BUILDING THE STAIRCASE | The Forest (V0.48b) | S03E03
In this video you can see me finishing the great wall of heaven (the wall that's going to protect our base) and we'll start building the staircase! we need.. a lot... of wood! Enjoy episode 3!
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V0.48 Changelog:
• (Building) Procedural stairs may now be built both up and down in a single unit instead of being one way only
• (Building) Fixed a bug with hole cutter causing some buildings to leave a broken ghost behind when targeted, increased amount of buildings it can remove, and fixed some errors/crashes with removing some structures
• (Building) Building repair trigger no longer shows the “Take” action icon when not owning any repair material
• (Building) Fixed dock not having a max point limit
• (Building) Lowered max angle between dock chunks
• (Building) Collapsed building parts now have an accurate collider so they don’t go half way inside other objects or ground and no longer spin on themselves
• (Building) Fixed placing rock fence stub looking slightly different than placed version
• (Building) Improved system that prevents autofilled walls and fences from placing over existing ones
• (Building) Rock fence now breaks into individual rocks when collapsed
• (Building) Added collision to defensive wall reinforcement spikes
• (Building) Added angle snap when placing foundation, walls, fences and stairs!
• (Building) Wall and fence chunks now attempt when placed to be nested with the support structure below if any. Fixes issue of destroying a single chunk possibly collapsing the entire upper row (not retroactive)
• (Building) Fixed aiming back and forth between fences and floors breaking wall & fences placement in autofill mode
• (Building) Switched walls and fences placement to a cast based system instead of trigger based, meaning that it will target whatever support is being looked at in autofill mode instead of having to bring the default log model (which isn’t always visible) in direct vicinity of the support
• (Building) Revamped defensive wall reinforcement placement with the new cast based targeting system
• (Building) Added snapping with other walls when placing procedural walls in manual mode
• (Building) Each floor and roof now has a 20 holes limit, this works around an issue in multiplayer causing clients to no longer receive holes past a certain amount, also prevents escalating computation costs due to inappropriate use of the hole cutter
• (Building) Added new way to interact with fires: it is now possible to cook meat without holding it, when prompted press the “Rotate” button to select which meat you wish to cook, you may also choose to fuel the fire this way. Holding the meat item you wish to cook still works, it will lock the targeted meat type to whatever meat is currently held
• (Building) Added new way to interact with drying rack: it is now possible to store meat without holding it, when prompted press the “Rotate” button to select which meat you wish to add for drying. Holding the meat item you wish to add still works, and will lock the targeted meat type to whatever meat is currently held
• (Building) Not yet dried food on the drying rack can now be picked back up without waiting (it may be cooked on fire or relocated this way)
• (Building) Centered drying rack repair trigger
• (Building) New dynamic structure: Large Raft ! Features 2 oars that can be wielded by 2 players for greater speed and more accurate controlling
• (Building) Added large stick holder storage option
• Fixed missing area not available message at end game door
• Fixed fire mutants not aiming projectiles at target correctly
• Improved far shadow and offscreen particles performance
• most animals now collide with walls and other objects in the world
• Set bushes and small plants to no longer spawn under lakes/ponds
• New textures for bush08
• Added collision to beach log, and hollow log and wood sound when hitting or walking over
• Caves – removed old map pick up
• Fixed touch bending on Sapling 5
• Caves- fixed angled magazines on cave floors
• Fixed creepy mutants sometimes running away from player when in shallow water inside caves
• Caves – removed doubled up magazine in cave 5
• Fixed berry pop in for blueberry and snowberry bushes
• Increased view distance on some cave climb down areas/surrounding rocks
• Improved ai pathfinding around cliff edges and plane crash sites
• Sheen billboards are now more consistent/brighter
• Improved resolution on plane seats/tray
• Increased meat on fire overcook duration to 90s (from 60s)
• Fixed thrown rocks not dealing damage to enemies
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Outro: Noxive - Resilience