Archive: Dev Blog

October 10th – Integration

On Wednesday we finally merged the massive status system changes, including the new status effect system, into our main development branch. Those who are following the nightly builds have probably noticed some major differences, lots of improvements, and a few things still missing. The past couple of days have been spent finding and fixing bugs, adding missing Lua bindings, cleaning up old status effects and adding new ones. GeorgeV, Necotho and Armagon continue their development of more biomes and biome items, and we’ve been coming up with lots of good ways to use the new status system and status effects to make biomes and their items feel unique and interesting. Next week we’ll be reworking the food and hunger system in ways that make it less of a chore and more of a bonus. More on that soon; have a great weekend!

October 8th – Who doesn’t like new toys?

Some of the recent new additions George and I have been making to the game’s loot pool are made because they’re cool. Others are silly and fun. Then there’s stuff like this that straddles the line.

Seems like a surefire way to win a snowball fight!

Sometimes you’ll find items like this in biome-specific chests, but most of the time you’ll only find blueprints, and its up to you to get the necessary materials together. Typically it will require a component you can only get from that biome.

There’s more to come!

October 7th – More Status

Nothing too exciting to post today. We’re getting very close to merging the new status changes into nightly, so kyren and I have been reimplementing lots of the old effects and responsibilities of the old system, and fixing plenty of bugs along the way. It’s going very quickly, which is a good sign because it means the new status system is very easy to work with. Today we rebuilt healing items, beds, liquid status effects, cleaned up some unused and misconfigured effects on objects, added several new functions and missing functions to the API, and added a much better system for light sources on Networked Animators (the class used to display pretty much everything on entities). I made this ridiculous effect to test it out: