Added Roe/Caviar. All Fish now have a Roe particular to their type, and you randomly may get some whenever butchering them. Some fishes, e.g. Sturgeon, have a specific roe type named Caviar.
Added "Caviar Canapé", food.
Added "Lardy Cake", food.
Key Fixes
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Anvils now have variable materials. The textures need some work here, as the old model wasn't perfectly setup for this change, but it works.
You can now light fire items (branches, torches, &c) from most ovens and other objects with open flames.
Small Fixes
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Meat icons in recipes now present accurate text tooltips, indicating the type of meat asked for, rather than just saying "Meat".
Fixed a few selection bugs that had crept into the villager management interface since UI scaling was added.
As always, if you liked what we did here: Support the patch.
Today's Patch Items, for the fair price of $9, is the "Merry Green Hat".
Store Description wrote:$9 Up since well before dawn, to greet the first rising sun of May, and welcome in the summertime.
All Gold & Silver subscribers have been awarded the "Merry Green Hat", free of charge.
In the Pipe
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Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
We are working toward object controlled objects, quite simply. The server protocol changes are largely complete, and will otherwise progress in tandem with work on object controlled objects.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
You should give more information about following weeks updates or we all got hopes up for nothing!
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2 Purus Pasta, The Best Client
Interesting patch! Lots of food items coming out recently. Depending on how Roe operates, it could be an interesting early game food. Quick question: Are there plans to add anything related to alchemy? Without spoilers or severe promises of course. I'm hoping for things that might cement my place/look as an alchemist. I love healing people!
java.lang.RuntimeException: TexRender does not support different draw (#<texr gfx/terobjs/trees/oak(0)>) and clip (#<texr gfx/terobjs/trees/pine(2)>) textures
at haven.TexRender.lambda$null$0(TexRender.java:58)
at haven.render.gl.GLDrawList$UniformSetting.compile(GLDrawList.java:771)
at haven.render.gl.GLDrawList$Setting.update(GLDrawList.java:485)
at haven.render.gl.GLDrawList$UniformSetting.<init>(GLDrawList.java:767)
at haven.render.gl.GLDrawList.getuniform(GLDrawList.java:799)
at haven.render.gl.GLDrawList$DrawSlot.getsettings(GLDrawList.java:261)
at haven.render.gl.GLDrawList$DrawSlot.<init>(GLDrawList.java:343)
at haven.render.gl.GLDrawList.add(GLDrawList.java:977)
at haven.render.InstanceList.lambda$cladd$0(InstanceList.java:493)
at java.util.ArrayList.forEach(Unknown Source)
at haven.render.InstanceList.cladd(InstanceList.java:493)
at haven.render.InstanceList.add0(InstanceList.java:526)
at haven.render.InstanceList.add(InstanceList.java:592)
at haven.render.RenderList.syncadd(RenderList.java:67)
at haven.render.RenderList.asyncadd(RenderList.java:85)
at haven.PView.envsetup(PView.java:243)
at haven.PView.draw(PView.java:267)
at haven.MapView.draw(MapView.java:1661)
at haven.Widget.draw(Widget.java:765)
at haven.Widget.draw(Widget.java:770)
at haven.GameUI.draw(GameUI.java:1138)
at haven.Widget.draw(Widget.java:765)
at haven.Widget.draw(Widget.java:770)
at haven.RootWidget.draw(RootWidget.java:83)
at haven.UI.draw(UI.java:213)
at haven.JOGLPanel.display(JOGLPanel.java:459)
at haven.JOGLPanel.run(JOGLPanel.java:539)
at java.lang.Thread.run(Unknown Source)
I really don't think that adding ANY new food is a good idea. current food-system is already too broken and random. it makes so much disbalance for ppl who use 3rd-party services and who's not. and just throwing out new food type/ingredient will end up in more complexicity for balancing it, so maybe you shouldn't do it. Yake a step backward, involve proper "ingredient influence system" (like in Hammerting) and then push new stuff from system.
Once again, when you ask me "you can't be serious?" on the matter you play on HH side - I'll answer "the point is not all the updates ARE offered by them, but hte MAY be offered". when you add 100500 new foods with all those variables (noone asked about) - it's pretty easy to believe that someone asked for it and they already know the exact recipe (just as it was with alchemy)
java.lang.RuntimeException: TexRender does not support different draw (#<texr gfx/terobjs/trees/oak(0)>) and clip (#<texr gfx/terobjs/trees/pine(0)>) textures
at haven.TexRender.lambda$null$0(TexRender.java:58)
at haven.render.gl.GLDrawList$UniformSetting.compile(GLDrawList.java:771)
at haven.render.gl.GLDrawList$Setting.update(GLDrawList.java:485)
at haven.render.gl.GLDrawList$UniformSetting.<init>(GLDrawList.java:767)
at haven.render.gl.GLDrawList.getuniform(GLDrawList.java:799)
at haven.render.gl.GLDrawList$DrawSlot.getsettings(GLDrawList.java:261)
at haven.render.gl.GLDrawList$DrawSlot.<init>(GLDrawList.java:343)
at haven.render.gl.GLDrawList.add(GLDrawList.java:977)
at haven.render.InstanceList.lambda$cladd$0(InstanceList.java:493)
at java.util.ArrayList.forEach(Unknown Source)
at haven.render.InstanceList.cladd(InstanceList.java:493)
at haven.render.InstanceList.add0(InstanceList.java:526)
at haven.render.InstanceList.add(InstanceList.java:592)
at haven.render.RenderTree$Client.added(RenderTree.java:62)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:442)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.render.Pipe$Op$Wrapping.added(Pipe.java:127)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:462)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.SkelSprite.parts(SkelSprite.java:90)
at haven.SkelSprite.added(SkelSprite.java:245)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:462)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.ResDrawable.added(ResDrawable.java:58)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:462)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.Gob.added(Gob.java:525)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:462)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.Gob$Placed.added(Gob.java:726)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:462)
at haven.render.RenderTree$TreeSlot.add(RenderTree.java:366)
at haven.render.RenderTree$Slot.add(RenderTree.java:343)
at haven.MapView$Gobs.addgob(MapView.java:577)
at haven.MapView$Gobs.lambda$added$0(MapView.java:599)
at haven.Loader.lambda$defer$0(Loader.java:235)
at haven.Loader$Future.run(Loader.java:71)
at haven.Loader$Future.access$400(Loader.java:42)
at haven.Loader.loop(Loader.java:197)
at java.lang.Thread.run(Unknown Source)