I submitted the new build of Survivalcraft 2 Day One (version 2.3.11.3) which contains the latest fix. Please update and let me know if everything works. If it does, I will submit the full version of Survivalcraft and the remaining games as well.
As you probably noticed, Windows Store version of the game stopped working properly with Community Content, Dropbox and Transfer.sh. The reason is very simple: TLS 1.2 is now required to connect to these websites.
The Windows Store builds of the game use an old .NET runtime, abandoned by Microsoft circa 2015, which has a TLS 1.0-only implementation of the network stack. Hence, Dropbox and others will refuse to connect to the game. This manifests with the following message:
The solution is to update the Windows Store version of the game to use the newer TLS. It means rewriting a lot of tested and working network code. Unfortunate and tedious, but necessary. Good news is, I have finished doing just that. The fixed versions of the game should now be in Microsoft Store:
I think this is unfortunate, but the fact the sensor detects more movement is good. What I would do, is to move away from mechanical blocking of sensors, and use the electronic way instead. Like that:
I think the most important change in 2.3 is that it uses a new, compressed storage format for the world files. I told you about it in one of the previous posts. It is a more complex system compared to the old one, which stored raw block values divided into constant-size chunks.
The new file format is not the only optimization in 2.3. Memory allocations in terrain engine have been massively reduced by use of caching. This should reduce garbage collection-related stuttering. In 2.2 and earlier, as the player was moving quickly, the chunks which were going out of visibility range behind the player were immediately freed, and memory for the new chunks was allocated afresh. In 2.3, the blocks of memory from old chunks are cached for a while to see whether the new chunks will fit in them, instead of allocating fresh memory.
By the way, if you read all the way to here without getting bored: I released 2.3 earlier today on all platforms. Should already be in the stores, apart from Amazon, which is still in review. Amazon will probably be out tomorrow.
Some more new stuff: 2.3 will include two new bird species. A sparrow and a pigeon. I have long thought that it is too easy to feed yourself hunting birds or eating their eggs. To make it more difficult, these two new bird species are not edible, and they are quite common, competing with the edible species. They still lay eggs, but their eggs are small (pigeon) and tiny (sparrow), and do not provide as much nutritional value as duck, raven or seagull eggs.
I have long wanted to make mining with explosives more viable than it used to be in 2.2 and before. The problem with explosives was that they were too expensive to make. It took a lot of gunpowder, which in turn depended on rare sulphur, and even more rare saltpeter. More importantly, explosions had a large chance of destroying the minerals instead of letting you pick them up after the blast. This is changing in 2.3.
The purpose of this course is to train personnel in the proper actions involved in taking command of, launching, and handling of a survival craft during an emergency evacuation/abandonment from a vessel, Mobile Offshore Drilling Unit (MODU), or offshore facility.
The (PSCRB) Proficiency in Survival Craft and Rescue Boats course gives seafarers who are required to take charge of a survival craft or a rescue boat (other than fast rescue boats) in emergency situations the essential education and training to meet the regulatory standards for the tasks required. USCG and MCA approved. Please note that current Basic Training is a prerequisite for this course.
PASSPORT for Photo ID, Paper, Pencil, Pen, Highlighters, Bathing Suit / Shorts, sunscreen, hat, and towel Candidates taking this course are required to bring the following clothing for the practical lifeboat launching assessments: Long pants and closed toed shoes. MPT will provide the use of a work vest, hard hat, gloves, and eye protection or you can bring your own.
Survival craft means a craft capable of sustaining the lives of persons in distress after abandoning the unit on which they were carried. The term includes lifeboats and liferafts, but does not include rescue boats.
The IADC Lexicon is var d = new Date();document.write(d.getFullYear()); IADC. However, the documents from which the definitions were drawn may be copyrighted by the original sources, and may not be used without express permission of the copyright holders. IADC expressly recognizes the copyrights of contributors to this Lexicon, including API, OGP, ISO, NORSOK and DNV.
Survivalcraft is a 2011 open sandbox video game developed by Marcin Igor Kalicinski under the brand Candy Rufus Games. Following early test versions, it was released on 16 November 2011 for the Windows Phone, and is also available for Android, iOS, and Microsoft Windows. The game is set on a deserted island in an open world, where the player collects resources and items that can be made into survival tools. The game has six different game modes: Survival, Challenging, Cruel, Harmless, Adventure, and Creative. The first four involve the player gathering necessary resources to stay alive. The Creative mode gives the player unlimited items and health, and the Adventure mode is used for quest and parkour maps.
Kalicinski was inspired by Minecraft, and originally only worked on the game for fun, with his son as the sole pre-release tester. The game was compared to Minecraft by various reviews, with most reviews stating that the game is either better than or supplements its source of inspiration. The game became one of the most downloaded games for Windows Phone and iPad in 2013 and 2014. The sequel Survivalcraft 2 followed in December 2016, and allows players to create their own blocks.
Survivalcraft is a three-dimensional (3D) sandbox game that is set on a deserted island. The game begins with the player generating an open world, based on parameters such as the average temperature and humidity.[1] After setting up the world, the player character is shown marooned on an island, as the crew on a nearby ship announces they will not return for them.[2]
After the dialogue ends, the player is pushed by the necessity to collect resources and items to survive.[2] The player may start by cutting down a tree to obtain timber and, in turn, creating a workbench, which can then be used to create more items and blocks. The items that could be crafted in the workbench, as well as the prerequired items and the methods to craft them, could be seen in the Recipaedia.[3] The player may then use the tools to increase the hunger bar by eating food from hunting down animals, constructing a shelter for a place to sleep and spend the night, or mining to obtain underground resources. If the character does not eat food for a prolonged time, the hunger bar will drop to zero, and the character's health bar would decrease to zero. If the health bar also drops to zero, the character would die.[1] The player also needs to craft clothes to prevent the character from freezing and depleting health bar points.[4]
There are six different game modes in the game: Survival, Challenging, Cruel, Harmless, and Creative. In the first four,[1] the game character starts empty-handed, and the player is challenged to stay alive on the island alone and gather necessary resources to craft items and blocks for their survival. The Harmless mode makes surviving easier, with neutral animals that do not attack unless provoked and faster healing time. Challenging is the normal survival mode, with animals attacking once the character gets to a certain distance and a longer and conditional healing time. Cruel's only difference compared to Challenging is that the world is deleted if the player dies.[5][6] On the other hand, Creative mode equips the player with an infinite amount of every block and items on the game. The character could fly and could not die or experience an injury while playing in this mode.[1] In Survival mode, the player begins with fish in their inventory. The player is also able to go back to where they slept, as well. In Adventure mode, the player is unable to break blocks without using appropriate tools, being usually used for quest maps.
The game was singlehandedly developed by programmer Marcin Igor "Kaalus" Kalicinski,[7] who sold his game under the brand Candy Rufus Games.[8] The sole pre-release tester of the game was Kalicinski's son.[9]
Kalicinski stated that he made the game after playing and remixing Minecraft's source code. He bought a copy of the game in July 2011 after hearing rumours about it for a long period. After playing the game and modifying the game's source code, he wrote his test code a few days later. Kalicinski stated that his code was initially intended as a "toy project"; he never thought of publishing or selling it due to the sheer amount of Minecraft duplicates that already circulated at that time. Kalicinski created the code in the C# programming language.[9]
Kalicinski chose Windows Phone as its starting platform due to the absence of Minecraft and its clones in the platform. He had difficulties overcoming limitations for apps in the Windows Phone, such as the lack of support for shaders and the prohibition of native code. These problems made him almost abandon Survivalcraft, but he tried to run the game on the phone and it reached a rate of 4.5 frames per second on its first try. He tried to improve the game's code and managed to make the game playable.[9] The game was submitted to the Windows Phone Store in mid-November 2011[10] and was released on 16 November 2011.[11][12]
After its first release, Kalicinski received feedback from players regarding Survivalcraft's features. There was a huge demand by the players to make the game more similar to Minecraft. However, Kalicinski already planned the game to be more focused on the survival aspect. He wanted to make a long-term game with more features that would make the character more susceptible to death, such as cold, hunger, thirst, natural disasters, and increasingly dangerous enemies. Nevertheless, the feedback refocused him on improving the game's basic features instead of implementing his planned new features.[9]
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