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Update 0.6.1 Patch 4 - Stone Cold Fixes

Discussion in 'Change Log' started by Drui, Dec 12, 2017.

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This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Staff

    Messages:
    1,388
    Hello, Engineers!
    This week we're improving the player names sometimes not showing up. This also affected voice chat, and both are working as intended again. Additionally, the crossbow is reloading more reliably, tax payments and small blocks are no longer turning invisible. Finally, there was a fix for a crash for people who managed to explore the exact point of the north pole, which was quite impressive!

    We're hot on the trail of analyzing server performance to ensure we can best understand and resolve performance issues as they pop up. To that end, we've implemented live server profiling, though it is disabled by default and only accessible to those with medieval master enabled. Together with server admins we will be able to discover, analyze and eliminate performance issues should they start appearing!
    Enjoy the update!

    0.6.1_update3.jpg

    Crash Fixes:
    - Fixed a crash when you walk on the exact north pole.
    - Fixed a crash when catch blocks are being destroyed.

    General Fixes:
    - Fixed player names sometimes not visible.
    - Fixed ancestral torch not working on release builds.
    - Fixed an issue where small blocks would sometimes turn invisible.
    - Fixed crossbow informing the player it was loaded when there was no ammo available.
    - Fixed paying taxes consuming more resources than expected in creative mode or with medieval master enabled.
    - Aligned a label in the F3 player screen.
    - Reduced developer debug logging, it was slowing down live Dedicated Servers.
    - Added the ability for admins to pull profiling data from the server in collaboration with developers to track down DS slowdown issues.

    Dedicated Server Improvements:
    - Improved performance for Deer and Barbarian path finding.
    - Improved performance for catchblocks.
    - Altered some admin-only commands: (These only work with Medieval Master enabled)
    /save: Triggers a world save. (Replaces the old +save)
    /unban: Unban a player by steam ID, e.g. /unban 1234 (Replaces the old +unban)

    Modding Changes:
    - Fixed planet mods not loading when using the Empty World scenario.

    Known Issues:
    There's a tenacious issue that strikes some dedicated servers where the simspeed freezes and players are unable to move. We've been working closely with the admins of these servers to figure out what is the cause of it, and by analyzing the world as it happens as well as experimenting with the saves we've been able to gather lots of useful information. We have a clue as to what may be going on, and we're continuing the process of tracking down the cause.
     
    • Like Like x 7
  2. Ed Frost Senior Engineer

    Messages:
    1,154
    YAAAAAAAAAAAAY
     
    • Like Like x 1
  3. fionnhunter Trainee Engineer

    Messages:
    12
    Second.
    And good fixes as always guys, keep up the dedication and good work.
    P.S. any news on the contents of the next major update?
     
  4. Xocliw Public Relations Staff

    Messages:
    2,615
    Don't forget the new banner symbol... ( ͡° ͜ʖ ͡°)

    [​IMG]
     
    • Like Like x 4
    • Friendly Friendly x 1
  5. Ghostickles Senior Engineer

    Messages:
    2,071
    Sweet fixes.
    Gotta say; over all .6 has noticeably improved the game - keep on it!
    Thanks KEEN!
    :)
     
    • Agree Agree x 2
  6. MorshuArtsInc Apprentice Engineer

    Messages:
    165
    Would this crash occur as well if you were to find the exact south pole?
    Ferb, I know what we're gonna do today!
     
  7. Krougal Senior Engineer

    Messages:
    1,008
    Great fixes all around. I've had ME a long time got it bundled with SE, only fired it up on occasion but found it unplayable but this 6.0 update I've been playing all week and having a lot of fun, even if it needs water :p
     
  8. Ed Frost Senior Engineer

    Messages:
    1,154
    *crawls online, starts inhaling... Few minutes later* UPDAAAAAAAAAAAAAAAAAAAAAAAAAAAAATEEEEEEEEEEEEEEEEEEEE!!!!!!
    *pants*
     
    • Funny Funny x 2
  9. Thales M. Junior Engineer

    Messages:
    976
    I need update with video.
     
    • Funny Funny x 1
  10. ibisgrunk Apprentice Engineer

    Messages:
    147
    i would point out the pure evil that is Keen removing the North Pole so close to Christmas. Tin ore in the medieval kids stockings this year?
     
  11. CptTwinkie ME Asst. Producer Staff

    Messages:
    4,386
    We didn't remove the north pole. We just fixed the north pole crashing. If the elves wrote better code keen wouldn't have to fix it.
     
    • Like Like x 1
  12. darth_crunchus Apprentice Engineer

    Messages:
    239
    "- Fixed a crash when you walk on the exact north pole."

    How does that equal removal?
     
  13. Sir_Moodz Apprentice Engineer

    Messages:
    377
    It is the opposite. Before there was no north pole because the game crashed when you tried to go there, now there is.
     
  14. darth_crunchus Apprentice Engineer

    Messages:
    239
    Ooohhhhhhhhhhhh. I get ya.
     
Thread Status:
This last post in this thread was made more than 31 days old.