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Update 0.4.3 - Bugfixes and Improvements

Discussion in 'Change Log' started by Drui, Jan 3, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Administrator

    Messages:
    1,369
    Summary
    Happy New Year, Engineers! For the first update of 2017 we present you with some nice bugfixes as planned. The inventory desync problems have been resolved and a weird bug with ghost plants on your farms has been busted. Keep the bug reports coming, so we can make the game as smooth as possible for you: http://forums.keenswh.com/forums/bug-reports.415209/



    Fixes
    - Added a craft-button to the campfire and furnace blocks.
    - Compound building is now enabled by default as it should have been, rather than wait for the first time you touch a compound key.
    - Scared away red-nose deer and cleaned up Christmas festivities, taking down the tree is your responsibility.
    - Fixed character colour issue when the value was set too low.
    - Fixed tooltip for Iron Works not displaying it unlocked farming.
    - Fixed inventory desync issues, inventories should now be working correctly.
    - Fixed dead farmable plants that would occasionally remain visible as living plants.
    - Fixed a crash that could occur when trying to test dynamic placement mode on some grids.
    - Fixed the game preferring the base definitions over modded definitions thus preventing mods from loading correctly.

    Update 0.4.3.91944:
    - Fixed visibility of multiblocks while trying to place it, sometimes it would be invisible while it should just have been a ghost.
    - Fixed several issues related to farming plants. They should be working correctly again.
    - Fixed grid merging which caused small grids to spontaneously detach from castles.
    - Fixed exploit with ropehook deconstruction and similar resource cost exploits.
    - Fixed rotation of multiblocks in cramped locations.
    - Fixed plow, seeder and harvester rotations.
    - Removed wheat straw from tile roofs.

    Update 0.4.3.91990:
    - More farming fixes!
     
    Last edited by a moderator: Jan 6, 2017
    • Like Like x 10
  2. Ed Frost Senior Engineer

    Messages:
    1,139
    Wiiiieeeeh....
    Brw Tim, any plans on upgrading the structural integrity? So buildings made in a Gothic fashion arent as useless?
     
  3. mathias casaer Trainee Engineer

    Messages:
    75
    Happy New Year to you too ppl! :tu:
     
  4. Phoenix84 Junior Engineer

    Messages:
    989
    Nice mod, @peaceman.
    That's such an obvious feature. It should be vanilla.
     
    • Agree Agree x 1
  5. Robertak Trainee Engineer

    Messages:
    91
    well, this time I tested first and unfortunately I have to state that farming is still broken guys.. :( with that difference that crops are no rotten anymore, they just disappear for now.. :(
     
    • Agree Agree x 1
  6. tharkus Junior Engineer

    Messages:
    712
    Cool fixes :)
     
  7. Concomitant Trainee Engineer

    Messages:
    45
    Same issue here. Plants that were before just not growing simply disappear after grow stage one. It's not every crop, though; just certain clusters...very weird.
     
  8. Deepflame ME Director Staff

    Messages:
    370
    Yeah, we are aware of this issue as well. Somehow, the plants are skipping growth steps occasionally. We're working on figuring it out! :)
     
    • Like Like x 3
  9. Robertak Trainee Engineer

    Messages:
    91
    cool, that's good to hear (read) :) :tu:
     
    • Agree Agree x 1
  10. Cetric Junior Engineer

    Messages:
    657
    You may have rodents in your field. Mice. Hamsters. They chew away your cabbage when you are somewhere else. :woot: - Hm, that brings me an idea for another NPC mod...
     
    • Funny Funny x 1
  11. Jananton Trainee Engineer

    Messages:
    90
    Yup, a very good idea indeed, certainly adds to the immersion. :)

    A happy 2017 to you too guys, keep up the good work. :tu:

    Greets,

    Jan
     
  12. Forcedminer Senior Engineer

    Messages:
    2,206
    I really do need to get my mitts on this game sometime.

    take a nice break from engineering witchcraft and tales of journeying in the stars with crafts made from metal propelled by ice and yellow flames.
     
  13. Eun Sik Kim Trainee Engineer

    Messages:
    8
    Is there a way to get rid of a forest without plowing the ground? Because I have a nice spot but a forest is ruining it.
     
    • Agree Agree x 1
  14. Ed Frost Senior Engineer

    Messages:
    1,139
    Try napalm
     
    • Funny Funny x 1
  15. effe Apprentice Engineer

    Messages:
    114
    Happy new year guys.Thanks for the video update.
     
  16. Deepflame ME Director Staff

    Messages:
    370
    Update 0.4.3.91944:
    - Fixed visibility of multiblocks while trying to place it, sometimes it would be invisible while it should just have been a ghost.
    - Fixed several issues related to farming plants. They should be working correctly again.
    - Fixed grid merging which caused small grids to spontaneously detach from castles.
    - Fixed exploit with ropehook deconstruction and similar resource cost exploits.
    - Fixed rotation of multiblocks in cramped locations.
    - Fixed plow, seeder and harvester rotations.
    - Removed wheat straw from tile roofs.

    Known issues:
    - Farming is still not functioning correctly. :(
     
    Last edited: Jan 5, 2017
  17. Robertak Trainee Engineer

    Messages:
    91
    WOW.. this looks really promissing.. can't wait to test it.. thank you, guys!!
     
  18. Sir_Moodz Apprentice Engineer

    Messages:
    377
    Thanks for the new fixes ! time to get farming again :D
     
  19. Robertak Trainee Engineer

    Messages:
    91
    bad news, guys.. crops still disappearing :( mostly when you log off the server or when you use fast travel
     
    • Agree Agree x 1
  20. Altair Trainee Engineer

    Messages:
    46
    All Crops are rotten after reload game. So farming still broken.
     
  21. BloodThunder Trainee Engineer

    Messages:
    27
    Just ran the update today, and now I get a crash to desktop when joining my server. It happens right as I get the option to spawn, and objects start loading into the world.
     
  22. Deepflame ME Director Staff

    Messages:
    370
    Update 0.4.3.91990:
    - More farming fixes!

    *Edit*
    Your crash should also be fixed BloodThunder. :)
     
    • Like Like x 1
  23. Ed Frost Senior Engineer

    Messages:
    1,139
    @Deepflame any reaction to my question on comment #1?
     
  24. BloodThunder Trainee Engineer

    Messages:
    27
    @Deepflame Thank you! Confirming that the crash is fixed and I'm able to log in now. :pbjt:
     
  25. Deepflame ME Director Staff

    Messages:
    370
    We're going to take a good look at SI somewhere this year probably. :)
    Thanks for letting me know! Glad to hear it's fixed. :D
     
  26. Sir_Moodz Apprentice Engineer

    Messages:
    377
    Farming plants are visible again ! Thank you !!!!
     
  27. mathias casaer Trainee Engineer

    Messages:
    75
    :tu: ur the best
     
  28. Ed Frost Senior Engineer

    Messages:
    1,139
    Thank god :]
     
  29. Robertak Trainee Engineer

    Messages:
    91
    farming works! good job, guys :tu:
     
  30. Zachariah Anderson Trainee Engineer

    Messages:
    5
    I want to lead with this. I love this game and it has an extraordinary amount of potential, but the Dedicated Server files have been broken for the last few updates. Considering that the server improves physics performance by as much as it does, it's almost a necessity. It's having the same missing scenario issue that has already been resolved on Space Engineers. Please let me know of any workarounds or if you are even aware of the issue.
     
Thread Status:
This last post in this thread was made more than 31 days old.