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Solace Crafting News

Beta v 0.6.3.19

There have been a few players having trouble with multi-player. This is causing the client to server connection to hang while the server to client connection remains active, resulting in the client not being able to do anything. I do not yet have a definite solution as to the cause, though there are a couple of different courses of action I've planned out not only in order to fix the problem, but to improve connection performance and stability in general.

There are a number of differences with 0.6.4, which I've been working on, that will also improve multi-player performance. I may look into fixing farming and containers on multi-player, but want to try and finish up 0.6.4 as soon as possible as it heavily improves the single player experience as well.

I've not yet returned to full-time develop after injuring my left arm, though it's nearly fully healed now.

No serious problems reported with the new UI. I will most likely push this patch live.

v 0.6.3.19 2020.04.30
- Updated Unity to 2018.4.22
- Non-dedicated multiplayer hosts will now also output server logs
- Fixed summoning circles causing "unable to spawn" errors on multi-player clients
- Fixed a common server side RightClick on inventory slots bug
- Fixed a multi-player client split bug
- Fixed a multi-player client right-click into facility bug
- Fixed interacting with furniture in multi-player

v 0.6.3.18 2020.04.22
- Fixed swamp animals spawning in the snow (and not in the swamp)
- Fixed a server client sync bug affecting some players in 0.6.3.17

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Beta v 0.6.3.17



This patch brings in the new user interface skin. It's still a work in progress and I'm very much open to feedback and suggestions. There are parts of it I like, parts of it I've already changed, and parts of it I'm planning on changing yet. Some of the buttons feel a bit overactive in my opinion, and some of the backgrounds a little too "cartoonish". All in all a lot better than the default grey we were rolling with I think. Please let me know what you think.

v 0.6.3.17 2020.04.21
- Reskinned UI

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Beta v 0.6.3.16

I'm back in the driver's seat! My left index finger is still half numb on one side, but my back and shoulder are much better. I'm still going in for therapy every day, but it's only 30 minutes or so. My apologies again for the lost time in development.

There has been an increasingly common problem with some people crashing while trying to enter caves, that I've added some things to try and better track down in this patch. I've got a helpful player in Discord right now trying some things out for me, as unfortunately most people do not encounter the problem, myself included. If I can reproduce a problem I can go straight to the cause and fix it, but some things aren't quite that easy. (Update: It seems to be shadows causing the crashes. I will continue to dive further into fixing that. It might be only certain graphics cards or drivers)

There is also an upgrade to the multiplayer method that sends town data from the server to clients, which was previously going over the single packet limit for fully populated towns. This patch fixes that so they will now compartmentalize the data when necessary.

I've also updated Unity from 2018.4.16 to 2018.4.21 though it has a known bug that spams the player log with an unnecessary warning... I've blocked it from printing "an error has occurred" in-game, but until they patch it, logs might be a little messy. I didn't notice any actual performance or visual changes caused by the bug thankfully.

The UI reskin has also been largely completed and I hope to push it to beta tomorrow to get some input before moving on to finishing up 0.6.4.

I'm also behind on the Steam forum posts and plan to set aside time tomorrow to go through them all.

Thank you everyone for your understanding with my injury and need to take a few weeks off to heal up.
Stay safe, and wash your hands!

v 0.6.3.16 2020.04.20
- Updated Unity to 2018.4.21
- Fixed multiplayer town data not compartmentalizing itself across networks
- Fixed the chat window minimize button going too far down
- Added video setting options for anisotropic filtering and shadows

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Update on recent events

First off, my apologies 0.6.4 has been delayed and there are a couple of problems with the current patch that I have been unable to promptly address.

The reason for that being that I had a bit of an injury, which I mentioned in the most recent post. Unfortunately, the morning after I mentioned it, I woke up to a numb left hand and a lot of pain in my left arm and back. I went in to a clinic and got some x-rays and shots, and while it was determined as nothing serious it looks like I suffered some nerve damage which unfortunately takes a long time to heal. Meaning, I would have liked to take some medicine and get back to work, but I was unable to type with my left hand at all for about 12 days after that.

I've recovered a lot since then. Yesterday I was finally able to start typing again, and I've been working for a few hours here now though my arm is starting to feel tired. My left index finger is still partially numb, though I don't really have any pain that is constant any more, just a lingering sort of sore feeling. So I still need to take it easy for a few more days at least, but at least I'm able to put in a few hours here and there as I'm very eager to get 0.6.4 out as soon as possible.

The compression script being used in the current patch has been really problematic for some people all of the sudden and has even started acting weird for me. I've all but completely removed it from 0.6.4, and it only remains to upgrade outdated player files which are currently being compressed during saving using its algorithm.

There are still a few things left to do to get the first beta patch out for 0.6.4, but I really don't like leaving anyone in the dark and wanted to at least post an update on the situation. My apologies again for the unintentional silence, and the delay in progress. You guys are the reason I have a salary and I'm very grateful to be able to continue working on Solace Crafting!

Stay safe, wash your hands, and happy gaming!

Incoming 0.6.4 - World generation upgrades!

As posted on Patreon

It's been a crazy start to the year! We've got an outsourcing agency working on reskinning the UI, adding UI sounds, and programming the fishing system per my directions. I've also been hard at work on a number of big changes to different systems that the game uses both for performance reasons, bug fixes, and looking forward towards the future of Solace Crafting. I want to go over some of the more major improvements quickly, and hope to have to patch out in within the next couple of days.

1. World Generation

I've been using a 3rd party tool to help generate the game world since day one. In short, it's a tool that lets you organize a variety of objects onto a node based graph, and then outputs the actual game world data for Unity to generate in runtime. It was helpful to get going, and it is definitely a powerful tool. The more objects and biomes I add to it though, the slower and slower it has started to run.

In lieu of this and the need for a number of improvements, I've been working on replacing that tool with my own custom system built specifically to cater to our needs. I made a short clip (see below) to show how it's working thus far and you can see an improvement on my 6 core CPU from about 34 seconds down to around 6.5 seconds. The older version running at 34s is however using 5 of my 6 cores to generate the data. If you were running on a 4 core CPU of equal GHz that time would be roughly doubled. If you were running on a 2 core CPU of equal GHz that time would be roughly quadrupled. So you can see why I decided it was time for an upgrade. The newer version is actually currently only generating on a single core, so that 6.5s, will be 6.5s, regardless of how many cores someone with equal GHz has. I should mention also those were both recorded in the Unity editor, which makes things a bit slower as it's recording and logging a variety of data for real time development.

[previewyoutube][/previewyoutube]

Though I don't quite have buttons and knobs for everything yet, this system will also allow for much more fine tuning of render settings, letting players with stronger or weaker machines specify rendering distances for grass, trees, resources, monsters, terrains, buildings, and so forth each individually.

What about the "need for a number of improvements"? I started writing the core code of Solace Crafting back in 2016, after years of refining ideas and honing my amateur skills as a programmer. Some of that code was just frankly wrong, and a lot more of it was not smart. I've replaced a variety of poorly written sections with improved code in the upcoming 0.6.4 patch, and will continue to upgrade a number of internal systems as we move forward with the 0.6.4 branch.

2. Compression

Since the beginning I have also used a compression tool that is free for anyone to use and so hey, sounds great right. It does the job, often turning 150kb data files down into 10kb files helping out with disk usage a lot, and personally I've run into very few, though not zero problems using it. Unfortunately this tool does not seem to work on all machines as intended, creating problems for a very small number of players, as well as rare but very real input/output problems for a small, but still noticeable number of players.

I've thus replace all usage of this tool with a paid and actively supported compression tool with a much more intelligent workflow. Hopefully this will see the end of all compression based errors for all players.

3. Save Files

Recently we turned on Steam cloud save files, but it's been a bitter sweet outcome. The main problem stemming from the sheer amount of files that I've been using to store data, not necessarily their size. To remedy this, I'm consolidating what was previously up to 129 files into a single file per "chunk". This should speed up cloud sync a lot, and is also in thanks to a pretty heavy restructuring of save data and runtime data management. This is still an ongoing "upgrade" but is already resulting in faster, more intelligent saving and loading.

4. Biomes

Biome generation and management is something I'm very serious about and have tried to improve a number of times without ever quite reaching a final solution. Having rewritten the bulk of world generation over the past few weeks I've had time to re-approach the problem of, how to allow for an infinite number of biomes, and have come up with a new approach I'm currently putting the finishing touches to for the big 0.6.4 patch.

Previously we went from mishmashing biomes all on top of one another, to each "chunk," an 8km square area, being assigned a specific biome. Chunk based biome generation certainly worked a lot better than mishmash, which can in no way support unlimited biomes nor does the double layers of noise that a lot of games like Minecraft make use of, but was very... chunky, to be honest, creating very sharp edges, and lacking in control.

The new system currently being implemented is still chunk based, but it generates patches of biomes at random within each chunk, overriding what is otherwise a default noise pattern of lakes, grasslands, and forested areas. That means it can be circular, square, or even non-uniform, and of varying sizes, so long as it does not breach the outer border of it's 8km square chunk. This way a chunk can actually have multiple non-default biomes within it, depending on how the chunk rolls to generate itself, and also allows for me to specify certain areas to generate as specific areas.

Two of the problems with the current 0.6.3 build are how flat the starter area is, a math error from yours truly, and how long it takes to get to any of the other biomes from the starter platform. Now I can specify that there always be a bit of mountains in one of the first terrains, for example, making sure players can experience different settings much quicker, and still leave the rest of the world to randomize itself based on the world seed. This will also allow for a lot more world settings in regards to biome control, letting players create water worlds, mountainous worlds, etc. I've also fixed the extra flat starting area, back to a 100m radius from the start like it used to be.

In closing...

There's still a bit of biome work to do, and I do expect some new bugs to crop up with so many changes to the way saving and loading data is now managed, but hope to have a patch out in the next day or two. Having said that, I had to go to a chiropractor today for some x-rays and shots as I messed my back up pretty bad somehow last week, and trying to just stomach the pain actually ended up making things worse. Thankfully it doesn't seem to be anything serious, something along the lines of, I probably shouldn't sit in front of my monitor for 100 hour a week or something like that, but you know, priorities =D

Please be careful out there! The Corona virus is very real, and we're not yet sure why it hits some people so much worse than others. Wash those hands, and keep on gaming!