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Solace Crafting News

Hotfix v 0.5.2.7

Some more bug fixes before I push new content to beta!

v 0.5.2.7 2019.07.02
- 'S' will now push the "split" button if the inventory is open and an item is selected that can be split
- 'D' will now push the "drop" button if the inventory is open and an item is selected that can be dropped
- Turned off water barrel recipe (wip)
- Fixed town building deconstruction
- Fixed enchanting skills not saving properly
- Fixed furniture and facility placement rules
- Fixed transmogrifiers accidentally placed on the ground from reloading giant and unusable. They must be picked up and moved back to a building or any items placed on them will be lost.
- Fixed mountain trees leaving behind colliders
- Fixed a number of harmless "missing script" warnings in the console during startup
- Fixed a small error with floating islands
- Fixed a harmless DNA warning during during loading
- Fixed a harmless warning sometimes thrown in the last frame of disconnecting from a server
- Fixed a harmless world area encounter removal warning
- Fixed a bug sending dedicated server into single player

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

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

Hotfix v 0.5.2.6

Another small patch to both live and beta to fix up some of the latest bugs.

v 0.5.2.6 2019.06.27
- Fixed a bug when interacting with limestone quarries and coal mines
- Fixed upgraded buildings not deconstructing properly
- Fixed WarehouseII disappearing upon reload

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

Hotfix v 0.5.2.5

This patch fixes a bug with loading older saved games that was sometimes causing the town interface to lock up preventing building.

v 0.5.2.5 2019.06.27
- Fixed a bug with older saved games that could break the town interface
- Changed the town interface to read "None" instead of "Null" when no town is present

v0.5.2.4 Now Live 25% off



There are still a number of upgrades and improvements being made to the new town building functions, but there were a few bugs on the live branch that make it worth pushing this patch live even if it's imperfect. If there are any problems, please just let me know and I should be able to tidy them up within 24 hours.

Note that this will wipe town buildings, wells, and ground torches for players that have not been playing on beta but on the live (default) branch as changes had to be made to the way some things are saved and loaded.

I also added in a number of crafting skills for each profession, but have turned them off for this patch and will turn them on tomorrow with the next beta patch.

With a number of new town building types in and working, I can now add recipes for "purchase" to all professions. With the crafting skills I'm working on I can also now add them as unlocks for reaching certain levels in crafting professions, for example. I for one am looking forward to lots of new armor, weapon, and enchant sets.

I want to spend some time further upgrading multiplayer, and then hope to start working primarily on the new villagers systems next.

The condensed live patch notes are as follows:

v 0.5.2.4 2019.06.26
- Added bonus armor, speed, and damage as possible variables to item templates
- Harvester town buildings now generate per hour instead of per day
- Added "Open Journal" to keybindings
- Added the Limestone Quarry town encounter to the desert biome
- Added Recurve bow to the Fletcher (initial test)
- Added Limestone and Coal as items (to be mined via towns, WIP)
- Added Mason, Engineer, Arcanist, Arable Farmer, and Pastoral Farmer town buildings
- Town building deconstruction now refunds 100% of the costs of the most recent upgrade
- Player buildings and building upgrades now refund 100% of their cost
- Added crafter buildings: Tailor, Leatherworker, Armorsmith, Weaponsmith, Toolsmith, Woodworker, Fletcher, Artificer, Stoneworker
- Added unlockable recipes to tailor, leatherworker, and armorsmith
- Added carpenter building that crafts wooden construction supplies needed for Hamlet+ buildings
- Resource scanners are now craftable items that can be placed on ground or buildings
- Storehouses can no longer be deconstructed while other town buildings are present
- Solaces can no longer be deconstructed while town buildings are present
- Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches
- Changed the way that town buildings are saved, forcing a wipe of all town buildings
- Added town building placement obstruction and underground checks
- Initiating town building placement will now place the "dummy" 6m in front of players close to the ground
- Servers now properly updating their player count
- Server list temporarily not showing player count, ? instead, server details will show player count when selected
- Facility owners can now lock facilities they own preventing others from interacting with them
- Solaces can now be locked making them not show up for other players on the travel list
- Added an automatic unstuck attempt post teleportation if the player is found to be underground

The latest v0.5.2.4 patch notes are as follows:
v 0.5.2.4 2019.06.26
- Fixed limestone quarry and coal mine interfaces not refreshing their details
- Changed item template bonus armor and damage from a percentage increase to a flat integer
- Fixed storehouses overflowing past their storage limit
- Harvester town buildings now generate per hour instead of per day
- Fixed the crafter town building "crafting" button not working
- Interacting with a non-building material crafter town building will now go straight to upgrades
- Fixed construction supplies recipes secondary ingredients not remaining at tier 0 as they are intended to

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

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

Beta v 0.5.2.3


I'm working to stabilize the current beta build as much as possible while adding a few finishing touches to the new town features so that I can push a stable build live tomorrow. This patch addresses a number of small bugs and semi-rare problems.

Town Signs

This patch also adds signs to most town buildings, though I still want to give each building a more unique look as far as the shape and designs go. This also adds the "harvesting" tab to harvesters which will be used for more in the future, but for now allows quarriers to be assigned to local limestone quarries, and miners to local coal mines. Assigning a harvester to one of these resources is the only way to attain them.

Encounter Spawning

Finishing up a rule-based addition to the terrain generation I started a while ago it's now possible to add encounters with a single line of code, as was the case with the new limestone quarry (once the extremely low quality model was finished, sorry it's not more interesting). Encounters can now be assigned to a specific biome, and as such coal mines are now only found in the mountains, including the snow biome, while limestone quarries can be found in the desert. Note that if playing on a old save, areas that you have previously visited may have saved coal mine or limestone quarry locations on the map that are no longer there (if they were in the wrong biome).

Equipment Upgrades

I've also finished upgrading a step forwards in equipment management that now allows a percentage of bonus armor, speed, and or damage, to different equipment recipes. For starters I have added an extra +10% armor to all of the recipes available for unlocking on the armor crafters, as well as a recurve bow recipe on the fletcher with +10% damage. Mostly for testing purposes at this point. If all goes well I will add a variety of recipes to all of the crafters locked behind increasingly higher levels of resources.

Eventually we'll want to have enchanting recipes, armor sets, and much more available for research and unlocking at towns, and other town buildings not yet added.

v 0.5.2.3 2019.06.24
- Added "Open Journal" to keybindings
- Added the Limestone Quarry town encounter to the desert biome
- Added Recurve bow to the Fletcher (initial test)
- Quarriers can now be assigned to harvest from local limestone quarries
- Miners can now be assigned to harvest from local coal mines
- Recipes bought from town crafters now produce 10% extra armor or damage (initial test)
- Upgraded town encounters to be biome specific (Coal Mines are mountain/snow)
- Removed the leaves from the beach/underwater terrain texture
- Fixed procedural towers setting their terrain location to 0,0 causing teleporting to solace place on cleared procedural towers to send the player to terrain 0, 0
- Fixed monster drops attempting to save with claimed procedural towers throwing errors after reloading
- Fixed a bug making procedural towers spawn even when premade towers should be
- Fixed the chat interface locking controls in certain cases
- Fixed not being able to use Strong hit on "basic" cave resources (boulders/stalactites)
- Fixed the Steam client attempting to restart when returning to the menu
- Fixed UMA throwing an error in multiplayer
- Fixed an error when receiving resource data for an already disabled terrain
- Fixed town encounters shifting twice as much as they should on the map
- Fixed an error that could spam per frame when a targetted solaces data can't be found
- Fixed death and revive animations not always working in multiplayer

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. The beta is not available to 32-bit users.

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