NEW BUILDER VERY UNSTABLE BRANCH O.o

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A post was merged into an existing topic: [new_builder] In game error including “I really thought this was impossible.”

I really like this game. Let me give a simple review.

I was drawn to the game because you get to build a community. I like City Builders and RTS games. The personality and crafting and surviving was not something I have found before in a City Building game. The fact that the game is voxel based lets you do some much. It really feels like the Hearthlings know where they are. That they are sleeping inside. Inside not just a predetermined house but a house you made out of blocks. They are somehow able to know that the blocks come together to make a structure. It is great.

I noticed the game at Alpha 19. I think that is when I bought it too. I watched some youtube videos then I dove in.

Civilization games must have water. It must play an integral role. Think about the “fertile cresent” the Tigris and Euphrates rivers. The ancient Sumerians lived there. And also the Nile. I live in Alabama where there used to live primitive Native Americans. My family owns about 500 acres with a creek running through it and a river close by. You can find arrow heads and broken pottery around the river and the creeks. But the farther away from water you get the less and less pottery and arrow heads you find. That is why I had to go out and find the CAFE MOD which adds water as a survival requirement a “need” if you will. AND Archipelago biome mod. Which does things like add a fisherman.

I was plugging along loving the game I believe on Alpha 22 when I built my second unique buliding and the hearthlings couldn’t finish the building due to bugs. I researched and found out that a new builder was coming and I quit. I tried the Rictey building unstable and the builder seems so much better. But I did find problems which you already mentioned.

BTW I love the snow, rain, and wind! The titans sound exciting!

YOU REALLY must do more with water maybe an aqueduct. You need some way to get fish. I am looking forward to the release.

Thanks,
Zach

P.S. This is my first post.

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No point posting here any more

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@jamiltron I was in the middle of building a rather large building and undead spawned inside. Next day stonelings popped right next to the building and 3 wolves showed up close to it as well. Do buildings built with the new builder not expand our safety zone?

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Im having UI errors all over the place, 9/10 times it lets me reset though.

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Stacking crates is possible. but you have to first place the top row in the world, and then move them onto already existing crates. (a box stash is always the first thing i make so all my stuff isnt just lying about in giant honking piles)

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Is the “fixtures fall off walls” not fixed in this version?

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I must say i really like the new builder ^^

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It should. Was it happening during a foggy storm, or just in general?

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It should be. Are you seeing otherwise?

NEW BUILD(ER) INCOMING! Changes changes changes… And some stuff will be backwards incompatible with old saves! Such is the prices of the new shiny.

  • Stairs Tool revamp–more like the old one that ‘grew’ to where you pointed, but still pullable/pushable

  • Buildings now “blow up” properly when destroyed, refunding 70% of invested resources (and 100% of placed items)

  • Fixed a crash in topology service

  • Hide fixtures appropriately in X-RAY mode

  • Fix some “sticky” fixture placement

  • Fix not rotating holes and paint regions on rooms, roofs

  • Allow roofs to intersect stuff

  • Allow holes to be made in roofs

  • Fixed an issue where placing a structure would move the current building level up from where you had previously set it

  • Fixed an issue with blocks from one building trying to fuse with blocks for another building

  • Fixed an issue with roofs with all slopes being marked as unbuildable

  • Fixed some fixture rotation issues. I’m sure more slumber in the dark

  • Hide the built building when in ‘build mode’

  • Fixed a typo when deleting fixtures, when deleting a building

  • Fixed an issue with roof resizing with no drop walls

  • Fixed a rare issue where walls would become trees

  • Fixed some UI javascript errors

  • Fixed an issue where hearthlings would not continue building on load

  • Fixed some bad save/load logic when restoring a plan on load

  • Allow building root finder to fall back to the largest available region, even if it’s not connected to a building piece

  • Fix a data race in client building service

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Oh the joys of coding

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Just a question really but while designing the new road tool is there any possibility to get it to work similar to the ladder tool right now? I don’t particularly mind if the roads still cost Stone to build but I tend to alter my road layout fairly often and having them linked to a particular building is a little problematic, even if that “building” is just my roads.

Personally would feel much happier if roads were placed on top of tiles or even zoned out like farms.

More of a thought than anything else I suppose.

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my house became invisible after updating to this new release :smiley:

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Yeah. I tried to start playing Rayyas, and their wall-mounted oil lamps keep falling. Accursed gravity.

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The good man said it himself. Start new games, y’all.

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Will we be able to paint on the roof eventually ? :slight_smile:

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does this only work for items placed during the design of the building, or also if you make a building “shell”
with holes in the right places and place doors and windows etc. after? (especially doors did not like it if you made a shell and placed a door after)

Nope wasn’t foggy and was a regular pack of undead, one skelly and a couple zombies. Then had stonelings pop literally right next to the building.