The bug specifically was that scaling below 0.100 in the sub editor was completely removed. I work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct. It had a huge impact on all of our work on Decotrauma and the subs we designed. And yeah, as I said it’s not like we expect you to put a heavy amount of developer resources into this sorta stuff, as always this part of the community is relatively small.
work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct.
Ah, yeah, that was a pretty dumb oversight on our part. We set a limit to how much items could be scaled down because very small scales caused issues with specific items, and naively assumed there wouldn't be any practical use for scales below x0.1 and made it a hard limit that applies to all items. But the sub building and modding community always seems to find creative ways to use features in ways we hadn't anticipated! :D
Read moreThank you for even responding to a comment like this, and I do admit that I may have been too aggressive with it. I wrote it pretty soon after I saw that the latest update had completely broken the majority of the things I design in the sub editor, even though the bug causing it had been reported while the update had been pushed to unstable, and had been marked as a non-issue. I hadn’t thought much of the bug until then, as it seemed major (for people who do sub editing), had been reported and it was during the unstable phase, so I had assumed it was to be patched out, and as it wasn’t, it meant I was very frustrated with this topic at the time, given that I’ve dedicated several hundred hours into the sub editor. Recently though, I’ve heard that the bug in question is in line for a fix, even though it had been marked as a non-issue.
As for the comment on an update on bugfixes and stability, I had seen it myself with the context you mention removed, as I was not there when ...
No offense taken, I get how frustrating it can be to have stuff you've spent a lot of time working on get broken by some bug or change introduced by an update! I'm curious, which specific bug in the latest update are you referring to? We could possibly bump it up in priority and try to get it hotfixed soon depending on how severe it is.
I also completely agree with what you're saying about the editors. Especially the character editor: it's so complex and unintuitive that we not even all of us in the dev team know how to use it, and I would really like to make it a little more user-friendly at some point. I unfortunately can't give any promises on when that might happen though, considering there are more pressing issues to address than an editor that's only relevant to a very, very small portion of the player base.
Read moresomething that could potentially ease some peoples frustrations with it would be, if it’s possible, so that instead of marking issues that we...
Read moreAs someone with almost 500 hours in the game, it is pretty buggy and has got serious issues that should've been worked out in early access, however those are almost exclusively on the technical side of the game, and not what new/most players would see.
The sub editor is glitchy in of itself, and that's the best functioning of all the editors. Glitches are a problem, and when reported, are often dismissed as "working as intended". The creature editor is in an even worse state, as for what I know, it's barely functional, and a mess to work with anyways. There's little to no documentation on how it works, as nobody wants to use it because of how awful it is, and it has actively pushed people away from the modding scene (example: MN Creatures mod.). The encounter editor is even worse. It's barely *mentioned* online because of how obscure it is, it isn't even fully integrated into the game, you have to use console commands to access it.
The devs pay little to no attention to b...
The devs pay little to no attention to bugs, allowing things that have been reported as significant issues to get out of betas, by just claiming it's not a problem or that they're just not gonna bother
This is kind of disheartening to read, considering we currently spend a sizable chunk of our time on nothing but fixing bugs, and have a dedicated QA team testing the game full-time to minimize the amount of bugs that make it to the public version and to help the programming team diagnose existing issues.
But I agree that there are quite a lot of bugs to iron out still, many of which I really wish we would've had time to fix before leaving Early Access.
I also admit that we can be quite hasty in closing issue reports as "non-issues" - we get so many reports about issues, that we generally can't put that much time into diagnosing a single issue and figuring out whether it's a bug or for example some issue at the player's end, or somet...
Read moreOoo this is cool! I never knew
With some clever googling you might even be able to find the original texts. ;)
The religious writings of the Church of Husk seem to be based on the writings of some ancient Earth philosopher called "Zarathustra".