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Respawn Points and Bug Fixes

New Features

  • Added the Respawn Point to Ficterra! When your player faints they are revived at the nearest respawn point. You can craft a respawn point at the Woodshop
  • Auto Tool Switching has been added to Ficterra! When attempting to collect a cube you will automagically switch to the correct tool. For example if you are holding an axe and you go to mine stone, you will switch to your pickaxe and start mining
  • Added an option in the settings to turn off Auto Tool Switching
  • The Map is now 4 times larger and not just a zoom of the Minimap
  • The Map is no longer transparent
  • Added map mode to the settings. You can now switch between the four modes:
    1. Off - Turns off the map and minimap
    2. Surface - A cube by cube look at the world from around where you are
    3. Bird's Eye - A cube by cube look at the world from the sky
    4. Bird's Eye Camera - A direct look at the world from the sky (picks up lighting and objects)
  • Placeable objects now place on top of half cubes
  • Monsters now spawn in an annulus around players near the players height level. This reduces the chance that a monster can't spawn or is spawned high in the air.
  • Monsters now also try to spawn nearer to the ground when possible
  • Monster spawn rate can now be set when creating a Custom Game. It can also be turned off
  • The default monster spawn rate has been reduced, due to the increased chance monsters will be actually spawned
  • Animals now spawn similar to how monsters now spawn
  • The Concept section in the Cubeopedia has been updated to reflect the many changes in the game over the course of early access
  • You can now rotate placeable objects while holding them. Use the keypad 7/8 to rotate around the x-axis, 4/5 to rotate around the y-axis, and 1/2 to rotate around the z-axis. The y-axis is the one you are most likely going to want to use most of the time

Multiplayer

  • The new respawn points are shared between all players
  • Fixed a bug where inactive monsters would try to move
  • Increased checking and logging for networking errors
  • Achievements are now correctly saved for clients
  • Fixed a bug where clients would not load objects far from the host if they had been there already
  • Fixed a bug where complicated objects would fail to load on the client far from the host
  • Trees watered on a client now spawn for all other players
  • Special crafting actions are now networked
  • Quests are now correctly updated when you rejoin a server
  • Doors should now be in the same state for all players
  • Acid rain has been disabled in multiplayer
  • Fixed a bug where equippable item could be duplicated
  • Fixed a bug where clients offhand item could be deleted
  • Research is now correctly shown on rejoin
  • Receiving bad player data from a server will now cause the client to leave the game, rather than join and be incredibly buggy
  • An announcement is now shown on screen when a player joins or leaves a server
  • Clients no longer try to tell the server how monsters should move
  • Attempting to join a non-existant game twice should no longer stay checking forever
  • The Beetle Caves dungeon now properly loads correctly if a client enters before the host
  • Removing a portal now works correctly for both the client and the server
  • Portals no longer decide to move and rotate when then feel like it on clients
  • Portals created by a client are no longer sometimes ignored on the host
  • 'time freeze' now correctly works on servers
  • The client will now ignore data from mods it doesn't have, since it shouldn't be on a server with mods it doesn't have
  • Cursor now correctly unlocks when the network fails and kicks the player back to the main menu
  • Fixed a bug where a specific disconnect could send you back to the remains of the old main menu
  • Host IP Address has been removed from settings, it was unused and confusing
  • Port has been changed internally to prevent errors between hosting and joining games
  • Removed old excess network code

Gameplay

  • Panel lights no longer have physics. This was just annoying and they now work more like the panel variant
  • Portal Focus now has a short cooldown
  • Elevator control now no longer shows up when only 1 option is available
  • The Filter Pipe is now set to Allow Only by default instead of Block Only, to prevent your items from starting to move before you configure it
  • Wires now have continual placing
  • Wires no longer disconnect at chunk boundaries
  • The ability to split stacks has been restored
  • The old metal plates have been disabled from crafting and research. This is due to panels becoming a variant and largely replacing them. Any plates you already have in your worlds will remain and be usable
  • The Chipboard and Painting recipes and icons have now been restored, after being semi-deleted in some previous patch

Other

  • Tooltips for equippable non-rpg items are now shown correctly
  • Quests now recognize combined counts for objects of the same type (ie different types of dirt)
  • Removed excess debug logging
  • Fixed a bug where you could get stuck with the dev mode popup on the screen
  • The helper hotkeys for the wireless switch are now correct
  • Fixed a bug where you could not access the second page of inventory for placeable objects' inventories
  • Fixed a bug where cancelling a stack of crafting items would return parts of items already crafted
  • Switching between crafting objects should now show the correct crafting plan
  • The paint can icon now better represents the paint can
  • The paint can now shows green paint instead of blue paint to distinguish it from water
  • The trash can should no longer show up on placeable inventories
  • 'Screenshot Taken' is now shown on screen when you take a screenshot with Ficterra
  • Switching the game to a monitor with a different resolution should no longer cause the settings windows to give up
  • Failing to join a multiplayer game then trying to play single player will no longer get stuck loading
  • Using a portal focus no longer switches you to hold a cube
  • Fixed a bug where the portal would eat your hands
  • Reduced project build and compile time
  • Fixed a bug when trying to clear a non existent tool
  • Updated some shaders on objects using older shaders
  • Fixed a bug where pressing '3' would sometimes not bring out the placeable object
  • Quality of Life settings are now above UI settings in the settings window
  • Going back in the mod editor now takes you back to the list view instead of the previous menu
  • Fixed a bug where toggles did not show the correct state in the mod editor sometimes
  • In the mod editor you can now set recipes as hidden. This will prevent player from being able to use the recipe. This is mostly to 'remove' old recipes
  • Items, recipes and research from mods not in the world will no longer be shown. This is in case they are somehow added to save data or accidentally included via dev mode commands
  • 'unlock' no longers adds researches and recipes from mods not found in the world
  • Fixed a bug where the item picker would sometimes end up below other menu items
  • Fixed a bug when looking at an placeable inventory sometimes your inventory would only show equippable items
  • Fixed a type in the description of Wheat
  • Game no longer taunts you by telling you that you can pick up cuddly kittens when you actually can't
  • Weight switch helper text is now correct
  • Fixed a bug where you couldn't exit land vehicles
  • The description and icon for Beetles have been fixed