April 20th - Patch Notes 0.5.13

Hello all, We’re moving our experimental branch to default today. We’ve done a bit of testing there and feel it’s stable enough. We’re also introducing our new and improved changelog and roadmap developed by @Clinton. This new changelog will allow you to keep tabs on us a bit better and should showcase exactly what it is we’re working on. As mentioned in the last update, we've reworked our base electrical system. We've added some features along with a massive amount of tweaking.

The machine UI's (generators, electrical meters and breaker panels) all function now. They've also all been reworked to include the ability to interact and activate the machine. You're still able to hold E to activate without ever opening the machine's UI. Breaker panel logic has been reworked. If a panel is powering more than it should and is overloaded, breakers will fail and the player will need to replace them. Each breaker can power a set amount of electrical equipment. Although other mechanics do already draw electricity, you'll find the main draw is lighting. You will have fair warning...as you can see in the gif below, the lights themselves will flicker and let you know things are about to go wrong. Generators now use fuel based on the amount of draw on them. If you're powering a structure and keeping one room lit, your generator may run the entire night. If you're powering an entire house, you'll need to top up those fuel levels! Fuel stations are not fully functioning. The player can gather fuel from any fuel stations with just an empty fuel can and a siphon. Once fuel stations are powered you'll find the fuel pumps function and fuel can be gathered without the siphon. The garage doors are also functioning along with the exterior signs and lights! There are many more additions and fixes in this update. It's the largest we've done. If you have the time, please remember to submit any bugs or issues you find on our tracker. It's a great help to the team!

Here you can see the new interactable generator UI

New interaction on breaker panels

A breaker explodes in a panel box due to overload. Avoid this by adding additional breakers.

Random light flicker

New fluorescent lighting - Bonus Tip: Clear buildings first!

Making a little too much noise testing electrics

Patch Notes 0.5.13


Hot fix 0.4.13

  • Wind up flashlight attack animations now play for others.

  • Flashlight inspecs now work again. This was also breaking weapons.

  • Lock kits now spawn in various containers.

  • Tweaked electrical items spawns so that they're a bit more varied.

  • Generator no longer starts with parts.

  • Electrical meters no longer start with parts in them.

  • Windup flashlight no longer casts incorrect shadows.

  • Small work bench should no longer spawn and can only be got through crafting.

  • Fuel extraction points now work more consistently and take the correct amount of fuel for the containers you have.

  • Fuel extraction points now run out of fuel.

  • Worklamps now cause the generator to burn fuel quicker.

  • Single input commands that take no arguements now work again.

  • /Help command should now be working again.

  • Fixed issue where certain items would turn into cardboard when being dropped or moved into containers.

  • Tree stems should no longer disapear after being cut.

Hot fix 0.4.12

  • Generators no longer stack in the inventory.

  • Fixed issue where fluorescent light strips were trying to use regular light bulbs

Hot fix 0.4.11

  • Fixed generator turning on when dropped for the first time. Generator wasn't actually on, only the effects.

Hot fix 0.4.10

  • Fixed issue which stops server restarting after crash without a db reset. Cause of initial crash still needs identifying. Please report any info you can figure out regarding it.

General

  • Added ability for items to turn into other items rather than being destroyed when they are empty/0 quantity. Example: water purification tables can now turn in to empty card board box.

  • Now possible to log off at bus shelters.

  • Shooting door handles no longer shows decals hitting an invisible box around them.

  • Game volume no longer resets to full volume between play sessions.

  • Fixed weird spelling on coffee pot texture.

  • Added coming soon UI to the radiator.

  • Added coming soon UI to the Coffee pot.

  • Fixed issue where sounds could be incorrectly heard after death.

  • Pressing interact key on dirty water sources now opens the inventory.

  • Weather now syncs with other players when first joining the game. Previously it was only updating after the weather changed again.

  • Significantly increased the burn time of fire wood and coal. Fires can now in theory last through the night.

  • Other players flashlights should always be visible to each other now and be persistent when joining the game.

  • Zombies take longer to disappear after being killed.

  • Notice boards now give maps.

  • Players now do varied amounts of damage to locks dependant on what weapon they are using.

  • Zombies now do less damage to locks.

  • Zombies now have a chance of giving up when attacking a door.

  • Improved fuel cap lid model to make it more clear.

  • Pallet variants now spawn electrical items based loot.

Electrics Overhaul

  • Fuel burns quicker based on the amount of load on the generator.

  • Generators now stall when load becomes too much.

  • Breaker panels now blow breakers and trip the power when the load is too much.

  • Generators now have startup, miss start and dying logic and effects.

  • Fuel station signs now works.

  • Electric garage doors now work.

  • Sinks now provide clean water when pumps have power.

  • Fuel station pumps now provide fuel when station is powered.

  • All light bulb types can now be shot and destroyed.

  • Added work light variant that is triggered by a movement sensor that can be triggered by players or Ai.

  • LED indicator light added to generator.

  • LED indicator light added to meter and breaker panels. Off = no power, Red = power but inactive panel and green = power and active panel.

  • LED indicator light added to various other machines that require power.

  • Lights now have a chance of randomly flickering which is synced on all clients.

  • Fixed scenario where [Add] button was missing when trying to add fuel but can’t. Now displays grey [Add] button for clarity.

  • Jerry cans now show fuel amount in name. Example: Jerry can (11/20)

  • Jerry cans no longer stack.

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