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Solace Crafting News

Hotfix v 0.6.4.33

I'm still working on finishing bag handling for multiplayer, meaning this patch only partially enables bag usage in multiplayer. Clicking to drag between bags and inventory slots, as well as right-click should be functioning properly now, though the "transfer all" buttons are not yet working. Still, partial improvement is better than nothing, and this patch also brings in some new music so I thought I'd go ahead and push it today. I should be able to patch the finishing touches to multiplayer bag support tomorrow no problem.

v 0.6.4.33 2020.09.11
- Replaced the metal intro on the start screen with the "Grasslands 1" track so that all game music is now original work
- Added the "Music by: PIXELNoise" bit to the start screen
- Added the "Moutain 1" track to the in-game random BGM track list
- Flattened the peaks of the cricket chirps in the night ambient audio
- Fixed a harmless error when moving items to and from bags in single player
- Fixed moving single items to and from bags in multiplayer

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

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

Hotfix v 0.6.4.32

Fixed a problem where changing the area render distance in game was causing near terrain render distances to also change and to unacceptable values. I've also added a check when the settings are loaded in as the game starts up to make sure that the settings are within normal bounds.

v 0.6.4.32 2020.09.10
- Fixed a bug when changing area render distance in game causing near terrain render distance to change

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

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

0.6.4 Now Live



This patch pushes the 0.6.4 branch that has been on beta for quite some time now to the default live branch. There are tens of thousands of new and rewritten lines of code making it the most difficult thing that I've honestly ever done. Adding systems one by one in the earlier stages was much easier then going back and rewriting thousands of lines to completely remove a third party tool that I had been using from day one, replacing it with my own custom systems built specifically for Solace Crafting.

Is this the end of optimization?
Absolutely not. Optimization is generally believed best kept towards the end of the development cycle, but the world generation was taking far too long and getting worse as the amount of content in game grew, prompting me to take on one large chunk of optimization earlier than previously intended. Animations, monsters, the skill and attribute systems, and the interface are still schedule for some heavy rework on the development roadmap, but none of them will be as code intesive as this complete rewrite of world generation was.



So what's new?
1. World generation.
World generation is now divided into three stages: chunks, sections, and areas. An area is a 128m square piece of land where actual objects, tree, entities, and buildings are spawned. Previously there were only chunks and sections, or "terrains," which meant that the world loaded in 1024m square sections, which is 64 times the land mass of a 128m square area. Not only that, but the tool that I was relying on to handle the actual generation of objects has some cyclic issues where it was running over the same sets of data many times per iteration during its calculations. On my machine, which is not top of the line by any means, I was loading a world pre-0.6.4 in around 45 seconds, where now I can load a world in roughly 3 seconds. There are of course still a number of improvements and features I plan to add into these systems over time.

2. Compression.
Prior to this patch I was using a free compression tool that ultimately proved to have some problems. And by problems I mean, sometimes it just didn't work, causing data corruption and lost progress. It didn't happen to everyone, nor all the time, but still, it was inexcusable, and this patch makes use of an actively supported paid compression system to zip and unzip save files on the fly.

3. Cloud saves.
Previously I was writing a file per terrain, per chunk, per map tile, and even per cave section. This resulted in hundreds of tiny files, which Windows, Linux, and Unity are absolutely fine with, but it seems that the Steam Cloud really does not like. The bigger the file count got the longer the cloud syncs were taking, and often locking up Steam entirely while it scanned through the files one by one. Instead, files are now much more self-contained within each "chunk" which is roughly 8km square of game world. This drastically reduces the number of files per world, hopefully to the effect of much faster cloud syncs.

Old worlds are in no way able to be upgraded to the new save structure.
This is something I try hard to avoid, but in this case the file structures are just so completely different that writing an "update" method would have been very difficult. Because of this I highly recommend you delete any old worlds to stop Steam from trying to cloud sync them.
Note that player saves CAN be upgraded.
This also means that if you really want to you can create a new player in 0.6.3.29, fill their inventory up with things you want to carry into a new world, then upgrade the player save to 0.6.4. I will leave a public "beta" branch open called "0.6.3.29" for this purpose if anyone wants to do that. Tedious, I know, I'm just going to be starting a new world, but the option is there if anyone really wants to.



What's next?
The polishing of minor bugs present in the new 0.6.4 systems is an ongoing process and I very much appreciate bug reports both here on the Steam forums, and on our Discord (link at the bottom of this post).
The next steps on the rough roadmap are as follows:

Version 0.6
- Fishing
- Cooking
Version 0.7
- Villages
- Villagers
- Quests
- Town Upgrades / Defense
Version 0.8
- Monster Skills
- Combat rework
- Skill system rework
- Jobs and Classes
Version 0.9
- Optimizations
- Multi-lingual system finalization

I'm also always working on a number of things that don't really fit into any specific category on the roadmap, such as new encounters, new recipes, new buildings, and new unlocks. I'm also interested in heavily improving player animations and switching to a root movement system prior to 0.9, though don't have a definite spot on the roadmap for when it will be implemented.

I feel compelled to apologize for how long it has taken me to get this patch to where it is. The world and just life in general has been pretty strange these past six months! I hope everyone is being safe, staying healthy, and doing what excites them. Your support and participation in the development of Solace Crafting is extremely appreciated!

Condensed patch notes from 0.6.3.29 to 0.6.4.31:
v 0.6.4.31 2020.09.09
Major changes:
- Complete re-write of world generation, save file management, file compression, and object management
- Updated Unity to 2018.4.23

Multiplayer:
- Enabled leyline teleporters in multiplayer
- Updated floating islands to multiplayer
- Updated caves to work in multi-player
- Updated farming to work in multiplayer

Interface:
- Added the ability to bind "modifier" keys: shift/alt/control, to normal controls if held down for 3 seconds
- Added a "mouse smoothing" setting to the in-game control settings
- Disabled map "unlocking" based on player proximity

World Generation:
- Floating islands are a bit smaller and easier to navigate now
- Widened caves and reduce their maximum depth
- Increased the size of small and medium ores

Crafting:
- Added bonus slots to bags, backpacks, and chests for higher rarities
- Increased agressive animal rarity settings

General:
- Increased breath refill rate
- Changed melee attack angle checks to ignore height

Bug Fixes:
- Fixed resource scanners not loading their range properly
- Fixed leyline teleporter upgrades
- Fixed the crafting window preview adding crafting skills twice resulting in a stronger looking item than would actually be crafted
- Fixed crystal and obsidian golems throwing an animation warning
- Fixed crystal and obsidian golem ragdolls
- Fixed stone and earth elemental torso textures losing their tint after being killed
- Fixed right-clicking to equip a sledgehammer causing a bugged sledgehammer to appear in inventory
- Fixed the /stalkRewardMultiplier console command not being recognized
- Fixed Dashing Strike and Trap Back not working in multiplayer
- Fixed the "Levels per kilometer" setting not being used properly in some methods
- Fixed wood roof not lining up properly
- Fixed the jump after placing a town building
- Fixed cave heat lingering even after leaving heat zone
- Fixed temperature zones not applying in multiplayer
- Fixed environmental damage not applying in multiplayer
- Fixed storage chest and sign color and labels not updating immediately in multiplayer

Latest changes from the most recent beta patch:
v 0.6.4.31 2020.09.09
- Disabled map "unlocking" based on player proximity

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

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

Beta v 0.6.4.30

It looks like there are still some bugs to kink out, some of which are fine after pushing things to live, there are definitely a lot of benefits to be had in spite of a few small bugs, but one in particular I would like to look closer at, and am running out the door for the weekend right now. So I will hold off the push until next week, after I can take a better look at some of the new reports.

The beta is of course open to everyone.

v 0.6.4.30 2020.09.04
- Fixed a problem with missing icons multiplying on the map

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 0.6.4.29

Announcing a push to live has brought up some last minute bugs =D
I've fixed a few things, and am eagerly awaiting some data that should help me pinpoint the map icon bug. I have not been able to reproduce it myself yet, so hopefully a save game already with the broken icons on the map should let me fix whatever the problem is.

Also, the last patch had a bit of a blunder with it. I reused some settings variables that were used in pre-0.6.4, though in a different manner than they used to be used. This caused the old saved settings to be re-loaded, inputting numbers that should never be possible which ended up causing problems. The problems were:
1. Render distance could jump up to over 1000km, and cause the game to crash.
2. Biome noises were not yet being used in 0.6.4, but could still be changed in the world creation window. This would cause the numbers to suddenly switch into use, causing already created (0.6.4) worlds with changes to their biome settings to suddenly generate differently.
I renamed all of the variables in question, so they will be forced back to default with this patch.
The good: Any worlds created before 0.6.4.28 will now run in 0.6.4.29 as normal.
The bad: Any worlds created with altered biome settings, specifically with the 0.6.4.28 patch, will be reset all biome settings to 1.0, causing them to be different then they were yesterday.

All in all that means only worlds created in the past 36 hours or so will be affected, but my appologies if that causes problems for anyone, and thank you for the prompt reports!

I am going to be out of town this weekend, so it might end up being better to wait to push live until the start of next week... But i think even with the possibility of some small problems with a specific user or two, the benefits outweight the risk and I will go ahead and push beta live tomorrow.

v 0.6.4.29 2020.09.03
- Renamed to reset biome settings and render distance settings
- Fixed resource scanners not loading their range properly
- Fixed leyline teleporter upgrades
- Fixed placed facility upgrades not saving/loading properly
- Fixed a bug that could cause distant structure duplications when upgrading facilities or transmogrifying

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!