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Important Update 0.6.3 - A Player Reborn

Discussion in 'Change Log' started by Drui, Apr 3, 2018.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Ljorius Trainee Engineer

    Messages:
    75
    Fast Travel, no it does not, sorry for being so blunt.

    i updated the server, update says ok, restart

    server setting:
    Fast Travel enabled . Yes
    Fast Travel Limitations - disabled

    So i created i video, to show to you, that it is not.



    And here is the Logfile part

    Code:
    2018-04-05 03:49:36.406|Main thread> Error: Caught exception in MyNetworkReader: System.NullReferenceException: Object reference not set to an instance of an object.
       at Medieval.Entities.Components.Planet.MyPlanetReachabilityComponent.GetDistance(Int64 sectorId)
       at Medieval.GameSystems.MyFastTravelSystem.TryTravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.TravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.RequestFastTravel(Int64 entityId, Int64 areaId)
       at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
       at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
       at VRage.Network.MyReplicationServer.ProcessEvent(BitStream stream, CallSite site, Object obj, IMyNetObject sendAs, EndpointId source)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTimestamp)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTime)
       at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag)
    2018-04-05 03:49:50.679|Main thread> Error: Caught exception in MyNetworkReader: System.NullReferenceException: Object reference not set to an instance of an object.
       at Medieval.Entities.Components.Planet.MyPlanetReachabilityComponent.GetDistance(Int64 sectorId)
       at Medieval.GameSystems.MyFastTravelSystem.TryTravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.TravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.RequestFastTravel(Int64 entityId, Int64 areaId)
       at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
       at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
       at VRage.Network.MyReplicationServer.ProcessEvent(BitStream stream, CallSite site, Object obj, IMyNetObject sendAs, EndpointId source)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTimestamp)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTime)
       at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag)
    
    multiple players connected to the server and tried as well
    not working


    server log
    Code:
    2018-04-05 04:01:05.603|Main thread> Error: Caught exception in MyNetworkReader: System.NullReferenceException: Object reference not set to an instance of an object.
       at Medieval.Entities.Components.Planet.MyPlanetReachabilityComponent.GetDistance(Int64 sectorId)
       at Medieval.GameSystems.MyFastTravelSystem.TryTravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.TravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.RequestFastTravel(Int64 entityId, Int64 areaId)
       at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
       at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
       at VRage.Network.MyReplicationServer.ProcessEvent(BitStream stream, CallSite site, Object obj, IMyNetObject sendAs, EndpointId source)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTimestamp)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTime)
       at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag)
    2018-04-05 04:01:09.753|Main thread> Error: Caught exception in MyNetworkReader: System.NullReferenceException: Object reference not set to an instance of an object.
       at Medieval.Entities.Components.Planet.MyPlanetReachabilityComponent.GetDistance(Int64 sectorId)
       at Medieval.GameSystems.MyFastTravelSystem.TryTravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.TravelTo(MyEntity entity, Int64 areaId, Int32& distance)
       at Medieval.GameSystems.MyFastTravelSystem.RequestFastTravel(Int64 entityId, Int64 areaId)
       at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
       at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
       at VRage.Network.MyReplicationServer.ProcessEvent(BitStream stream, CallSite site, Object obj, IMyNetObject sendAs, EndpointId source)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender)
       at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTimestamp)
       at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTime)
       at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay)
       at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag)
    
     
    Last edited by a moderator: Apr 9, 2018
  2. Deepflame Apprentice Engineer

    Messages:
    395
    Aha! Okay, I see what is crashing, I don't quite understand why it is happening, but I see where the crash is occurring.
    Is it possible for you to send me the whole log file, and the save? You can zip 'em, put 'em on dropbox and PM me the link if you want.

    I reckon we can have a fix for this for tomorrow, so the game is working correctly before the weekend kicks in. :)
     
  3. Ljorius Trainee Engineer

    Messages:
    75
    you got a PM (i hope)
     
  4. tmike Apprentice Engineer

    Messages:
    107
    is it just me or do I smell pole arms coming?
     
  5. Ljorius Trainee Engineer

    Messages:
    75
    the dev identified the error ;)
    --- Automerge ---
    unexpected server stop? this happened never before.

    these are the last lines from the log file
    Code:
    2018-04-06 01:48:16.599|Main thread> Error: Something is checking identity for null entity!
    2018-04-06 01:48:16.599|Main thread> Error: Something is checking identity for null entity!
    2018-04-06 01:48:16.599|Main thread> Error: Something is checking identity for null entity!
    2018-04-06 01:49:10.271|Main thread> Process information Periodic Check:
    2018-04-06 01:49:10.271|Main thread>	Managed Memory: 1,391,486,400 B
    2018-04-06 01:49:10.303|Main thread>	Private Memory: 6,001,664,000 B
    2018-04-06 01:49:10.303|Main thread>	Nr of Threads: 24
    2018-04-06 01:49:10.303|Main thread>	Simulation Speed: 1.00
    2018-04-06 01:49:10.303|Main thread>	Entity count: 715
    2018-04-06 01:49:10.303|Main thread>	Current:
    2018-04-06 01:49:10.303|Main thread>	   Paged Memory: 6,001,664,000 B
    2018-04-06 01:49:10.303|Main thread>	   Working Set: 5,964,402,688 B
    2018-04-06 01:49:10.303|Main thread>	   Virtual Memory: 6,577,278,976 B
    2018-04-06 01:49:10.303|Main thread>	Peak:
    2018-04-06 01:49:10.303|Main thread>	   Paged Memory: 6,001,844,224 B
    2018-04-06 01:49:10.303|Main thread>	   Working Set: 5,964,578,816 B
    2018-04-06 01:49:10.303|Main thread>	   Virtual Memory: 6,577,344,512 B
    2018-04-06 01:49:10.303|Main thread> Number of Worlds: 1
    2018-04-06 01:49:10.303|Main thread>	0) RigidBodies: 1040, ActiveRigidBodies: 1, CharacterRigidBodies: 12
    2018-04-06 01:49:10.303|Main thread>	0) Constraints: 32
    2018-04-06 01:50:10.307|Main thread> Process information Periodic Check:
    2018-04-06 01:50:10.307|Main thread>	Managed Memory: 1,392,879,584 B
    2018-04-06 01:50:10.308|Main thread>	Private Memory: 6,003,183,616 B
    2018-04-06 01:50:10.309|Main thread>	Nr of Threads: 23
    2018-04-06 01:50:10.309|Main thread>	Simulation Speed: 1.00
    2018-04-06 01:50:10.309|Main thread>	Entity count: 714
    2018-04-06 01:50:10.309|Main thread>	Current:
    2018-04-06 01:50:10.309|Main thread>	   Paged Memory: 6,003,183,616 B
    2018-04-06 01:50:10.309|Main thread>	   Working Set: 5,965,910,016 B
    2018-04-06 01:50:10.309|Main thread>	   Virtual Memory: 6,573,084,672 B
    2018-04-06 01:50:10.309|Main thread>	Peak:
    2018-04-06 01:50:10.309|Main thread>	   Paged Memory: 6,004,613,120 B
    2018-04-06 01:50:10.309|Main thread>	   Working Set: 5,967,323,136 B
    2018-04-06 01:50:10.309|Main thread>	   Virtual Memory: 6,577,344,512 B
    2018-04-06 01:50:10.309|Main thread> Number of Worlds: 1
    2018-04-06 01:50:10.309|Main thread>	0) RigidBodies: 1038, ActiveRigidBodies: 0, CharacterRigidBodies: 12
    2018-04-06 01:50:10.309|Main thread>	0) Constraints: 32
    2018-04-06 01:50:20.010|Main thread> Network readers disposed
    2018-04-06 01:50:20.038|Main thread> Logging off Steam...
    2018-04-06 01:50:20.038|Main thread> Shutting down server...
    2018-04-06 01:50:20.515|Main thread> Done
    2018-04-06 01:50:20.530|Main thread> =============================== FATAL EXCEPTION ================================
    2018-04-06 01:50:20.534|Main thread> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
       at Sandbox.Game.WorldEnvironment.Modules.MyBotSpawningEnvironmentModule.OnSpawnTick()
       at Sandbox.Game.GameSystems.MyEnvironmentBotSpawningSystem.TrySpawnBot()
       at Sandbox.Game.GameSystems.MyEnvironmentBotSpawningSystem.UpdateAfterSimulation()
       at Sandbox.Game.SessionComponents.MySessionComponentLegacyUpdateScheduler.DoUpdateAfterSimulation()
       at VRage.Systems.MyUpdateScheduler.RunFixedUpdates()
       at VRage.Systems.MyUpdateScheduler.RunUpdates(TimeSpan currentTime)
       at Sandbox.Game.World.MySession.UpdateComponents()
       at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
       at Sandbox.MySandboxGame.Update()
       at Sandbox.Engine.Platform.Game.UpdateInternal()
       at Sandbox.Engine.Platform.Game.RunSingleFrame()
       at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
       at Sandbox.Engine.Platform.Game.RunLoop()
       at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
       at VRage.Dedicated.DedicatedServer.RunInternal()
       at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole)
    2018-04-06 01:50:20.534|Main thread> =============================== FATAL EXCEPTION ================================
    2018-04-06 01:50:20.536|Main thread> Log Closed
    DS exited with exception: System.InvalidOperationException: This worker manager has been closed.
       at VRage.Library.ParallelWorkers.WorkerManager.CheckClosed()
       at VRage.Library.ParallelWorkers.WorkerManager.EnqueueWorkAll(IWork work)
       at VRage.Physics.MyHavokPhysics.InitWorkers()
       at VRage.Library.ParallelWorkers.WorkerManager.OnAfterWorkersCreated()
       at VRage.Library.ParallelWorkers.WorkerManager.UpdateConfigInternal(WorkerConfiguration newConfig)
       at VRage.Library.ParallelWorkers.WorkerManager.Close()
       at VRage.Library.ParallelWorkers.Workers.Close()
       at Sandbox.MySandboxGame.ExitThreads()
       at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole)
       at VRage.Dedicated.WindowsService.MainThreadStart(Object obj)
    DS exited, stopping service
    Service request: Stop
    
     
    Last edited by a moderator: Apr 9, 2018
  6. Gold Dragon Trainee Engineer

    Messages:
    6
    Hmmm No mention of Broken Tools staying spawned at the player's feet (TheRadioman03's season 5 opening Video has him with a broken shovel at his feet, I can confirm that torches, when fully used up, do the same)?Is this known?
     
  7. Deepflame Apprentice Engineer

    Messages:
    395
    Medieval Engineers Hotfix 0.6.3.65C29C:
    - Fixed some memory leaks.
    - Fixed fast travel not working when limitations are disabled.
    - Fixed inconsistent damage for club, studded club, and broken sword.

    Yep, it is known, but we don't have a fix for this yet. :) Hopefully next week!
     
  8. edjon2000uk Trainee Engineer

    Messages:
    24
    Thank you for all of the recent updates,

    It's great to see this game progressing so well, I am having great fun with the game, so many possibilities,

    I would love to see some further optimisations to one of your other titles ... Space Engineers if possible, at the moment, it is struggling to run on my mid-range PC
     
    Last edited: Apr 6, 2018
    • Agree Agree x 1
  9. KristianS80 Trainee Engineer

    Messages:
    10
    Railings ... logged into my server and went into railing frenzy!
    I would love to see sloped railings for the Large slope.
     
  10. Ljorius Trainee Engineer

    Messages:
    75
    Well one thing, since your hot fix, during the last 2 hours a lot of people complained about game client crashes. as for me, my client crashed twice since this update.
     
  11. MaxTheBuilder Trainee Engineer

    Messages:
    46
    We have had 6 crashes in the last 2 hours 04/07/2017, is there something going on?
     
  12. edjon2000uk Trainee Engineer

    Messages:
    24
    Just to confirm broken Torches, Wooden Mallets, Stone Axes all stay spawned at the players feet, I noticed it today when I started a new world for the 0.6.3 update, other than that, it seems to work fine for me on my mid range rig, I look forward to the next update on Tuesday
     
    Last edited: Apr 8, 2018
  13. Eriks Trainee Engineer

    Messages:
    4
    Hi, here are some bugs I've encountered in 0.6.3 so far except for all the crashes/ server crashes:

    -Sometimes get message "Not permitted to build here" even when its my claim.
    -Small round machocilations is impossible to place.
    -Small storage for stone says "small stone" in tooltip even though its takes the large stones.
     
  14. Tenzo Apprentice Engineer

    Messages:
    285
    What new food recipes have been added?

    What old recipes were removed?

    Sorry, just unclear to me on that part in the change notes.
     
  15. MorshuArtsInc Apprentice Engineer

    Messages:
    218
    Alright, let's see if I remember them...

    Removed:
    - shroom steak
    - roots with shrooms
    - soup

    Altered ingredients:
    ~ goulash (now uses bread)
    ~ salad (I think?)

    Added:
    + spiced bread (also adds mining/digging/chopping buff)
    + sweet bread (also adds building buff)
    + fruit juice (also adds faster stamina regen buff)
    + herbal tea (also adds faster health regen buff)
    + hodge podge (probably as a replacement for roots with shrooms)
    + soup with bread (probably as a replacement for soup)

    Eating ingredients raw gives you a negative vigor effect.

    Did I forget something? Not sure.
    Also, some recipes can now also be crafted from your inventory (cooking salad over a campfire or an oven didn't make too much sense after all)
     
    • Like Like x 3
  16. Tenzo Apprentice Engineer

    Messages:
    285
  17. Ed Frost Senior Engineer

    Messages:
    1,158
    \o/ i forgot it was tuesday again... yaaaaaaay
     
    • Funny Funny x 1
  18. MaxTheBuilder Trainee Engineer

    Messages:
    46
    How does one forget it’s Tuesday? Tuesday is like a little weekly Christmas from Keen, bring all the good little engineers gifts and happiness. If you didn’t know this, you must be in the “Dark Ages” *snickers*
     
  19. Ed Frost Senior Engineer

    Messages:
    1,158
    im just way too busy lately to care about what day it is okay T_T
     
  20. Cetric Junior Engineer

    Messages:
    814
    Bocuse would not approve. But Vegetarians (an absolutely rare species in the middle ages) would. Soon we will see deer jumping in the woods of ME which are made of... hm... crafted tofu. :p
    https://en.wikipedia.org/wiki/Meat_analogue
    (PS: I want my steak and meat goulash)
     
    • Agree Agree x 1
  21. boromir Apprentice Engineer

    Messages:
    223
    Roots with Shrooms and Shroom Steak have been enjoyable conversation items with my kids both in general and at the dinner table - a veritable staple of basic food requirements. Would really like to see these added back.

    Deer frolicking in the forest is right, @Cetric. :(
     
  22. MorshuArtsInc Apprentice Engineer

    Messages:
    218
    I guess most of the people were involuntary vegetarians because they simply could not afford meat and/or were not allowed to hunt. Most commoners could only resort to fishing when it came to meat.
     
  23. Cetric Junior Engineer

    Messages:
    814
    I don't think so. Poultry such as chickens were never a rare meat source, thanks to easy and numerous reproduction and no feeding expenses (just let them wander around on a piece of land, they find their food). As the care of cattle, goats and sheep was in the hand of peasants, there always were sources of meat, with sick animals getting slaughtered (no veterinarian medics around). Right, the social elite got the best slices and freshest where they demanded them, but low quality parts of animals or the leftovers certainly found their way into the bellies of less privileged people. And I do not reckon aristocrats and landlords to be so many in numbers as to take away all meat from the humble population.
    In one regard I have to agree with you, hunting was an aristocratic privilege, especially on land owned by the aristocracy, and offenses considered a capital crime. However, it depends on the sort of lord you had. I don't think they forbade the hunting of lower animals which were less prestigious to hunt, like rabbits. Especially when they multiplied heavily and meant a danger to the harvest. Deer, bears and foxes are fashionable prey for lords.
     
    • Agree Agree x 1
  24. MorshuArtsInc Apprentice Engineer

    Messages:
    218
    That is a fair point, yet we can agree on a fairly reduced meat consumption, not only for reasons of personal wealth, but also for religious reasons, especially in western christian (catholic) Europe. I don't know too much about the dietry habits of the eastern orthodox population, but I suppose at least in Byzantium, it was a bit more luxurious.
     
  25. boromir Apprentice Engineer

    Messages:
    223
    I suspect when meat (largely poultry, birds of the air included) was available to strictly regulated villages it resulted in a happier or harder working commoner.

    Whereas in more isolated homesteads, away from any commune, if the means we're available for cooking said bird it would have been done, eh?
     
    Last edited: Apr 12, 2018
  26. Cetric Junior Engineer

    Messages:
    814
    And hunting isn't the only way to gather meat for your cooking pleasures. We are talking here also about the 'little man's hunting'; which is trapping. By the way, a good idea for our game. We could build traps and collect meat when checking if an animal got caught (just have to remember where you put those traps). Or could even catch barbarians... (cannibals among the community rejoice). Works for any sort of animal we are gonna get (hint to the devs - -> variety in fauna). Rabbits sure are too small for our crossbow, but if you place a trap and as bait there is a piece of your vegetables, the vermin will come and - zappp - you can think of REAL goulash again.
    --
    I think our picture of the middle ages is usually a bit too dark. No wonder as most movies or novels portray that period as an unhappy era of cruelty and suffering under the rule of brutes. Does not get better with impressions people get from 'game of thrones' series and alike, for sake of entertainment where 'sex and crime' sells the best. In reality any lord with an IQ over 80 should know that "happier and harder working commoners" are profitable for him, they don't run away to better ruling neighbors or into custody of a monastery or to free cities (which had early democratic self-government set up by patrician families, rich merchants and trade guilts). A wise lord keeps his subjects in good shape with an occasional meat pot, they will love him, deliver the fruits of their labor and make his villages and towns grow in size and wealth (hint to the devs --> population).
     
    • Like Like x 1
  27. MorshuArtsInc Apprentice Engineer

    Messages:
    218
    [​IMG]

    I think wolves would be a good first addition. As far as I know, the necessary files are already in the game (should be the same as in SE (gladly not those old cyberdogs)), and a hungry wolf pack could spice up travelling a bit. They'd just need to publish them. However, I think they will want to generally improve AI first, which is why our good(?) old servants are currently not in the game. I have a feeling that they might be part of 0.7.
     
    • Like Like x 2
  28. Bumber Senior Engineer

    Messages:
    1,018
    Double rations. Great!
     
    • Funny Funny x 1
  29. Yurets Trainee Engineer

    Messages:
    59
    But, aren't they in the game? I mean, they have different names - cooked meat (or something similar) and just goulash. Just now goulash also have bread (not instead of meat, but as an addition) and cooked meat is just fried meat.

    Anyway, without a possibility to breed animals like rabbits, chicken, pigs, all meat food is kind of luxurious thing. I mean it is much easier and faster to grow vegetables to produce enormous amount of food, than running around searching for a deer and get in the end only 1 piece of meat.
     
  30. Cetric Junior Engineer

    Messages:
    814
    Hm, I think I will make you my kitchen chef if I ever do multiplayer and meet you. But you need to think in matters of quality and variety instead of quantity.
    ...Variety.
    Variety is all the magic there has to be in the kitchen. Raw materials as well as preparation techniques. Think of rare mushrooms, truffles. People do a crazy effort to get a few of those, they even train pigs to find them in forest. Just for some hidden mushrooms, imagine. Or think of the efforts French cuisine does when preparing frog legs or snails... Very wondrous to people who grew up with cheese burgers and pizzas. Maybe the origin of such strange recipes is found in medieval shortages and despair, but in situations of need the human spirit finds its glory hours.
    It's not a matter of 'enormous amounts' or heaps of food, but of exquisiteness, variety, the special taste and refinement. (besides, hunting also brings you fun, deer skin and bones - there is a mod which allows you to craft chess figures from them)
    And now prepare me a nice steak of deer. :munch:
     
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