KCDS 1.0.1

World Architect no longer freezes when you open it, the Asset/Animation Studio opens for every player, walk-in copies of the game's closed buildings, furniture arranging, a logs button in the main menu and the server browser's settings gear.

Servers and players both need 1.0.1: a client and a server of different versions refuse each other when joining. The launcher updates itself on the next start; servers update from their update channel, the new packages or the Docker image ghcr.io/kcd-synced/kcds-server:1.0.1. Scripts written for 1.0.0 run as they are.

Fixes

  • World Architect and the Asset editor no longer freeze after you open them from the main menu. With a player's own display settings, the first content picture stopped the game: the cursor still moved, but nothing answered and the tiles said "Loading..." for good. The pictures are now taken without waiting on the graphics card inside the frame.
  • Anim / Assets opens for everyone: on a player's game the Asset/Animation Studio's empty level was missing, so the game showed a "kcds_studio" error and stayed on the loading screen. The level is now made from your own game files when the Studio opens.
  • Crash reports carry the end of the game's own kcd.log too: the graphics card, its driver and what the game wrote about a lost graphics device, which a call stack does not show.
  • A folder button next to the gear opens %LOCALAPPDATA%\KCDS\logs, where the client's and the launcher's logs now are together, ready to attach to a ticket. The 20 newest client logs are kept.
  • The gear opens the game's own settings over the main menu.
  • Direct connect takes a host or an IP without a port and joins port 7777.

World Architect

  • Faster content pictures: about a quarter faster each, and the next two pages are taken while you are idle, so turning a page shows its pictures at once.
  • Smoother moves: a building you drag is shown as a see-through preview and built once where you let go, instead of being rebuilt 20 times a second.
  • Interiors:
    • Details of a level building lists its rooms and doors, and Go inside puts the camera in a room.
    • Open it turns a building the game keeps closed into your own walk-in copy where it stands, as one Undo step: no filling boxes, a plank floor you can stand on, ceilings, a Room light and firelight-coloured lanterns, the ground under it levelled.
    • Room lights (Effects > Lights) light a room the way the game lights its own.
  • Arranging: copies of a prop in a row or a block, or chairs around a table (Details > Arrange). Content has tags and kinds of room, and the search box finds by them.
  • Materials: Props > Yours makes stone, brick, plaster, planks, tiles, cobbles and roof tiles as textures of your own, and Details > Slots draws one material slot of a prop with another.
  • Validation names props that float, sink or hang from nothing, lamps without a light and lights on the floor. With Surface on, a prop pressed on a ceiling hangs from it and one pressed on a wall stands against it.
  • Reset map (Saves tab) starts the map again from the game's own and keeps your work as a save.
  • The AI assistant (MCP) can do all of the above: buildings_near, open_building, interiors_near, enter_interior, arrange, make_texture, slots and set_slot, reset_map, and catalogue tags.

Scripts

  • Render.view takes ui: false for a picture without the resources' screens.
  • A client light takes ambient: true: a room light that sets the ambient light within its radius.