We are initiating the second wipe at around the time of this update. Yesterday's wipe helped us identify a few core issues.
If you experienced lag, in a nutshell the reason for it is a combination of 3 factors: too many players, too many bases, and too many active NPCs. One of these at a time the servers handle no problem. When you have 2, it becomes a slight issue. When you have all 3 - that's when the game becomes unplayable.
The fixes for these 3 are fairly straightforward and require a bit of development time, which the team is working on right now.
A temporary fix to the issues is reducing player density. This is what today's wipe will achieve. We've received a lot of feedback that high pop servers are a bit too much chaos, so we hit 2 ducks with one stone here. After today's wipe, the max player count will be slightly reduced.
- Bases and loot will be wiped - Blueprints WILL NOT BE WIPED. You keep your blueprint progression.
Through the upcoming week we will be working on client fixes to optimize traffic (so that NPCs and players don't strangle server performance) and we are working on figuring out base decay. The issue we have now is that abandoned bases do not despawn, so I appreciate the community coming together yesterday to "clean" servers from dead bases. There will be a system to address this issue, most likely in the form of base decay.
Please let us know on DISCORD or on the forums what you think about the new player density, and we will see you in-game!
Keep up to date with all things DUCKSIDE by following us on social media:
A couple of small code fixes related to the OS of the in-game computers
Some UV mapping polishes
Fixed a couple of missing, or badly placed mesh objects
Fixed grammar in one of the loading screen texts
New loading screen texts
Object hierarchy optimization
Also, this demo version still includes the WIP versions of the other city hubs I've been working on. The progress is especially visible in the Kingfisher Valley map. You can take a look at these by tinkering with the player.ini save file.
Need to mention that the development is going to drastically slow down from now on - till I find a publisher that can fund the rest of the development.
We just released another major update, the "Logistics Update #1"!
First of all, join our discord now to prove the earth is not flat!
Did you join? Alright, good, let's continue! This update introduces a lot of things to make transporting, sorting and storing items a lot easier! We added item transport pipes (gas and fluid pipes will come later!), pipe sorters, pipe crossings, blacklists/whitelists for all that, new UI, new chests and to supplement all this, inventory space is now limited and each inventory only holds a specific amount of weight! For your custom created blocks the weight they can hold and the weight they have even depends on their size and material!
We also fixed a lot of bugs and made the game more stable on top of that! See the full changelog below!
So, what can i do with all that stuff?
You now can connect a lot of blocks (predefined and user created) to pipes and transport items through these pipes. You can also apply whitelists/blacklists to filter the items you want to transport. We also added a sorter block to allow you to sort items, to make a sorting facility for example. The possibilities are endless and it's another big step forward for the game to become what it should! Pipe placement is very free and you can make them any shape you want!
What about "user created blocks"?
Since you can design your own blocks in this game, including functional ones like chests and workbenches this update has a huge effect on these type of blocks! Your custom created blocks' weight will depend on the material you have used and on the size! Also the size of the inventory in these kind of blocks will depend on how big you have designed them!
What's next?
The next few updates will be some bug fixes again and some cleanup. Following that the next milestone will be some automation stuff like quarries, auto-farming, and auto-crafting! Stay tuned and join our Discord server to get the latest news and updates! Also take a look at our roadmap to see what we're working on and what we have planned for the game!
Changelog:
- {ADDED} item pipes. Allows you to transport items. - {ADDED} blacklists/Whitelists for item pipes - {ADDED} pipe crossing (to connect multiple pipes together) - {ADDED} Logistics UI - {ADDED} Pipe content popup UI (to see pipe contents) - {ADDED} pipe connectors to various blocks to allow pipe connections - {ADDED} pipe sorter block - {ADDED} inventory weight limits - {ADDED} weight info to item tooltip - {ADDED} inventory space of custom made block depends on size of block - {ADDED} weight of custom blocks depends on their components and size - {ADDED} chest - {ADDED} possibility to throw whole stacks of items out of inventory (default SHIFT + R) - {ADDED} proper mesh for headlamp - {ADDED} content UI info for bag items
- {IMPROVED} renamed storage custom block function to "chest" - {IMPROVED} inventory weight UI info - {IMPROVED} refactored some inventory code - {IMPROVED} some font sizes and ui elements - {IMPROVED} increased player max speed when weightless (in space) - {IMPROVED} code for moving at high velocities - {IMPROVED} removed inventory from blocks where it doesn't make sense (solar panel, power pack, etc..)
- {FIXED} various (severe) bugs after loading savegames with vehicles in it, which even could have destroyed savegames! - {FIXED} when destroying a block which is connected to cables cables would be lost - {FIXED} cables are sometimes tricky to dismantle - {FIXED} player can not be controlled anymore when weightless and at max speed - {FIXED} some blocks' initial rotation off by 90 degrees (this can lead to these blocks being rotated by 90 degrees in your savegames) - {FIXED} power pack had crafting menu - {FIXED} you can make a cable connection on the same block the cable starts from - {FIXED} some smaller bugs and improved some internal code - {FIXED} bag item being sticking in face when holding - {FIXED} custom object rotation can be offset on vehicles for clients
We are already hard at work addressing any issues and feedback you submitted in order to provide a top-notch gaming experience.
To our amazing players in the America region, get ready to rumble soon! The America beta is just around the corner, and we can't wait to see you during the following times:
America Beta Test Schedule: 15:00~00:00 April 27 (GMT-7) 15:00~00:00 April 28 (GMT-7)
Please continue participating in the various events we have prepared for you on our community pages and stay tuned to our communities for more exciting news soon!
🤗 Greetings, our dear players! We have big news for you 🤗
First of all, we want to say a huge thank you! Thank you to all those who have already bought our game and written funny reviews. You have bought 15,000 copies of the game so far, wow! We are very excited to have this kind of support on release, so you are all great guys 💚
That release was not without some sadness. Don't hurry to get upset, though! We are really sorry that the first impression of the game did not turn out to be pleasant for some people and they came across bugs. Now we are trying all days and nights to fix achievements, gallery and crashes, so soon everything will be fine 🥺
Many people also reported that they had problems with language showing in menu and interfaces. Those who haven't downloaded the updates yet, please do it from time to time. Now we update the build every few hours with fixes from our programmer, so already 60% of bugs with languages are fixed 🔥
As we are still updating the game, there will be more new stuff waiting for you a little later: - Texic has already started making collection cards for Steam, will be added in the coming week - A minor branch of relationship with Mishwanda, the sales girl from the store (for now we need to fix all the bugs with it there) - Erotic cards! They're off for now until all critical language and achievement issues are resolved, but you'll have a chance to check them out soon 😏
❗ Who has a problem with the launcher (the game does not start), please don't worry too much. We're also working on it, but you don't have to wait and go to the root folder of the game and run it from there. Find the file MilfsPlaza.exe in the subfolder MILFS
❗Now you can directly start the game without a launcher if you choose the second method as in the screenshot. You need to restart Steam and install the latest update for the window to become available
💔 Special paragraph about you, dear players. We are truly sorry and sincerely apologize for the bugs you have come across. We are really trying to make the best of the impossible right now, so that you get a bug-free game as soon as possible. Unfortunately, life is cruel and shit-happens to everyone. We don't know for sure, but there is a proverb: who in the gameworld makes immediately perfect game without bugs.
💔 Thank you to the people who support us regardless of the bugs. Those who buy the game and leave good reviews hoping for the future. We do our best to help those who have problems, so you can always write in Discord or in discussions to get a possible solution. Thank you to those who help and report bugs so we can find and fix them. Best wishes to you!
We're having a discount to celebrate the game's release for now, so you can pick up everything at once in the GigaChad Edition and then check back in when we've fixed and added everything 💖
There are only three days left until the Serum playtest starts. Register to take part via Steam and explore the dark and mysterious world of Serum with us. Please help provide us with insightful feedback on Steam and Discord.
Wishlist Serum now.
Join the conversation on our Discord and stay up to date with Serum news and updates on our social channels.
FIRST APPEARANCE: Batman: The Animated Series (September 1992)
SPECIAL MOVES Stuffie Bat Batter Up!
DESCRIPTION: Harleen Quinzel was a psychiatrist at Arkham Asylum until the fateful day she met the psychotic villain The Joker... and everything changed forever. After years of being The Joker's sidekick and main squeeze as Harley Quinn, she finally found the courage to leave and forge her own destiny. Her rise to power hasn't escaped Batman's notice, and he's noted that she has the potential to become one of Gotham City's, or even the world's, greatest villains.
04/2024 - #6 - How to balance and create content behind the scenes? (Here !)
Hello, fellow future entrepreneurs!
As I explained on multiple occasions Discord, Bluesky, and Mastodon, I am currently renovating my house and participated to GDC, thus why I skipped March for a DevBlog and slowed down development during these months. But here I am, back with a brand new Devblog! I will still work less than usual during the end of April and early May, but we will see my free time returning to a normal state during late spring and summer! Working on this game in my free time is surely an unstable situation, but fortunately, I enjoy it a lot! :)
Let's get back to this DevBlog subject now: Today, I will talk about an administrative tool I've been building for a few months now, which will help me to build the game, especially when creating new content updates during the early access phase and afterward!
Why build this tool?
You could wonder why I would need to build this tool since there are probably existing ones on the market or I could work without it. And this is a good question actually.
I am building this tool for multiple reasons:
This is a game-specific tool so I can't find something similar on the internet
I like to automate and simplify lots of processes, the goal being to have a smooth and easy experience while creating content for my projects. I wanted to ditch the "boring stuff" and focus on creating more in an equivalent timespan.
I wanted a tool that helped me to see the existing stuff (items, equipment, recipes, contracts,...) so I don't create duplicate elements, can keep them coherent, and balance them without many issues.
So, this is why I created this tool! (WIP)
As you can see, it's not as pretty as the game interface, but we don't really care since the only user will probably be me. I will focus on some good user experience, such as this:
It is in active development along with another tool that can apply balancing to the game server live, and the game itself of course.
And for those who have followed me for a longer time, you know it's not the only tool I've been creating for my games, since I also built a translation tool for my oldest games a few years ago
This is of course a time investment, but it helps me add new items/equipment metadata in a matter of minutes. What's left afterward when adding this kind of stuff are the graphics ... and this is a whole other topic.
Using these tools, I will be able to focus on writing new features, improve the User Experience, and just improve the game itself. If you're curious about other things I use to improve my productivity on Manufactur'inc and my previous games, I suggest you read about Manufactur'inc 2nd DevBlog about automation.
If you liked this DevBlog, you can read the other ones and share them with your friends.
And one way to not miss the following ones is to follow the game Hub, using the "Follow" button on the Steam page. And if you're interested, I would also be happy if you wishlisted the game as well.