on land in a vessel. It also becomes very apparent something is weird with jet skis that allow you to pass under low hanging parts on other vessels. So the thought here is that if you collide with something while seated (Not another Nautikin, the ground, another boat, crates, etc.) you break your neck or are crushed from the weight of the vessel, there is no way you should survive and it will prevent you from passing through solid objects while being seated in the vessel. Bottom line is you are now extremely vulnerable to impacts when in seats.

The same crushing seat behavior applies to climbing.

The game will attempt to prevent you from getting into seats that would result in being crushed.

Nautikin interaction distance overall has been increased to make interacting easier. This creates problems with aiming harpoons at things you intend to shoot close up (or holding items in general). Logically speaking, holding an item could reduce your ability to grab/interact with something so now it will decrease your interaction distance when holding an item (which ends up being a slightly shorter distance than it orginally was before the increase).

Damage in vessels will now display for things like Nautikins taking damage from frost or fire, impacts, weapons, etc. Basically any damage they take while crewing a vessel will be displayed to make it clear they are taking damage.

The new torquing water physics will also apply to boats that exit and enter the water at extreme angles. An example would be a fast speed boat that loses control momentarily and then exits the water to begin a cartwheel as it crashes back into the water.

The next build will likely be a smaller one related to additional mod support (mostly) followed by another larger build.

Guides will be updated soon.

Version 1.0.099 Hotfix

[h2]Changes[/h2]
  • Fixed a bug with pirate bases loading incorrectly
  • Fixed some hard to grab part unlocks in campaign
  • Fixed a bug if you jump out the moment you control a deck weapon from the map

Version 1.0.096 Hotfix

[h2]Changes[/h2]
Fixed a bug with fuel pumps not loading on structures in some cases

Version 1.0.095 Update

[h2]Changes[/h2]
  • Added dedicated button to reset boat cranes
  • Added reward multiplier to Flumen due to the tide
  • Fixed an issue where boat cranes reset when reset map cranes is pressed
  • Fixed regression with steel cables caused by previous platform fixes
  • Fixed platform multiplayer spam with idle containers in a different way that does not affect steel cables
  • Fixed a bug with multiplayer magnet physics for jets
  • Fixed a bug with engines sometimes not shutting off when underwater on magnets in multiplayer
  • Fixed a disconnect when client attempts to join at the exact moment a vessel is grabbed or released with a magnet
  • Fixed a bug where boat crane magnet lift can get stuck from landing gear
  • Fixed some issues with mixed states for magnet lifts on boat cranes with forces
  • Fixed a bug with combat helicopter parts getting stuck underwater if upside-down
  • Fixed a bug where altitude does not display correctly after loading a saved game
  • Fixed a bug where altitude does not display correctly with attached containers
  • Fixed some highlighting for submarine engines in build mode
  • Fixed a bug when a vessel is destroyed at the exact moment a rope is attached
  • Resetting cranes will now remove any attached steel cables
  • Patched a view frustrum issue with ocean planar reflections
  • Performance improvements for platforms
  • Crane fast move will now affect raise/lower speed
  • Crane fast move will now affect lift rotation
  • Improvements to crane physics when moving arm and lift fast
  • Minor Improvements to multiplayer performance for buoyancy
  • Improvements to error dialog accuracy
  • Submarine engine can now be used in toggle groups
  • Submarine engine is now renamable
  • Map options will now close if tabbed out
[h2]Notes[/h2]
Reset map cranes no longer affects boat cranes (cranes on vessels). The reset behavior was original added for potential issues with persistent map objects (cranes) which may have gotten stuck somehow (especially during Early Access). Resetting boat cranes can snap the crane inside of containers that are secured to the deck which can cause issues and create physics problems that should not be possible otherwise. If somehow you do mess up a boat crane you can reset it by simply recalling the vessel, so this is not equivalent to the persistent state of map cranes, which also save. As far as I know stuck cranes issues should be gone, if you experience something like this you should report the issue before attempting to correct it because that will eliminate any useful information. However, I have added a reset boat cranes option just in case. Ensure that doing so will not reset it into another object otherwise your gonna have a bad time!

The crane cables can now raise/lower the lift faster with fast move. Any faster would cause the crane to explode. The crane physics are really pushing the envelope.

Picking up a jet with the boat crane magnet will apply thrust to the magnet, but any buoyant forces (and CoM) will be applied to the vessel on which the crane resides. This gives the appearance of buoyancy attached to the crane without breaking reality and still allowing the magnet to move with the attached vessel forces (which is pretty cool).

You can in fact use magnets to launch aircraft without a runway (full throttle + release), do so with caution.