Posted by on September 17th, 2015

Everybody!

Maylyon here with a new blog!  If you just rushed to your “Nerd Kingdom Trading Cards” deck and didn’t find me there, don’t fret; I joined the Kingdom in March and have been quietly working behind the scenes as the Lead Infrastructure Developer.  (On a side note, if those cards don’t exist, we should change that … .)

One of the things that has impressed me the most since joining the company is the perseverance of the modding community.  You guys have such amazing ideas for ways to enhance or improve the gameplay of TUG, but the journey from “concept” to “deployment” seems fraught with needless perils:

  1. How can we have multiple collaborators working on the same mod?
  2. How can we manage changes to the mod over time?
  3. How can users report issues with the mod in a coherent and cohesive fashion?
  4. How can we deploy mods to the end users?
  5. How can we trust those end users to know:
    1. How to install the mod for use?
    2. How to update the mod when it changes?
    3. How to not blame the author when Nerd Kingdom changes the Eternus API?

The last may be a lost cause, but the answer to most of the other questions right now seems to be “the forums”.  The forums are a great tool for fostering discussion in the community, but they seem like a less-than-ideal fit for the challenges that face a modder.  Towards that end, we are actively working on Devotus!

Devotus will be a mod content distribution pipeline that facilitates the creation and deployment of mod content by the mod authors for the end users.  With Devotus, we hope to allow the modders to focus the majority of their efforts on creating amazing content that pushes the boundaries of what Eternus can handle and stop worrying about the nuts and bolts of deploying a mod.  The rest of this blog will focus on answering, “What does Devotus provide?”  The next tech blog will focus on answering, “How can I use Devotus to be awesome?”

The first step towards admitting that you have a modding problem is registering your mod with Devotus.  When a mod is registered, a blank git repository is created on GitHub; this will be the main home for the mod content that you create.  Utilizing a third party git repository site allows us to leverage a proven implementation without the development time and risks of building our own in-house solution.  Git repositories on GitHub should help mitigate frustrations 1 – 3 above:

  • Multiple authors can be added to the git repository to allow concurrent development efforts (more on the “how” in the next blog) – or not.  You could be sole author on a mod and choose what forked changes you want to propagate upstream into your repository.
  • Git provides revision history so you can track changes over time (often read as: “know who to blame when things break”).
  • GitHub provides mechanisms for users to report issues with a repository, allowing mod authors to receive feedback and bug reports from the community.

I am definitely not providing a comprehensive feature set list of GitHub; if you want more information, hit up their website or contact me at [email protected] and I’ll do my best to address your questions/concerns/loathing.  A few items to note here are:

  • Mod names must be unique within a target game domain in order to combat the chaotic nature of the universe.
  • Mod authors will need a GitHub account and a Nerd Kingdom account to register and manage mods.

Another feature of registering your mod with Devotus is the creation of a GitHub IO page.  This page is yours to brag about … er, explain … your mod to the community at large.  I’ll let the next blog cover the features that are being worked to enable you to create page content highlighting your epicness; I just wanted to provide a teaser to hopefully pique your interest and incentivize you to read the next blog … .

The second step towards admitting that you have a modding problem is publishing mod content for end user consumption.  When you tag your git repository with a release tag in the format “v<Major>.<Minor>.<Revision>-release” (e.g. “v1.1.2-release”), a GitHub webhook will push an update command to the Devotus server that will revise the mod information within Devotus and build a ZIP file of the mod repository contents.  The intent here is that you will perform a trivial action (tagging your repository) and Devotus will take care of the legwork necessary for that content to be available for download by the end users.

One hurdle of publishing mod content that Devotus attempts to mitigate is mod dependency resolution.  Mod authors can indicate that their mod depends on another mod, and Devotus will provide a single download package that contains all the files necessary to use the mod.  This feature could be used to develop content that depends on a utility mod (such as Johny’s “CommonLib”) or to develop a mod collection with a single-click installation ( “DaBoom” that contains all of UFIOES’s mods, including “Thermobarics”).  A limitation here is that the mod that satisfies the dependency must also be registered with Devotus.

The final step in admitting that you have a modding problem is sharing that problem with others!  Tech is planned to incorporate a Devotus browser into the Nerd Kingdom Launcher to mitigate frustrations 4 – 5b above:

  • Mods can be browsed, downloaded, installed, and managed by end users for use in-game.
  • Out of date mods can be identified before loading into a world and experiencing massive amounts of Lua errors!

This tech is the biggest piece of the ultimate goal:  getting a mod into the hands of users.

So that’s it for me rambling about Devotus and scratching the surface of what we are working towards.  @TheCamboRambo suggested that blog readers enjoy pictures.  The backend isn’t visually interesting, but I want to make the audience happy, so I’ll end with this:

image

In the meantime, check out the latest NK Cribs video from Josiah!

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Posted by on August 28th, 2015

Greetings everyone!

It’s Cambo! There is a lot of exciting stuff happening and we’re looking forward to the future. But before we get into that, let’s talk about what we’ve been working on this month.

image
  • Launched Alpha 0.8.6 build
  • The crafting journal is almost done and we hope to have it out in the next update
  • The moa is now in it’s animation stage after rigging and model revisions
  • The hunting horn to help train pets is in the works
  • A void basket is in the works. A fancy trash can to throw away unwanted item.
  • Reworked our launcher and fixed some bugs that caused some slowdown
  • The new art style update is still on-going and will continue until we have our new engine update ready. You will start seeing new content using the new art style in our current engine as we will stop creating assets in our old art style soon.
  • We are constantly working on AI improvements and will be adding them to updates as we complete them.
  • Lots of balancing stuff

 

image

 

 

We’ve been expanding our team size and will be moving to a new studio space next week. Thanks to @brennanpriest42. As an added bonus, we’ll have more hiding spots during our nerf wars. That’s also a reasonable excuse for a larger studio right?

Tech and art style updates are still our current focus. As a result, you may have noticed the lack of work in progress videos. Don’t worry! They will be coming back more frequently once we meet our tech and art milestones. Better yet, the new office will have space for a dedicated live stream room.

September plan

  • The big move to our new studio and settle in
  • New build update
  • Planning and documentation for the new engine upgrades

We also want to welcome Jake, Tyson, and Michael to the NK family! Feel free to send them a tweet anytime!

We are hiring developers so please check out our career page here or send a tweet to our CTO @CoreyClarkPhD

Have a wonderful weekend!

-Cambo

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Posted by on August 11th, 2015

Hello everyone, Nekochu here!

We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.

We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!

You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!

Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.

As always, follow us [email protected] to keep up with our progress and announcements.

Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.

Our lead coder does lots of live streaming so follow him [email protected]

And if you have any game questions, give me a shout [email protected]_nekochu_x

If you want to know when indev and release builds arrive, follow [email protected]

Patch 0.8.6
Save Version bump

New Features

  • Glow maps on terrain
  • Helmets are now equippable
  • The bronze necklace is equippable
  • The woven basket is a new container that will automatically gather edible fruit within a small radius of itself
  • Z placement now ignores collision for placement allowing a greater freedom of placement in Survival Mode
  • Z placement can now be toggled to snap to the grid for placement. The default key for this toggle is ‘v’.
  • Snapped grid placement will also apply to Creative object placement tools
  • Mother Bear Ram has arrived and she is not pleased that people have been hunting its cubs
  • Dyes can now be crafted.
  • Dye can be combined with clay to make a colored clay brick voxel. Some dyes can also be mixed with cobblestone.
  • Bamboo trees drop bamboo voxels
  • Creatures can now be placed in Creative Mode

Improvements/Changes

  • Can copy/paste into and out of the main menu text fields
  • Clients should be able to pick up and interact with things with better consistency with normal lag conditions
  • Rebalanced stats of all tools and weapons
  • Added in more variety to existing resources
  • Vine bearing fruit now detaches fully grown fruit
  • Mushroom hands are plantable
  • Many recipes have been rebalanced
  • Adjusted craft times for all items
  • Rebalanced many transmutation recipes requirements and output
  • Repair recipes now restore a smaller portion of durability
  • The requirements to craft the Artisan Workbench have been lowered to only require a Crude Hammer
  • Bronze tools and weapons now require an Artisan Workbench to be crafted
  • Bronze tier tool and weapon parts can now be crafted together in any combination of head and handle
  • The Cage Trap recipe now requires its components to be crafted individually
  • The Cage Trap will craft at the location of its floor component. The trap can no longer be picked up, but it must be broken down and recrafted.
  • Meat can now be cooked with torches
  • Projectiles now follow a more consistent path
  • Return Stones can now be used multiple times before it is used up
  • After using a Return Stone, players may hang in the air briefly before touching down to mitigate falling before the terrain generates underneath them
  • Creature AI has been expanded
  • Taming a pet now requires the player use a Vine Collar on a fully appeased kid/cub
  • If left alone for long enough, Guardian Pets set to stay will begin to slowly wander
  • Guardians now help defend their owner from threats. Cats attack aggressively and Goats attack defensively.
  • Guardian Goats now have a head butt attack
  • When attacked in any state, creatures will now defend themselves or flee
  • Wandering predators will eat their kills and other animal corpses
  • Goats will focus on consuming nearby fruit before targeting vines
  • When breeding, pets will create a nest for more visual feedback for the process
  • The Mushroom Man’s drop rate has been adjusted
  • Updated the sky with a more readable 2nd moon and other cosmic entities
  • Adjusted several player animations
  • Terrain optimization
  • More recipes added to convert blocks to more useful items as well as recipes to breakdown objects such as the rock heads that become too plentiful
  • Creatures can now be placed in creative mode

Fixes

  • Fixed normals on objects, characters, and terrain
  • Spears and potions should no longer reflect off of the throwing player’s collision
  • Damage states and warning sounds for tools and weapons
  • Creature collisions should be more accurately sized and be easier to hit and harvest
  • The collision capsule for the teen is more accurate
  • Goats no longer orbit trees
  • Goats and Cats now play their sitting animations
  • Growth potions cannot be used on something that is already under its effects
  • Fixed an instability caused by loading into multiple games within the same session of TUG
  • The Ctrl, Alt, and Shift keys should be bindable now as well as differentiated by their side i.e. LCtrl, RCtrl, LAlt, etc.

Modding Improvements

  • Fixed Modded keybind resetting after game restarts
  • Exposed NKGetCraftingArcheType, NKGetCategory, NKGetTier on GameObjectSchematic
  • Server side command registration using Eternus.GameState:RegisterSlashCommand
  • Exposed GetModdedPath on EntityFramework, used to get absolute path based on VFS
  • Exposed NKGetPath on ModScript
  • Added custom Strict Lib to DebugUtility
  • Added JSON parser to Core

Known Issues

  • Slingshot projectiles can still reflect off the throwing player’s collision
  • When Client players throw a spear, it briefly reorients itself to the hand. This is purely a visual bug.
  • The ‘|’ and ‘’ key have been removed as a bindable key
  • Cannot bind key combinations together i.e. ctrl + e cannot be bound as an action
  • Some of the new bronze throwables will appear to be spears when z-placed
  • If you leave an area where a nest is, it is not producing offspring when you return. The workaround is to stay within the area until the baby is produced.
  • In Creative Mode, the first time you click into the Search bar will cause the inventory icons to shift/shrink slightly
  • In Creative Mode, you cannot place voxels as voxels when in the Survival Placement mode unless the voxel is in hand already when you switch to that placement.
  • In Creative Mode, the object representation of a voxel is appearing even when in voxel placement mode
  • When you destroy all the voxels in a cell, it will appear to destroy all objects in that cell as well. Reloading (or leaving the area and returning) will restore those objects.
  • When a player dies and respawn from a wisp, you can briefly see a flash of their character at the wisps last position before they appear at their spawn point.
  • You can use a Health Potion when at full health.
  • AI Creatures can wander off the edge of the world.
  • The wool shirt is clipping into the default leaf pants and gauntlet

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Posted by on July 31st, 2015

Happy Friday everyone! Cambo here.

July is coming to an end and we have some good news and some not so good news. I’ll start with the good news. We are play testing for the next update and will release it in roughly one week. The not so good news is that we’ve upped the game saves again and your previous saves will not work with the new update. This is due to some necessary tweaks to our biome system. You can tweet your rage to @camfergusondfw

Here’s a quick breakdown on what you can expect in the Alpha 0.8.6 patch.

  • Placement snapping
  • Specialized Containers
  • Equippable Helmets
  • Adult bear ram
  • Pet system improvements
  • AI Improvements
  • Dyes can be crafted and combined with clay to make colored clay brick voxels
image

What else is in the works? The crafting journal is coming along but it will not make this update. Lots of engine tech and R&D involved. In addition, the art style update is still on-going and keeping our art team slammed. We are also in the process of moving to a new studio location soon too. A new battleground for nerf wars!

We are ramping up and hiring full-time game programmer positions in the Dallas area.

More details here

If you missed it, check out the latest in the works for equippable helmets

Cheers!
– Cambo

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Posted by on July 9th, 2015

Greetings everyone!

I’ll keep this one short, promise! This is a week late but I really wanted to write a brief wrap-up for June. It was a busy month filled with nonstop play testing, bug fixes, and nerf wars. We launched Alpha 0.8.5 a few weeks ago but we didn’t stop there. We’re constantly on the grind at Nerd Kingdom, so what comes after an update for us?

After patch monitoring

While we extensively test our own patches in-house, after any release we make sure to monitor user activity to see if you all come across anything we didn’t. It’s fairly standard for game studios to keep an eye on bug reports and rage comments to make sure the patch went smoothly. This means we are ready to look into and do our best to fix any major reported bugs. We have been pretty good so far *knocks on wood*.

Planning

We revisit our existing plans after each patch cycle to see how (or if) we want to reprioritize any upcoming features or systems. After that, we break the work into sets of smaller goals that can generally be done in smaller internal milestones known as Sprints. No, this does not mean we are going to race around the office. Our public releases typically occur after 2-3 Sprints; this length can be longer or shorter depending on what we’re trying to get out (and what bugs we encounter).

What we are working right now

Here’s a nice little list for you. We will go over these in detail for our future blogs.

  • Crafting Journal
  • Adult Bear Ram
  • Equippable Helmets
  • More Modular Tools
  • Specialized Containers
  • Improvements to pet system
  • NK Launcher improvements (non-steam client)
  • Placement Snapping
  • Resource Variations
  • Super long term stuff
  • Lots of engine tech R&D
  • Art style update

We are committed to making TUG a unique and fun game for you. Give us some time and we will keep you updated as we move forward.

In the meantime, check out the latest “In The Works” episode.

Cambo Out!

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Posted by on June 23rd, 2015

Ahoy! This is a big tech update we have going on, as it’s the benchmark for the team moving on to engine 2.0. The next several months will be spent
building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of
the community, but we also get a chance to dramatically improve ALL the things for the game.

We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know,
we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine
may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a
great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.

We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom

As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever
reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.

Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw

If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD

And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf

of course, to track when indev and release builds arrive, follow @theuntiltledgame

Alpha Patch 0.8.5

Update Warning! Game saves from v0.8.4 will not load in v0.8.5 due to terrain tech updates.

Recent changes to our physics and terrain system have been drastic enough that we have had to bump the save version. All older saves are not compatible.

Updated recipes list here.  

New Features

  • Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
  • Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
  • Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched
    voxels will need to be crafted from rock and grass voxels, respectively.
  • Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
  • Crude Door
  • Fat/Skinny body morphing
  • New clothing options for the Seed
  • Coconuts can now be harvested and planted
  • Variety of mushrooms can now be planted
  • Hitting the crafting button while crafting will cancel the current craft
  • Z-Placement Adjustments
    • Right click to place
    • Hold Left Shift to adjust the distance of the item from the camera
    • Hold Left Ctrl to free rotate the item
    • Hold Left Shift + Left Ctrl to rotate on the X-Axis
  • Creative Mode update (back to explicit tools for each function)
    • Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction
      • Ctrl + MouseWheel or the ‘y’ key: Switch between Object Placement, Voxel Placement, and Survival Interaction
      • MouseWheel or Ctrl + 1-4: Switch between placement mode specific tools for each placement tool set
      • For Object Placement Tools: Z: resets the current object scaling/rotation settings
      • For Voxel Placement Tools: Shift + MouseWheel : Switch Voxel brush sizes
    • Object Placement Eyedropper Tool :
      • Primary Action : Select the currently highlighted object
      • Secondary Action : Place Item
    • Object Placement Rotation Tool :
      • Primary Action : Rotate the object on both X and Y axes
      • Ctrl + Primary Action : Rotate the object on X axis
      • Shift + Primary Action : Rotate the object on Y axisSecondary Action : Place Item
    • Object Placement Scale Tool :
      • Primary Action : Scales the object
      • Ctrl + Primary Action : Moves the object
      • Secondary Action : Place Item
    • Object Placement Delete Tool :
      • Primary Action : Deletes the object
      • Secondary Action : Place Item
    • Voxel Placement Eyedropper Tool :
      • Primary Action : Select the currently selected material
      • Secondary Action : Paints the selected material on the selected area
    • Voxel Placement Brush Shape Tools :
      • Primary Action : Removes the selected voxel shape from terrain
      • Secondary Action : Places the selected voxel shape on terrain
    • Survival Placement Tool
      • Normal Survival keybinds
  • Voxel icons now represent the type of block they place as well as representing the material of the block and any billboards
  • Tons of smaller new features and adjustments throughout the game


Improvements

  • Increased performance of script processing significantly as a whole by allowing scripts to schedule their own update rates
  • Large performance optimizations to AI character processing when looking for objects or other characters
  • Greatly optimized networked game object performance managed by the server when clients are connected
  • Fine-tuned serialization interval times for game objects, gaining some performance when clients are connected to the server
  • Added billboard mipmaps, reducing visual noise of billboards at a distance, as well as potentially gaining some rendering performance
  • Improved shadow appearance
  • Large improvements to networking bandwidth usage
  • Various terrain performance improvements
  • Adjusted blending threshold for terrain to give a more distinct separation between terrain layers
  • Miscellaneous performance gains in various parts of the engine and gameplay
  • Updated AI system when making decisions for their state


Fixes

  • Fixed a crash with Intel systems and certain AMD systems using 8 or more cores
  • Fixed an issue with with mouse cursor and window focus when using the Windows Classic Theme
  • Expanded initial range of spawn locations to more consistently start new players in a Forest biome
  • Fixed a runtime memory leak when cleaning up objects and terrain
  • The player is no longer capable of consuming a coconut whole
  • If there are additional items of the same type, stacked items in your hand will refill when used up.
  • Polar, desert (sahara), bedrock and red cliffs biomes are back in the main Survival Generation
  • Adjusted the angle of terrain that billboards appear at
  • Shields now occupy the same inventory slot as gauntlets
  • Fixed several tool/weapon animations
  • Fixed a potential crash when first loading new assets. Unfortunately, this will increase the initial load time the first time you launch a new
    version
  • The keybinds not saving for the current session is fixed. Be sure to save your settings after rebinding them.
  • Sprint can now be rebound to another key
  • Pressing caps lock will no longer lock the brush shape size
  • Arrow keys and mouse buttons 3+ should be mappable
  • Adjusted poison damage values upwards
  • Adjusted crafting priorities of several transmute recipes
  • Softened the torch sound effects
  • Fixed environmental FX not appearing
  • Fixed an issue where renamed save game directories were still referencing their original directory
  • Fixed some issues where placing objects would put them inside of the player (such as Vine Fences)
  • When crafting, recipe checks will now look for all active crafting stations which should side step issues with crafting near multiple crafting
    stations
  • Pressing G again after initiating a craft will cancel out of the craft
  • Fixed issue where loading a save would advance the time of day further than what it should have
  • Certain recipes (primarily alchemy conversions) now stack when creating more than 1 object
  • Fixed various issues with MaxViewDistance not taking effect properly in certain circumstances in a networked environment
  • Fixed several issues with clients disconnecting then reconnecting while dead.
  • Fixed an issue causing bouncing sounds to not play for clients when other players jumped on Mushroom Beds or Double Cap Mushrooms.
  • Single player no longer hard-sets port 6600 when launching, it now retrieves an open port from the OS. This can be retrieved in game by typing
    /port in-game

    • Note: To go from single-player to multi-player, you can type /allowconnections <true|false> while in-game
    • To set a multiplayer game initially to just find a free port, enter ‘0’ as the port number. You will need to use /port to find out
      which port was allocated.


Modding Improvements

  • Implemented ModScript save, serialize and event systems
  • StaticModels, textures and mesh colliders can now be swapped on GameObject from lua
  • Mod can now create additional sound file
  • Mods now have the ability to define additional keybinds
  • Fixed the initializing order to prevent most lua loops
  • Updates and fixes to existing Lua API documentation, mostly correcting missing documentation, but also typos and definition mis-matches
  • Tons of new, modified and deleted Lua API calls. Here are some of the most notable changes:
    • Players can now be queried for their biome weights
    • Many new Sky controls
    • NKRefernce/NKDereference have been removed in favor of a better relevancy system in the engine.
    • Networked Script events are now registered on a per object level instead of global
    • New NKGetFilteredGameObjectsInRadius for searching for a particular item in range using the GameObjectSystem
    • New NKGetRadius API on the graphics component
    • Tons more! (see the EternusAPI Documentation for more details)


Known Issues

  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
  • Repeatedly leaving and joining games within the same session of TUG can cause excessive memory issues.
  • Helmets are not wearable yet
  • Seedlings and Teens have their own sets of clothing right now. You can’t currently mix/match them. So if you are wearing Seedling leaf
    clothing when you grow up, it will not visually appear on the Teen even though it is still in the equipment slot.
  • The size of a Teen’s head is shrunk compared to the Seedling
  • On of the cactus icons is missing in Creative
  • When players die, all their inventory is placed at their feet. Some smaller items may require digging to retrieve (depending on the slope of the
    terrain).
  • The console/command window isn’t in the bottom left of the window when you go full screen
  • If you travel roughly 10000 coordinate points away from your initial spawn location, collision and object generation will cease
  • At certain angles and movement, projectiles can reflect off of the player that throw them
  • Rarely, Clients will have gaps in their terrain generation.
  • Rarely, players will see a cell of missing billboards.
  • When placing square voxels so that only a single point/corner touches, graphical issues can occur. Usually, it will appear as streaks or black
    triangles
  • Objects do not save while they are in motion (they must stop and settle)
  • The radius of torches scaring certain creatures is too long
  • Pets are missing sound effects
  • Pet taming timer is not accurate and sometimes you can overfeed a wild critter before it turns into a pet
  • Recipes that use tools in the hand are not causing durability damage to those tools
  • When digging or placing billboard voxels (like grass), the billboards do not reappear until after you have reloaded that game
  • The Skull Stick is craftable, yet its uses are mysterious and unknown (or possibly not done yet)
  • Animals/players caught in cabbage traps are not visible until the trap has completely reopened after releasing them.
  • Creatures will sometimes run small circles around their targets if they can’t quite reach the food item they are trying to eat
  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes

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