Update Details (24th Jan 2018) - New Fishing Mechanic and much more!

Hi guys. Today's update introduces a new fishing mechanic into the game. A highly requested feature since the introduction of water into the world, players are now able to craft fishing rods and float-fish in the ponds and lakes (it is not currently possible to fish in running rivers). The rod can be crafted from the default player crafting menu.



Once the fishing rod is crafted, players must craft fishing tackle. Fishing tackle requires a tree grub (a new item), which can be harvested from the large fat-trunked trees dotted around the map. Tree grubs can be eaten by themselves in desperate situations, but provide very little nutrition.


Fish Types:
There are currently two types of fish that can be caught in the lakes and ponds; Salmon and (a generically named) small fish. Salmon can be eaten raw, or can be filleted to produce fillets of meat, and fish-oil (which can be used in medicinal crafting).

Small fish can also be eaten raw, or cooked whole (providing better nutritional value). Being small, they take much less time to cook than other proteins. Instead of being used for meat, players can choose to instead harvest them for oil.

I intend for the variety of fish (and their purpose) to expand over time as things continue to progress.

Medicinal tonic
Medical items now require Medicinal Tonic to craft. The tonic can be crafted using fish oil and medicinal herbs.

Stackable meats:
Meats have always used up way too much inventory space. I had kept them as single items due to complications with handling the various cooked states and perish timers.
Here are the new rules:
- Meats can be stacked providing they are at the same cooked state.
- Only single pieces can be cooked at a time (per cooking slot).
- Perish timers are maintained for each individual piece even when stacked.

I’ve also removed the individual rotten states for each food type, and have simplified it into a single (stackable) “rotten meat” item. This should lead to cleaner inventory management. A greater purpose for this item will be added at a later date (currently you can only recycle it).

Small dead animals now perish:
For a long time, players have been able to store small dead animals without risk of them perishing. This exploit devalued efforts to keep food fresh and presented issues with storage space. This has now been patched. Rotted animals can still be butchered but yield less resources (and no meat).

Smoothed models UV normals:
Various models for base items had some fairly janky UV mapping, so I spent a bit of time cleaning these up. It’s a subtle change, but one that has been bugging me for a while, and i feel looks much cleaner now. Examples:

Capped “Eat All” action:
Many players reported frustration of accidentally clicking “eat all” when extracting tomato seeds etc. I’ve now put limits on all consumable items to avoid this:

Base repairs:
Many players have reported that it takes too much wood to make repairs after hunter attacks. I’ve increased the amount of hit-points per repair. However each standard repair now takes 1 nail. This should help balance the dwindling need for nails during the later game.

Hunters not attacking?:
Thanks to the help of a few community members, I was able to trace down certain conditions that would prevent specific hunter teams from attacking player bases. It was based on the combined locations of the bases, and intersecting bodies of water. The issue is now patched, so if you weren’t experiencing attacks before this patch then you may want to keep and eye out for incoming attacks. This issue was affecting normal and revenge attacks.
Other misc changes:
- A splint now takes two sticks to craft.
- Fixed bug that was allowing small dead animals held in player inventories to become alive again after reloading a save.
- Increased hit-points of floodlights and and solar panels. This will make them more resilient to base attacks.
- Fixed bug that was preventing the bleeding icon from showing for hosts of co-op games.
- Fixed bullet/water impact fx to play correctly in deep water:
- Fixed issue whereby transparent buildable mesh would become invisible when viewed in front of water.
- Updated bow so that you can now hold down “aim” while the player is equipping the weapon, then it will transition into the aim state without having to re-click key.
- Fixed bug that prevented the profiles launching if there were special characters in the profile name or password.
- It now takes less time to cook rabbit and chicken.
- Added rocks and other visual tweaks to rivers/waterfall.
Please note that the new fishing system is intended to be iterated and improved on, so I welcome feedback once players have given it a try. I’m excited about the new possibilities this opens up for future updates. Thanks for everyone’s support and patience as the game continues to evolve. I’ll be on the forums as always, so please let me know your thoughts on the new changes.
Have a great week!
ColdGames