VEIN Hotfix 3 fixes food decay and boosts storage
VEIN's Hotfix 3 is out now, following 0.025 Hotfix 2 on October 4. It fixes vehicles falling through unloaded roads when driving fast, resolves most remaining food-decay bugs, adds UI and crash fixes, and increases capacity for utility cabinets, log storage containers, and wood plank containers. Multiplayer performance should improve slightly.
Hotfix 2 and Hotfix 3 changes
- Food decay: Hotfix 2 fixed most food decaying after 10 in-game weeks regardless of difficulty. Hotfix 3 fixes most other decay-related bugs.
- Vehicles: Hotfix 2 fixed dedicated-server vehicles falling through the ground; the game was simulating vehicle physics when dedicated servers were not. It also fixed missing guardrails and arrow collision issues. Hotfix 3 fixes vehicles falling through roads that are unloaded when driving fast.
- Storage and items: Utility cabinets, log storage containers, and wood plank containers hold more. Decay is tweaked for many items, and spawn chances are increased for some key items used in building repair and maintenance.
- Performance and fixes: Hotfix 3 includes UI fixes, crash fixes, fixes for grass coming through floors, and item rebalancing. The team generally avoids too many hotfix optimizations because they can introduce bugs, though multiplayer should see a slight performance gain.
What's in development
These features are not yet in the main game unless noted.
- Food drying: 8z is working on food drying systems, including a solar food dehydrator you can build. Placed outdoors, it slowly dehydrates its contents; some food needs salt as an ingredient. Dehydrated food lasts far longer and has unique condition/hunger-satiation properties.
- Vehicles and roads: Yan has more or less finished new vehicle networking systems. They need a lot of testing, but the aim is for vehicles to desync far less and perform much better in multiplayer. 801 continues new road replacements and a more diverse road art set, and is working on the next vehicle replacement, the Hatchback.
- Churches and map details: Zoe integrated new churches with upper floors and accessible bell towers. She is now revitalizing exterior details in Dannemora and Lyon Mountain.
- Animation: Boon joined full-time and will animate all weapons for a while, plus item use and throwing animations. He has started on new double-barrel animations. Skyler continues work on new textured hair, and Astro is working on corrective animation modifiers for the new character.
- Zombie spawns: Kyle removed some unused systems in case they are causing bugs and increased how long buildings stay "cleared" to 3 real-life hours. The long-term goal is permanent zombies that do not "spawn in." If you lock a zombie in a bathroom and return later, it should respawn there, but Kyle does not think that has worked in a long time. Clearing an area can prevent zombie spawns for a while, but you would need to kill thousands and thousands of zombies in that area to notice. The current spawn system is not final; the changes should slightly improve performance without impacting gameplay because those systems are not noticeable or functional.
- Tools and multiplayer: Kyle added debug commands to test item balancing and check exactly how items are spawning. Using these, the team rebalanced spawn rates for some important crafting parts. He also improved the multiplayer placement algorithm to reduce desync when placing items and furniture on moving things, is refactoring how windows work to get closer to controller support, and worked on CPU-side optimizations so the world can simulate faster when more stuff is loaded.
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