<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/page/2/?d=2</link><description>News: News</description><language>en</language><item><title>v1.21.1-rc.1 - Story Chapter 2 Redux, Patch #1</title><link>https://www.vintagestory.at/blog.html/news/v1211-rc1-story-chapter-2-redux-patch-1-r421/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Astonishingly, 46% of servers are already on version 1.21. Consequently our issue tracker is flooded with new reports, we are tackling them currently!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30513" href="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.png.97ae20fab518a8eb6cb208a84809cd2f.png" rel=""><img alt="2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30513" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" /></a><br />
	<span style="font-size:12px;">Build by Meowskyi, titled "Tyron, movable structures, when?" as shared on #screenshots on Discord. (answer: not particularly soon</span>™<span style="font-size:12px;">)</span>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Can now craft arrows from obsidian as well as other stone
	</li>
	<li>
		Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar).
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Provide 50% rain protection for all the other hats (some already had it in 1.21.0)
			</li>
			<li>
				Healing with a poultice will no longer cancel when off the ground
			</li>
			<li>
				The important Lore blocks/entities now emit all the same consistent type of particles to better visualize what is interactable
			</li>
			<li>
				Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts)
			</li>
			<li>
				Increase max head turn angle when riding an elk from 85° to 105°
			</li>
			<li>
				Reduce timeswitch cooldown from 3s to 2s
			</li>
			<li>
				Increase locust spawns during Eidolon fight
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further adjustments to deer walking speeds
	</li>
	<li>
		Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male
	</li>
	<li>
		Tweak: In the Handbook, Starter Guide, torches are now linked to the torch page. Cattails plant included in search result for "reeds"
	</li>
	<li>
		<strong>Fixed: Crash for some players updating 1.20 worlds to 1.21</strong>  <span style="font-size:14px;">[technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents]</span>
	</li>
	<li>
		Fixed: Game crash on upgraded savegames with bugged shields
	</li>
	<li>
		Fixed: Shadows from player held tools and weapons were missing, in 1.21.0
	</li>
	<li>
		Fixed: Items would occasionally not be visible
	</li>
	<li>
		Fixed: Monsters in passive worlds would not fight back even when attacked
	</li>
	<li>
		Fixed: Saffron milkcap mushrooms never spawned in the world
	</li>
	<li>
		Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb
	</li>
	<li>
		Fixed: Figureheads would not display the proper material on boats
	</li>
	<li>
		Fixed: Barber-induced nudism (#6775)
	</li>
	<li>
		Fixed: Ingot molds and tools placed on the ground would sometimes change position
	</li>
	<li>
		Fixed: Stacked bowls of glue would use up too much glue for the amount repaired
	</li>
	<li>
		Visual fixes:
		<ul>
			<li>
				Fixed: Sunflower leaves windwave
			</li>
			<li>
				Fixed: Ocean waves less jerky in strong wind conditions
			</li>
			<li>
				Fixed: In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs
			</li>
			<li>
				Fixed: Z-fighting on firestarter model
			</li>
			<li>
				Fixed: Sedge had bad GUI transform
			</li>
			<li>
				Fixed: Cooking pots with meals in them would not display the proper texture on an elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Metal support beams had their material set as wood
	</li>
	<li>
		Fixed: Hide armor json had unnecessary durability entries
	</li>
	<li>
		Fixed: Gear and skull figureheads had the same grid recipe
	</li>
	<li>
		Fixed: Missing interaction help for harvestable skep
	</li>
	<li>
		Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots
	</li>
	<li>
		Fixed: New fish were missing dead localization strings
	</li>
	<li>
		Fixed: Dead gazelles missing language strings
	</li>
	<li>
		Fixed: Many wall scribbles in a 2nd story chapter location lacked localization
	</li>
	<li>
		Fixed: Claims with a grant from versions before 1.21 would not allow to open doors for permitted players or groups
	</li>
	<li>
		Fixed: Single player game would crash if clientsetting <em>forceUdpOverTcp</em> was true
	</li>
	<li>
		Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login
	</li>
	<li>
		Fixed: Mod icons in the mod manager now have their original sharpness
	</li>
	<li>
		Fixed: Wrong mouse cursor on the login screen
	</li>
	<li>
		Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup
	</li>
	<li>
		Fixed: Linux fonts not working properly if the install.sh was not run
	</li>
	<li>
		Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work
	</li>
	<li>
		Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report
	</li>
	<li>
		API Fixed: Recipe selector did not clip oversized items
	</li>
	<li>
		API Fixed: SimpleParticleProperties.Clone() was broken
	</li>
	<li>
		API Fixed: recipes not correctly handling advanced wildcards pattern
	</li>
	<li>
		API Fixed: Able to explicitly specify a blank texturePrefixCode
	</li>
	<li>
		API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
	</li>
</ul>
]]></description><guid isPermaLink="false">421</guid><pubDate>Mon, 01 Sep 2025 20:16:00 +0000</pubDate></item><item><title>v1.21.0 - Story Chapter 2 Redux, stable!</title><link>https://www.vintagestory.at/blog.html/news/v1210-story-chapter-2-redux-stable-r420/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	How do we always end up with such a massive list of changes. Over 640 individual features, tweaks and fixes... this was meant to be a small and swift update! I really need to have a word with those devs... <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60f.png" class="ipsEmoji" alt="😏"> <br />
	And you all are just as prolific! There are now 4000 mods on the <a href="https://mods.vintagestory.at/list/mod" rel="external nofollow">mods db</a> and so many inspiring builds showcased, so many players recording. How am I supposed to work if I get mindblown from your content every single day <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"> <br />
	Well, here's to another milestone on this incredible journey that is creating Vintage Story - <strong>version 1.21</strong>! As mentioned in our <a href="https://www.vintagestory.at/blog.html/news/v1210-rc1-story-chapter-2-redux-r414/" rel="">previous blogposts</a> the focus was the polishing of existing content, and we also added a few things that we could not finish in time for 1.20 but had planned, such as the coral reefs.
</p>

<p>
	With this massive update out of the way, we are very much looking forward to building another epic update with 1.22, this time jam packed with game mechanics <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f929.png" class="ipsEmoji" alt="🤩"><br />
	<br />
	Until then, we hope this update will keep you engaged!<br />
	- Tyron<br />
	 
</p>

<p>
	<strong>Installation note: </strong>All installations of game version 1.21.0 will need .NET 8 runtime on the computer. Links to it are on the downloads page for various platforms (or the Windows installer offers to install it automatically). If you are updating a <em>hosted server </em>make sure your server host has installed .NET 8.
</p>

<p>
	Existing 1.20.12 (and earlier) game worlds can continue to be played in game version 1.21.0. We recommend make a backup copy of the world file first ... just in case. When continuing an existing world, the map should usually be seamless between old and new areas. Note that by default there were no oceans in 1.20, therefore a 1.20 world which had default settings when it was made will still have no oceans nor their content (such as coral reefs) when generating new areas in 1.21. That can be changed using the <em>/worldconfig landcover</em> command manually in-game, but a change to that after the world was already started will very likely result in hard straight-line boundaries in some parts of the map, so is not recommended.
</p>

<p>
	 
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.21.0 - Story Chapter 2 Redux" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wsyy8pziGLI?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	<strong>Ocean content</strong>: Multiple types of coral reefs, tiny fish particles, reef fish and more<br />
	<img alt="coralreef.gif.ef5db344e4bdc1b5f38442ad18717d77.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30138" data-ratio="48.87" width="972" src="//media.vintagestory.at/monthly_2025_08/coralreef.gif.ef5db344e4bdc1b5f38442ad18717d77.gif" />
</p>

<p>
	<strong>Ocean content</strong>: New blocks! Added coral cobblestone, coral fence and wavy sand<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30139" href="//media.vintagestory.at/monthly_2025_08/oceanblocks.png.d474111cc116998cee8e546edadf400e.png" rel=""><img alt="oceanblocks.thumb.png.89d429796b815dfde5d3abdc8e7ed8e5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30139" data-ratio="38.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/oceanblocks.thumb.png.89d429796b815dfde5d3abdc8e7ed8e5.png" /></a>
</p>

<p>
	<strong>Ocean content:</strong> 30+ types of ocean fish<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30140" href="//media.vintagestory.at/monthly_2025_08/fish.png.dfc4575674c96a6b178a405749a347e8.png" rel=""><img alt="fish.thumb.png.e13df2f765249ea8bffdf484c8c38715.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30140" data-ratio="33.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/fish.thumb.png.e13df2f765249ea8bffdf484c8c38715.png" /></a><br />
	<br />
	<strong>Ocean content:</strong> Large waves (WIP)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="30147" href="//media.vintagestory.at/monthly_2025_08/largewaves2.gif.0e3d6c6b8c9e378fb02f7d96e4f99ba3.gif" rel=""><img alt="largewaves2.thumb.gif.bb2222c57580bdbd81fd1da6327565ba.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30147" data-ratio="26.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/largewaves2.thumb.gif.bb2222c57580bdbd81fd1da6327565ba.gif" /></a>
</p>

<p>
	<strong>Sailboat upgrades</strong>: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30148" href="//media.vintagestory.at/monthly_2025_08/hmsnoob.png.7835e50418762075493cfaa0c01b6184.png" rel=""><img alt="hmsnoob.thumb.png.e1366736a035ca41bfcc1b784cca9fe1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30148" data-ratio="29.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/hmsnoob.thumb.png.e1366736a035ca41bfcc1b784cca9fe1.png" /></a>
</p>

<p>
	<strong>Sailboat upgrades</strong>: No longer need to hold a key to sail, instead furl/unfurl sails<br />
	<img alt="sailfurling2.gif.2c39efb64312e8365c9acaa08822e045.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30146" data-ratio="50.30" width="831" src="//media.vintagestory.at/monthly_2025_08/sailfurling2.gif.2c39efb64312e8365c9acaa08822e045.gif" />
</p>

<p>
	<br />
	<strong>Homesteading Content:</strong> Can now place more items onto shelves<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27959" href="//media.vintagestory.at/monthly_2025_07/Shelves.png.d000afaf61254309f6ce66c7c6a7834d.png" rel=""><img alt="Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27959" data-ratio="42.10" width="1000" src="//media.vintagestory.at/monthly_2025_07/Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" /></a><br />
	<br />
	<strong>Homesteading Content:</strong> Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30142" href="//media.vintagestory.at/monthly_2025_08/ceramics.png.728329afdae710ada6b8a305df476926.png" rel=""><img alt="ceramics.thumb.png.e457ae2bf8eeee6fc24ff1abffb5598c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30142" data-ratio="34.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/ceramics.thumb.png.e457ae2bf8eeee6fc24ff1abffb5598c.png" /></a><br />
	<br />
	<strong>Homesteading Content:</strong> Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30141" href="//media.vintagestory.at/monthly_2025_08/ores.png.44ba3100933bb27ffb1babdb8659c040.png" rel=""><img alt="ores.thumb.png.3711b942c71f213d2d05dca740598979.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30141" data-ratio="25.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/ores.thumb.png.3711b942c71f213d2d05dca740598979.png" /></a>
</p>

<p>
	<strong>Survival content: </strong>Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30143" href="//media.vintagestory.at/monthly_2025_08/beararmor.png.cdc474d0a731606cd44f97f0c2b0752d.png" rel=""><img alt="beararmor.thumb.png.c600ca7e7aa4b27a83460bb459886aa1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30143" data-ratio="42.60" width="1000" src="//media.vintagestory.at/monthly_2025_08/beararmor.thumb.png.c600ca7e7aa4b27a83460bb459886aa1.png" /></a><br />
	<br />
	<strong>Survival content: </strong>Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" /><br />
	<br />
	<strong>Elk upgrades: </strong>Can now attach a Falx or Bow and temporal gears<br />
	<img alt="elkupgrades.png.bf8bcdbc0d86d00197492abb234b3d35.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30144" data-ratio="67.15" width="761" src="//media.vintagestory.at/monthly_2025_08/elkupgrades.png.bf8bcdbc0d86d00197492abb234b3d35.png" />
</p>

<p>
	<strong>Elk upgrades: </strong>Can now ride with a friend <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9e1.png" class="ipsEmoji" alt="🧡"><br />
	<img alt="ridetogether.gif.f5340345c56c1b88543576760a095565.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30145" data-ratio="60.73" width="634" src="//media.vintagestory.at/monthly_2025_08/ridetogether.gif.f5340345c56c1b88543576760a095565.gif" /><br />
	<br />
	Added many new hair styles, added in-game barber in Story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

<p>
	<strong>Story chapter 2 upgrades: </strong>Lots of fine tuning, fixing, adding extra lore and extra challenges<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30149" href="//media.vintagestory.at/monthly_2025_08/chapter2.png.daef92ac15365fd56c013cf1c8b2806b.png" rel=""><img alt="chapter2.thumb.png.e3df495f1a8903eade63e1bb424b4518.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30149" data-ratio="67.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/chapter2.thumb.png.e3df495f1a8903eade63e1bb424b4518.png" /></a><br />
	<br />
	<strong>Visual upgrades:</strong> Improved seraph faces<br />
	<img alt="2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28512" data-ratio="80.80" style="width:500px;height:auto;" width="802" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" />
</p>

<p>
	<br />
	<strong>Visual upgrades:</strong> Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a>
</p>

<p>
	<strong>Visual upgrades: </strong>Majorly reworked deer / moose animations<br />
	<img alt="elks.gif.8dd7da5076931445f16fadb60ef5298d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30155" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/elks.gif.8dd7da5076931445f16fadb60ef5298d.gif" /><br />
	<br />
	<strong>New blocks: </strong>Ceramic tiles, 2 new iron door variants, new papyrus variants of reed-ware<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30154" href="//media.vintagestory.at/monthly_2025_08/newblocks.png.495c00fc8b66d2eb2893b7c407410e71.png" rel=""><img alt="newblocks.thumb.png.469f3baef2dcb7b800bfebd988dd9256.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30154" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2025_08/newblocks.thumb.png.469f3baef2dcb7b800bfebd988dd9256.png" /></a><br />
	<br />
	<strong>New blocks</strong>: Wooden paths are now woodtyped and 3D<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30156" href="//media.vintagestory.at/monthly_2025_08/paths.png.ac37eccdcef5821582d2619a95efe673.png" rel=""><img alt="paths.thumb.png.2c70efde8061916f8ae5b32104ecfb7a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30156" data-ratio="30.30" width="1000" src="//media.vintagestory.at/monthly_2025_08/paths.thumb.png.2c70efde8061916f8ae5b32104ecfb7a.png" /></a><br />
	<br />
	<strong>UI Update</strong>: Can now select text<br />
	<img alt="selecttext4.gif.f19934a379573a31b0df95883f7f2f7c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30151" data-ratio="36.66" width="821" src="//media.vintagestory.at/monthly_2025_08/selecttext4.gif.f19934a379573a31b0df95883f7f2f7c.gif" /><br />
	<br />
	<br />
	<strong>Game updates since 1.20</strong>
</p>

<ul>
	<li>
		Feature:<strong> Ocean content</strong>

		<ul>
			<li>
				Added<strong> 33 types of saltwater fish</strong>
			</li>
			<li>
				Added <strong>coral reefs </strong>in bodies of salt water
				<ul>
					<li>
						Different reef types depending on water temperature (players may need to head south to see most)
					</li>
					<li>
						Schools of small fish near reefs, as entity particles
					</li>
					<li>
						Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
					</li>
				</ul>
			</li>
			<li>
				Oceans now have <strong>large waves</strong> (WIP)
			</li>
			<li>
				Added <strong>wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
			</li>
			<li>
				Added <strong>coral cobblestone and fence</strong>, which can be made from chunks of coral gotten from reefs
			</li>
			<li>
				Sea plants now emit air bubble particles
			</li>
			<li>
				Reduced underwater murkiness and darkness levels to make reefs more visible
			</li>
			<li>
				Fixed distance fade out terrain that's behind water not correctly blending
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>text selection </strong>with a mouse and various other selection enhancements - PR by Genhis
	</li>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>
		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.<span style="font-size:12px;"> [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.]</span>
			</li>
			<li>
				Feature: Add colored crucibles and metal tool and ingot molds
			</li>
			<li>
				Different colored ingot molds can be placed in the same block space
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace)
			</li>
			<li>
				Added three new <strong>red ceramic tile </strong>blocks and slabs, sold by an Artisan Trader
			</li>
			<li>
				Added wood-typed paths and wooden paths are now drawn in full 3D
			</li>
			<li>
				Added papyrus chests, hand basket and basket traps
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through Graphics settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed Elk now follows the player if it is tied to a rope, making leading a roped Elk much easier
			</li>
			<li>
				Feature: Two players can now ride an Elk by adding a pillion cushion on the Elk's back, behind the saddle
			</li>
			<li>
				Tweak: Improved map marker position tracking for tamed Elk<span style="font-size:12px;"> [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
			</li>
			<li>
				Tweak: Add ability for bow, falx and blackguard sword to be stowed on Elk's front left and right utility slots (as well as cooking pot)
			</li>
			<li>
				Tweak: Added spot to hang a string of up to 3 temporal gears on the Elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm their own ridden mount
			</li>
			<li>
				Tweak: Improved mounted position of player riding Elk, in 3rd-person view
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers
			</li>
			<li>
				Fixed: Game crashing when harvesting a dead tamed Elk after server restart
			</li>
			<li>
				Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
			</li>
			<li>
				Fixed: When two different cooking pots are attached to the Elk only the left one's texture was shown on both sides
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt    <span style="font-size:14px;">[Details: if you have a world you have played or created in release candidate versions 1.21.0-rc.1 through rc.6, chunk border issues may remain, for these worlds it may be best to regenerate large areas or use the <em>/dbprune</em> command to remove all chunks except the ones actually built in.  1.20.12 worlds <em>should </em>update smoothly to 1.21.0.  Fingers crossed.  Take a backup copy just in case]</span>
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default </strong>- walk far enough from spawn and you should find an ocean eventually  <span style="font-size:14px;">[Tip: in new game customisation, World Generation tab, set landforms % to less than 97.5% to have more ocean than this]</span> 
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only)
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits <span style="font-size:14px;">[Technical info: Correctly scale surface deposit chance by deposit depth to world sea level]</span>
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Slow healing, as well as taking damage, is now visualized in the health bar
			</li>
			<li>
				Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature: In multiplayer, players can now <strong>revive other players </strong>using a poultice
	</li>
	<li>
		Feature: <strong>Reworked seraph faces</strong>, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber (I wonder where one would find a barber?)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved!
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct, based on relative moon and sun positions
			</li>
			<li>
				Rendered moon lit side precisely faces the sun current position
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set <em>AllowTraverseEveryone</em> true to allow everyone to open doors in the claim
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between the 2nd story chapter locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc - use charcoal on the name plate near the bow on port-side
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired will be kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them)
	</li>
	<li>
		Feature: Can now <strong>place place pies, ingot molds, and helvehammer molds on shelves</strong>
	</li>
	<li>
		Feature: Added dedicated <strong>piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers</strong> (no longer quad-storable)
	</li>
	<li>
		Feature: <strong>New moon shade</strong>r that is correctly lit by the sun (WIP)
	</li>
	<li>
		Feature: Added <strong>9 sailboat figurehead models</strong> for the figurehead mounting point
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Buckets now stack to 5
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks)
			</li>
			<li>
				Tweak: Lime can no longer be crushed by hand with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps continued producing honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Blocks/craftables tweaks</strong>
		<ul>
			<li>
				Tweak: Mining bag can now be made from a linen sack and plates
			</li>
			<li>
				Tweak: Slight adjustment to diamond stone tile texture.  Added 'aged' diamond stone tiles (creative mode only)
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
			<li>
				Tweak: New pie top crust type: Slit
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Ground storage tweaks</strong>
		<ul>
			<li>
				Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
			</li>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Tweak: Make wooden pan ground storable
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>In-world interaction improvements</strong>
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Allow the player to take a meal serving from crocks on shelves
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button 
			</li>
			<li>
				Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
			<li>
				Tweak: Clayforming will place outputs on the ground where they were formed
			</li>
			<li>
				Tweak: Pick Block will flip items out of the inventory in survival
			</li>
			<li>
				Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help
			</li>
			<li>
				Tweak: Prefer not to pick up items into offhand slot if other space is available
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Feature: Cementation furnace carburization in handbook
			</li>
			<li>
				Feature: Show display/liquid containers that can hold items in handbook
			</li>
			<li>
				Feature: Show items that can be stored inside display/liquid containers in handbook
			</li>
			<li>
				Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
			</li>
			<li>
				Feature: Show more perish information in handbook
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Tweak: Add info about pressing Shift+H to the intro text for Survival
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Mention using knife to change pie crust in handbook recipe
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half.  Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit.  </strong>As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command <strong><em>.cf allowSSBOs off</em> </strong>or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). <span style="font-size:14px;">[Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command <em>.cf allowSSBOs on</em> to enable this setting, as in such cases it was off by default]</span>
			</li>
			<li>
				Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. <span style="font-size:12px;"> [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight]</span>
			</li>
			<li>
				Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail for modders: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				Reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)
			</li>
			<li>
				Fixed: Significant memory leak with ground storage piles
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command/Config updates
		<ul>
			<li>
				Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true
			</li>
			<li>
				Tweak: The <em>/land info</em> command now also shows the <em>AllowUseEveryone </em>and <em>AllowTraverseEveryone</em> settings
			</li>
			<li>
				Tweak: Make a few additional weather commands available also in release mode
			</li>
			<li>
				Tweak: <em>/wgen</em> commands now may validly use 0 as the range to only work on the chunk the player is currently in
			</li>
			<li>
				Fixed: "/whitelist off" and "/whitelist on" was not saved to config file
			</li>
			<li>
				Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600
			</li>
		</ul>
	</li>
	<li>
		Tweak: More ingame information
		<ul>
			<li>
				Tweak: Crocks will show what's in them in their name
			</li>
			<li>
				Tweak: Crocks now visibly indicate the seal on the model
			</li>
			<li>
				Tweak: Added seal hours info text for barrel recipes
			</li>
			<li>
				Tweak: Added error messages when item can't be added to an animal trap
			</li>
			<li>
				Tweak: Show harvestable skeps in creative inventory and handbook
			</li>
			<li>
				Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
			</li>
			<li>
				Tweak: More crock labels for differing contents
			</li>
			<li>
				Fixed: Added a missing tooltip to the firestarter
			</li>
		</ul>
	</li>
	<li>
		Tweak: Majorly reworked Deer animations
	</li>
	<li>
		Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves
	</li>
	<li>
		Tweak: Carcasses now have more size-appropriate hitboxes
	</li>
	<li>
		Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: Stone path blocks can no longer be water-logged
	</li>
	<li>
		Tweak: Aged firewood can now be crafted from aged logs
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the foot of the bed
	</li>
	<li>
		Tweak: Add vegetables and fruit mash to small trough
	</li>
	<li>
		Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them)
	</li>
	<li>
		Tweak: Tutorial will now take into account items already collected for collection steps
	</li>
	<li>
		Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world
	</li>
	<li>
		Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size
	</li>
	<li>
		Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used
	</li>
	<li>
		Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment.
	</li>
	<li>
		Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough
	</li>
	<li>
		Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now
	</li>
	<li>
		Tweak: Adjusted tool ground storage transforms to reduce clipping
	</li>
	<li>
		Tweak: Boat and elk selection boxes would be shown at very far distances
	</li>
	<li>
		Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials)
	</li>
	<li>
		Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap
	</li>
	<li>
		Tweak: Allow bombs to be blown up only on land where you have build permissions
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: In Graphics Settings, enable Vsync by default, and disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: On Linux we now use X11 window by default since it has no scaling issues and better performance
	</li>
	<li>
		Tweak: The Linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed
	</li>
	<li>
		<strong>Fixed: Should fix one source of animals escaping their pens</strong>
	</li>
	<li>
		Fixed: Decent chance we have now fixed player "ghosts" / duplicates, in multiplayer
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawned entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: In handbook or other text, empty or unclosed &lt;hk&gt; hotkey tokens crashing the game
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: On Linux, changing from fullscreen to windowed made window border disappear
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Fixed: Error when looking at the fruitpress with rot in it
	</li>
	<li>
		Fixed: Translocators stuck at warping space time
	</li>
	<li>
		Fixed: The show dressed button on the character customization screen did not work after creating a new world
	</li>
	<li>
		Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave
	</li>
	<li>
		Fixed: Show pie in oven interact help box
	</li>
	<li>
		Fixed: Troughs properly report only the animals that can eat from them in suitability info
	</li>
	<li>
		Fixed: Troughs display proper portion size in interaction help even when half full
	</li>
	<li>
		Fixed: Henboxes no longer constantly show "A broody hen is needed"
	</li>
	<li>
		Fixed: Fancy storage vessels showed cracked vessel model when falling
	</li>
	<li>
		Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers
	</li>
	<li>
		Fixed: Beenade would not properly fill with bees from skep anymore
	</li>
	<li>
		Fixed: Raccoons will properly break skeps and harvest berries again
	</li>
	<li>
		Fixed: Berry bushes will properly load the stage growth when exchanged
	</li>
	<li>
		Fixed: Spears and Bows now properly scaled on tool racks
	</li>
	<li>
		Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP
	</li>
	<li>
		Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities
	</li>
	<li>
		Fixed: Mushrooms did not display correctly in traps
	</li>
	<li>
		Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version
	</li>
	<li>
		Fixed: Destroyed papyrus trap uses incorrect textures
	</li>
	<li>
		Fixed: Fish properly trigger their flee behavior
	</li>
	<li>
		Fixed: Suevite ashlar blocks missing lang entries
	</li>
	<li>
		Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln
	</li>
	<li>
		Fixed: Rare crash when interacting with ingot mold
	</li>
	<li>
		Fixed: Pie contents could cook in the oven, breaking the texture
	</li>
	<li>
		Fixed: ItemStackRandomizer would not save changes to it
	</li>
	<li>
		Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio
	</li>
	<li>
		Fixed: Storage vessel and anvil pit kiln used pre-color block name formats
	</li>
	<li>
		Fixed: Ground stored food containers would not render its contents when combined with a hot crucible
	</li>
	<li>
		Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack
	</li>
	<li>
		Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible
	</li>
	<li>
		Fixed: Trader dialog bypass, added audit logging for items exchanged with traders
	</li>
	<li>
		Fixed: Shattered ingot molds could sometimes duplicate or cause issues
	</li>
	<li>
		Fixed: Wood-button sound when first entering game world
	</li>
	<li>
		Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water
	</li>
	<li>
		Fixed: Super jittery player when connecting or when dead
	</li>
	<li>
		Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck
	</li>
	<li>
		Fixed: Crash when clicking on an empty crock with an empty bowl
	</li>
	<li>
		Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one
	</li>
	<li>
		Fixed: Dirty pot had stacksize of 1, unlike regular pots
	</li>
	<li>
		Fixed: Estoc had bad ground-placed transform
	</li>
	<li>
		Fixed: Chimney used clay instead of mortar in grid recipe
	</li>
	<li>
		Fixed: Pit kiln would not properly synchronize being lit between client and server
	</li>
	<li>
		Fixed: Wall leaned ground stored items can no longer float
	</li>
	<li>
		Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks
	</li>
	<li>
		Fixed: Ground storage stackable items without a solid upward face could stack on top of each other
	</li>
	<li>
		Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have
	</li>
	<li>
		Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack
	</li>
	<li>
		Fixed: Settings toggle button text not vertically centered
	</li>
	<li>
		Fixed: Mods adding story structures without a protection would crash when teleporting there
	</li>
	<li>
		Fixed: Various roofing blocks had erroneous solid sides
	</li>
	<li>
		Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula
	</li>
	<li>
		Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		Fixed: Wearing some accessories could affect the textures of others
	</li>
	<li>
		Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby
	</li>
	<li>
		Fixed: Ladder could be left floating mid-air in some circumstances
	</li>
	<li>
		Fixed: Eye and neck clipping in elk model
	</li>
	<li>
		Fixed: Elk jumping animation sometimes looping endlessly
	</li>
	<li>
		Fixed: Pie left in water would periodically create particles
	</li>
	<li>
		Fixed: Traders now say their name as intended during an introduction dialogue segment
	</li>
	<li>
		Fixed: Wall carvings could sometimes load rotten
	</li>
	<li>
		Fixed: Able to mount elevator and other entities through walls, in other dimensions
	</li>
	<li>
		Fixed: When picking up empty anvil mold it would give you an incorrect error message
	</li>
	<li>
		Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal
	</li>
	<li>
		Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off
	</li>
	<li>
		Fixed: Camera inside player head when in 3rd-person mode and against walls
	</li>
	<li>
		Fixed: Player model showed mirror image in character GUI
	</li>
	<li>
		Fixed: Incorrect GUI transform for Grub creature item
	</li>
	<li>
		Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues
	</li>
	<li>
		Fixed: Rare crash with insect particles and rooms check
	</li>
	<li>
		Fixed: Prevent rare crash from out of sync ground storage when spawning particles
	</li>
	<li>
		Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670
	</li>
	<li>
		Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds
	</li>
	<li>
		Fixed: The chat link not opening the WorldEdit folder on Unix systems
	</li>
	<li>
		Fixed: Ruined bookshelves with lore book, render the book properly at all rotations
	</li>
	<li>
		Fixed: Spearhead in tongs transform was way off
	</li>
	<li>
		Fixed: Crucible z-fighting on bottom face
	</li>
	<li>
		Fixed: Raccoon held currants not neatly positioned in their mouths
	</li>
	<li>
		Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613
	</li>
	<li>
		Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607
	</li>
	<li>
		Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen
	</li>
	<li>
		Fixed: Crash to desktop when breaking chiselled coral block
	</li>
	<li>
		Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777
	</li>
	<li>
		Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315]
	</li>
	<li>
		Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608
	</li>
	<li>
		Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass
	</li>
	<li>
		Fixed: Chiseled grass block on story Treasure Hunter trader
	</li>
	<li>
		Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21
	</li>
	<li>
		Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled
	</li>
	<li>
		Fixed: Glass panes turned sideways would still count as walls for a room
	</li>
	<li>
		Fixed: Able to pick up or place down animals in claimed areas using basket
	</li>
	<li>
		Fixed: Misaligned cementation furnace damage box
	</li>
	<li>
		Fixed: Unable to store bow on elk while holding arrows
	</li>
	<li>
		Fixed: After pit kiln is extinguished, no flames upon re-lighting
	</li>
	<li>
		Fixed: Standing on farmland counted the same as being in a room
	</li>
	<li>
		Fixed: Arrow keys would improperly move text cursor when text selected
	</li>
	<li>
		Fixed: Rare potential for infinite loop and server crash in fruit tree code
	</li>
	<li>
		Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes
	</li>
	<li>
		Fixed: When working on an iron bloom it would freeze every other player in view distance
	</li>
	<li>
		Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart
	</li>
	<li>
		Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals
	</li>
	<li>
		Fixed: Sealed crock recipe shows up twice in handbook
	</li>
	<li>
		Fixed: Ingot molds in the village would load incorrectly
	</li>
	<li>
		Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring
	</li>
	<li>
		Fixed: Incorrect information information in description about what trough can hold
	</li>
	<li>
		Fixed: Trough would sometimes show incorrect language string for animal names
	</li>
	<li>
		Fixed: Empty berry bushes could be used as bait in traps
	</li>
	<li>
		Fixed: Cooking pot had differing textures on some sides.  All hollow ceramic models revised to present 'full' sides, to avoid this.
	</li>
	<li>
		Fixed: Pit kiln did not accept aged firewood
	</li>
	<li>
		Fixed: Lore books had wrong bookshelf transform
	</li>
	<li>
		Fixed: Updated handbook guide for animal husbandry to have better, more accurate information
	</li>
	<li>
		Fixed: Missing localization for boat construction
	</li>
	<li>
		Fixed: Sign in village could not be translated
	</li>
	<li>
		Fixed: Ingot molds placed by other players would sometimes be invisible
	</li>
	<li>
		Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
	</li>
	<li>
		Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
	</li>
	<li>
		Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
	</li>
	<li>
		Fixed: Seeds going into the offhand
	</li>
	<li>
		Fixed: Sailboat showed squished wood texture when unnamed
	</li>
	<li>
		Fixed: Sailboat name would become blank when world was exited and re-entered
	</li>
	<li>
		Fixed: Elevator player model rotation
	</li>
	<li>
		Fixed: Flicker/jank on the elk when switching from back seat to front seat
	</li>
	<li>
		Fixed: Bowstave drying handbook title showed up on incorrect pages
	</li>
	<li>
		Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
	</li>
	<li>
		Fixed: Female baby bighorn localized as male
	</li>
	<li>
		Fixed: Rickety translocator could not be moved, once placed.
	</li>
	<li>
		Fixed: Lore scrolls clipping into each other on shelves
	</li>
	<li>
		Fixed: Tall display cases z-fighting with underside of thatched roof.
	</li>
	<li>
		Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
	</li>
	<li>
		Fixed: Raccoons did not flee from wolves
	</li>
	<li>
		Fixed: Various clothing issues (mostly nadiyan)
	</li>
	<li>
		Fixed: Monsters still spawn with lore content turned off
	</li>
	<li>
		Fixed: Random generation of loose rusty gears used incorrect percentages
	</li>
	<li>
		Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
	</li>
	<li>
		Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
	</li>
	<li>
		Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
	</li>
	<li>
		Fixed: Notably less janky rope physics (bug bounty by Caetto &lt;3)
	</li>
	<li>
		Fixed: After switching linux users, the crash reporter would fail to report crashes
	</li>
	<li>
		Fixed: Unable to change search keywords for meal recipes in the handbook
	</li>
	<li>
		Fixed: If crash reporter fails to open, still log original exception plus also failure reason
	</li>
	<li>
		Fixed: Milkable info not shown on bighorn sheep
	</li>
	<li>
		Fixed: Auction house interactions did not work properly for villagers
	</li>
	<li>
		Fixed: Added localization string for treasure hunter trader location
	</li>
	<li>
		Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones.
	</li>
	<li>
		Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread'
	</li>
	<li>
		Multiple bugfixes involving crates
	</li>
	<li>
		  Fixed: Unlabelled crates still allowed you to interact with the label
	</li>
	<li>
		  Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate
	</li>
	<li>
		  Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present
	</li>
	<li>
		  Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature
	</li>
	<li>
		Fixed: Too much rot given for servings of meal inside containers
	</li>
	<li>
		Fixed: Pickled veggies in crocks and bowls would not show the correct name and description
	</li>
	<li>
		Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving
	</li>
	<li>
		Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes
	</li>
	<li>
		Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly
	</li>
	<li>
		Fixed: Pots and bowls would display incorrect perish information inside containers
	</li>
	<li>
		Fixed: Empty pots would not say they were empty when placed on shelfs or the ground
	</li>
	<li>
		Fixed: Crash when looking at some stacking items in ground storage from old saves
	</li>
	<li>
		Fixed: Flowerpot and Planter would sometimes cause crashes
	</li>
	<li>
		Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime]
	</li>
	<li>
		Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire
	</li>
	<li>
		Fixed: Crafting grid allowed you to seal an already sealed crock a second time
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
	<li>
		Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]
	</li>
	<li>
		Fixed: Text on signs missing some characters when using polish language
	</li>
	<li>
		Fixed: bad gui rotations on reef blocks (now do not rotate at all)
	</li>
	<li>
		Fixed: Taking items off a ground storage while holding something else would cause floating blocks
	</li>
	<li>
		Fixed: Pit kiln would display items incorrectly
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Crash when trying to pour rot from a liquid container
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>API Updates</strong>
</p>

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project.
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22
	</li>
	<li>
		Feature: Added Tags system (WIP)
	</li>
	<li>
		Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Feature: Can now limit certain items from being put into traps
	</li>
	<li>
		Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work
	</li>
	<li>
		Feature: Half and full shelf layout placement of large items on shelves
	</li>
	<li>
		Feature: Species other than chickens are able to use the hen box if they use a matching nest type
	</li>
	<li>
		Feature: Henbox now able to store and display different egg item types
	</li>
	<li>
		Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female)
	</li>
	<li>
		Refactor: Heavily reorganized the folder structure for entities and their models and textures
	</li>
	<li>
		Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect
	</li>
	<li>
		Tweak: Old iron door json and shapes moved to legacy folder.  New format iron door json now under metal/door, rather than metal/iron/door.  Iron hatch shapes also moved from metal/iron to metal/door folder.
	</li>
	<li>
		Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests.
	</li>
	<li>
		Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name
	</li>
	<li>
		Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile
	</li>
	<li>
		Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue
	</li>
	<li>
		Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it
	</li>
	<li>
		Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons
	</li>
	<li>
		Tweak: Fixed typo in DamageSource IngoreInvFrames field
	</li>
	<li>
		Fixed: Dead players having non-zero health
	</li>
	<li>
		Fixed: Ground storage restricts maximum stackable height properly
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API
	</li>
	<li>
		Tweak: Animal traps can now specify "destroyedDrops" in attributes
	</li>
	<li>
		Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc.
	</li>
	<li>
		Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally.
	</li>
	<li>
		Tweak: A damage source can now decide to ignore invulnerability frames
	</li>
	<li>
		Tweak: Added a logger parameter to BitmapExternal constructors that can fail
	</li>
	<li>
		Tweak: Allows all AI task types to be enabled/disabled during certain hours<br />
		Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property.<br />
		This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal.
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Tweak: Store chick data as attributes on egg item
	</li>
	<li>
		Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json.
	</li>
	<li>
		Tweak: Load pie crust top types from JSON
	</li>
	<li>
		Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point
	</li>
	<li>
		Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes
	</li>
	<li>
		Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks
	</li>
	<li>
		Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels
	</li>
	<li>
		Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well
	</li>
	<li>
		Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts
	</li>
	<li>
		Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding.
	</li>
	<li>
		Tweak: Added GetTags() methods to Block and Item classes
	</li>
	<li>
		Tweak: Made all internal Camera fields public
	</li>
	<li>
		Tweak: Add inForgeTransform to .tfedit ui
	</li>
	<li>
		Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
	</li>
	<li>
		Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
	</li>
	<li>
		Tweak: Removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
	</li>
	<li>
		Tweak: Hopper open and close sounds settable from json
	</li>
	<li>
		Tweak: If ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
	</li>
	<li>
		Tweak: Residue-covered pot now references same shapes are regular pot
	</li>
	<li>
		Fixed: Clayform looks for clay and clayworkitem in the proper domain
	</li>
	<li>
		Fixed: IsFood cooking recipe property properly serialized and stored
	</li>
	<li>
		Fixed: Allow entities to lay eggs hatching into a different mod domain
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
	<li>
		Fixed: Modded tool molds would cause a game crash
	</li>
	<li>
		Fixed: Recipes with multiple `{variant}` constructions in ingredients not working 
	</li>
	<li>
		Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
	</li>
	<li>
		Fixed: Refactored melee attack ai task was not registered
	</li>
	<li>
		Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path
	</li>
</ul>

<p>
	 
</p>

<p>
	Updates since rc.7 (also contained above)
</p>

<ul>
	<li>
		Tweak: added wood types to clutter large barrels, using Texture Flipper
	</li>
	<li>
		Fixed: Multiple issues with Creative-mode Texture Flipper <span style="font-size:14px;">[detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]</span>
	</li>
	<li>
		Fixed: Text on signs missing some characters when using polish language
	</li>
	<li>
		Fixed: Memory leaks after exiting single player games to main menu, in -rc.1 to -rc.6
	</li>
	<li>
		Fixed: Players and creatures not making splash on entering water, in -rc.1 to -rc.6
	</li>
	<li>
		Fixed: Bad GUI rotations on reef blocks (now do not rotate at all)
	</li>
	<li>
		Fixed: Players can now mount pillion seat on other player elks even if owned
	</li>
	<li>
		Fixed: Taking items off a ground storage while holding something else would cause floating blocks
	</li>
	<li>
		Fixed: Pit kiln would display items incorrectly
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Crash when trying to pour rot from a liquid container
	</li>
	<li>
		Fixed: Moose antlers lost during 1.21.0-pre.3 update
	</li>
	<li>
		Fixed: Disallow invalid day-of-time setting, e.g. via <em>/time set 0600</em>
	</li>
	<li>
		API Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
	</li>
</ul>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="29302" href="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" rel=""><img alt="2025-08-05 17-43-20.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="29302" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" /></a>
</p>
]]></description><guid isPermaLink="false">420</guid><pubDate>Mon, 25 Aug 2025 18:23:00 +0000</pubDate></item><item><title>v1.21.0-rc.7 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc7-story-chapter-2-redux-r419/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.7, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The 7th time's definitely the charm!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30012" href="//media.vintagestory.at/monthly_2025_08/2025-08-18_22-11-08.png.bf493385fbddb4100f736b53c9e4add1.png" rel=""><img alt="2025-08-18_22-11-08.thumb.png.e95dce0c997e352a12f117cd277edc61.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30012" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/2025-08-18_22-11-08.thumb.png.e95dce0c997e352a12f117cd277edc61.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Superfreak, shared on #screenshots on Discord</span><br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Underwater life tweaks
		<ul>
			<li>
				Sea plants now emit air bubble particles
			</li>
			<li>
				The fish particles swim with a little wiggle now, and their colors are tweaked
			</li>
			<li>
				Reduced underwater murkiness and darkness levels. Reefs should be more visible now
			</li>
			<li>
				Fixed coral and reef block break speeds were too fast. Coral structures and ledges did not have a mining tier. Reef decor would drop when host block was broken (not intended)
			</li>
			<li>
				Fixed all types of reef spawned everywhere (intended to be limited to certain temperatures)
			</li>
			<li>
				Fixed distance fade out terrain that's behind water not correctly blending
			</li>
		</ul>
	</li>
	<li>
		Tweak: Add ability to disable desert storm effects per world via <em>/worldconfigcreate bool suppressDesertStorm true</em>
	</li>
	<li>
		Fixed: Wearing some accessories could affect the textures of others
	</li>
	<li>
		Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby
	</li>
	<li>
		Fixed: Ladder could be left floating mid-air in some circumstances
	</li>
	<li>
		Fixed: Eye and neck clipping in elk model
	</li>
	<li>
		Fixed: Elk jumping animation sometimes looping endlessly
	</li>
	<li>
		Fixed: Pie left in water would periodically create particles
	</li>
	<li>
		Fixed: Traders now say their name as intended during an introduction dialogue segment
	</li>
	<li>
		Fixed: Wall carvings could sometimes load rotten
	</li>
	<li>
		Fixed: Able to mount elevator and other entities through walls, in other dimensions
	</li>
	<li>
		Fixed: Wrong damage timing when villagers are fighting drifters and other hostiles
	</li>
	<li>
		Fixed: When picking up empty anvil mold it would give you an incorrect error message
	</li>
	<li>
		Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal
	</li>
	<li>
		Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off
	</li>
	<li>
		Fixed: Camera inside player head when in 3rd-person mode and against walls
	</li>
	<li>
		Fixed: Player model showed mirror image in character GUI
	</li>
	<li>
		Fixed: Incorrect GUI transform for Grub creature item
	</li>
	<li>
		Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues
	</li>
	<li>
		Fixed: Rare crash with insect particles and rooms check
	</li>
	<li>
		Fixed: Prevent rare crash from out of sync ground storage when spawning particles
	</li>
	<li>
		Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670
	</li>
	<li>
		Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds
	</li>
	<li>
		Fixed: The chat link not opening the WorldEdit folder on Unix systems
	</li>
	<li>
		API Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding.
	</li>
	<li>
		API Tweak: Added GetTags() methods to Block and Item classes
	</li>
	<li>
		API Tweak: Made all internal Camera fields public
	</li>
	<li>
		API Fixed: Recipes with multiple `{variant}` constructions in ingredients not working
	</li>
	<li>
		1.21 related changes
		<ul>
			<li>
				Tweak: Base cooking pot texture no longer uses overlay shading
			</li>
			<li>
				Tweak: With Dynamic Color Grading enabled, contrast and sepia levels in settings change dynamically
			</li>
			<li>
				Fixed: Windmills not working in -rc.5 and -rc.6
			</li>
			<li>
				Fixed: New wavy ocean sand was not pannable
			</li>
			<li>
				Fixed: Water in buckets and barrels had waves
			</li>
			<li>
				Fixed: Adult hares could reproduce without females
			</li>
			<li>
				Fixed: Saddle attachment point slot is consistent for semi-tamed and tamed elk. Github #6599
			</li>
			<li>
				Fixed: Residue-covered pot still used placeholder overlay texture
			</li>
			<li>
				Fixed: Bad UV on elk-attached cooking pot
			</li>
			<li>
				Fixed: Timeswitch icon background now adjusts to GUI scale
			</li>
			<li>
				Fixed: Rare crash related to an empty meal container in the player inventory
			</li>
			<li>
				Fixed: Pig models did not have 'eat' animation
			</li>
			<li>
				Fixed: 'In Memoriam' short story discovery now properly localized.
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">419</guid><pubDate>Thu, 21 Aug 2025 19:09:00 +0000</pubDate></item><item><title>v1.21.0-rc.5/rc.6 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc5rc6-story-chapter-2-redux-r418/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.5, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there!
</p>

<p>
	<strong>Known issue: </strong>windmills may not work in some parts of a world (related to very low wind).
</p>

<p>
	As always with <em>unstable </em>releases, we recommend use these versions for testing and for mod development, but do not play your treasured older worlds in these versions.  If you have begun playing a world in a <em>-rc</em> version, be prepared to start a new world when <em>1.21.0-stable</em><em> </em>is released (which should be soon now!)<br />
	<br />
	<strong>[Update 8/17/2025]</strong> Also released rc.6 to five more issues
</p>

<ul>
	<li>
		Fixed: Worldgen anomalies could occur at some chunk borders in -rc.5 
	</li>
	<li>
		Fixed: Snow accumulation and other weather systems not working in -rc.5
	</li>
	<li>
		Fixed: Some ruins in -rc.5 were broken due to the BlockRandomizer. Github #6642
	</li>
	<li>
		Fixed: Skeleton (Compact) in ruins should now be visible again. Github #6651
	</li>
	<li>
		Fixed: Resonance Archives most complex chunks sometimes invisible in -rc.1 to -rc.4
	</li>
</ul>

<p>
	<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29707" href="//media.vintagestory.at/monthly_2025_08/image.png.8629d1fc5634c513eb35366f69c33789.png" rel=""><img alt="image.thumb.png.0e78a1397a5feec14cdf75ab7f67a5d7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29707" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/image.thumb.png.0e78a1397a5feec14cdf75ab7f67a5d7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Tachyon, shared in #screenshots on Discord</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case.  <span style="font-size:12px;">[Technical info: if grass/plants are short, draw them with shorter faces using <em>drawnHeight</em>]</span>
	</li>
	<li>
		Tweak: Reduced reef fish flee radius so you can see them closer.  Drops reduced to 0, since they're much easier to kill.
	</li>
	<li>
		Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to
	</li>
	<li>
		Fixed: Lazaret not spawning anymore (issue introduce in -rc.4)
	</li>
	<li>
		Fixed: Significant memory leak with ground storage piles
	</li>
	<li>
		Fixed: Ruined bookshelves with lore book, render the book properly at all rotations
	</li>
	<li>
		Fixed: Armor on armorstand not rendering
	</li>
	<li>
		Fixed: Spearhead in tongs transform was way off
	</li>
	<li>
		Fixed: Crucible z-fighting on bottom face
	</li>
	<li>
		Fixed: Raccoon held currants not neatly positioned in their mouths
	</li>
	<li>
		Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613
	</li>
	<li>
		Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607
	</li>
	<li>
		Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen
	</li>
	<li>
		Fixed: Crash to desktop when breaking chiselled coral block
	</li>
	<li>
		Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777
	</li>
	<li>
		Fixed: A rare exception on the server <span style="font-size:12px;">[Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315]</span>
	</li>
	<li>
		Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608
	</li>
	<li>
		Fixed: "/whitelist off" and "/whitelist on" was not saved to config file
	</li>
	<li>
		API Tweak: if ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">418</guid><pubDate>Sat, 16 Aug 2025 10:48:00 +0000</pubDate></item><item><title>v1.21.0-rc.4 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc4-story-chapter-2-redux-r417/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.4, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Where did all these little bugs come from? <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">
</p>

<p>
	+ from this version onwards, when installing on Windows, our installation files should not be triggering Windows Defender / SmartScreen warnings<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29483" href="//media.vintagestory.at/monthly_2025_08/2025-08-10_21-34-33.png.bbbcdcea310c07b13702d1e9f8e5635b.png" rel=""><img alt="2025-08-10_21-34-33.thumb.png.d0c28026bf221e4a7fe7e465e2be0285.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29483" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/2025-08-10_21-34-33.thumb.png.d0c28026bf221e4a7fe7e465e2be0285.png" /></a><br />
	<span style="font-size:12px;">Screenshot by John Winter, shared in #screenshots on discord</span>
</p>

<p>
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Improved mounted position of player riding elk, in 3rd-person view
	</li>
	<li>
		Tweak: Standard hairstyles are always available when purchasing a haircut
	</li>
	<li>
		Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives
	</li>
	<li>
		Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide
	</li>
	<li>
		Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info
	</li>
	<li>
		Tweak: Make a few additional weather commands available also in release mode
	</li>
	<li>
		Fixed: (1.21.0-rc.3 issue) Player clothing invisible
	</li>
	<li>
		Fixed: (1.21.0-rc.3 issue) Reef fish could teleport to 0,0,0 - potentially causing game crash <span style="font-size:12px;">[detail: also fixed rare ServerMapChunk deserialization error at map-edge position (0,0). Github #6512 and #6422]</span>
	</li>
	<li>
		Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass
	</li>
	<li>
		Fixed: Chiseled grass block on story Treasure Hunter trader
	</li>
	<li>
		Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21
	</li>
	<li>
		Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled
	</li>
	<li>
		Fixed: Papyrus chest holding animal in inventory had wrong texture
	</li>
	<li>
		Fixed: Crash when editing sign text
	</li>
	<li>
		Fixed: Glass panes turned sideways would still count as walls for a room
	</li>
	<li>
		Fixed: Able to pick up or place down animals in claimed areas using basket
	</li>
	<li>
		Fixed: Misaligned cementation furnace damage box
	</li>
	<li>
		Fixed: Unable to store bow on elk while holding arrows
	</li>
	<li>
		Fixed: Slight (~100ms) delay before elk walks, after Forwards key pressed
	</li>
	<li>
		Fixed: After pit kiln is extinguished, no flames upon re-lighting
	</li>
	<li>
		Fixed: Standing on farmland counted the same as being in a room
	</li>
	<li>
		Fixed: Arrow keys would improperly move text cursor when text selected
	</li>
	<li>
		Fixed: Rare potential for infinite loop and server crash in fruit tree code
	</li>
	<li>
		Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes
	</li>
	<li>
		Fixed: when working on an iron bloom it would freeze every other player in view distance
	</li>
	<li>
		Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart
	</li>
	<li>
		Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals
	</li>
	<li>
		Fixed: Sealed crock recipe shows up twice in handbook
	</li>
	<li>
		Fixed: Missing "of" in name of crocks with meals inside
	</li>
	<li>
		Fixed: Meals in village were not properly displaying the meal name
	</li>
	<li>
		Fixed: Ingot molds in the village would load incorrectly
	</li>
	<li>
		Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring
	</li>
	<li>
		Fixed: Incorrect information information in description about what trough can hold
	</li>
	<li>
		Fixed: Trough would sometimes show incorrect language string for animal names
	</li>
	<li>
		Fixed: Empty berry bushes could be used as bait in traps
	</li>
	<li>
		Fixed: Barracuda fins going wild during flopping animation
	</li>
	<li>
		Fixed: Cooking pot had differing textures on some sides.  All hollow ceramic models revised to present 'full' sides, to avoid this.
	</li>
	<li>
		Fixed: Albino elk did not have proper eyes
	</li>
	<li>
		Fixed: Pit kiln did not accept aged firewood
	</li>
	<li>
		Fixed: Lore books had wrong bookshelf transform
	</li>
	<li>
		Fixed: Handbook would not properly group fish in animal names
	</li>
	<li>
		Fixed: Updated handbook guide for animal husbandry to have better, more accurate information
	</li>
	<li>
		Fixed: Some broken links in handbook
	</li>
	<li>
		Fixed: Crash when opening a handbook without pressing a key
	</li>
	<li>
		Fixed: Missing localization for boat construction
	</li>
	<li>
		API Tweak: Residue-covered pot now references same shapes are regular pot
	</li>
</ul>
]]></description><guid isPermaLink="false">417</guid><pubDate>Mon, 11 Aug 2025 16:38:00 +0000</pubDate></item><item><title>v1.21.0-rc.3 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc3-story-chapter-2-redux-r416/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.3, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Should hopefully be the last release candidate. We couldn't resist adding a little more content!
</p>

<p>
	<strong>Known issue: </strong>like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise <img alt=";)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/wink.png" srcset="//media.vintagestory.at/emoticons/wink@2x.png 2x" title=";)" width="20" /> <br />
	<br />
	Added coral fences<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29290" href="//media.vintagestory.at/monthly_2025_08/coralfence.png.03f8913b25fcc04e3f53295ac4e502b4.png" rel=""><img alt="coralfence.thumb.png.d88230801c5ffc77409e044641368997.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29290" data-ratio="54.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/coralfence.thumb.png.d88230801c5ffc77409e044641368997.png" /></a>
</p>

<p>
	Majorly reworked deer / moose animations<br />
	<img alt="2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="29302" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" />
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Added <strong>coral fence </strong>(made from coral chunks)
	</li>
	<li>
		Feature: Added <strong>text selection </strong>with a mouse and various other selection enhancements - PR by Genhis
	</li>
	<li>
		Feature: Added <strong>several more piles</strong>, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
	</li>
	<li>
		Feature: Cementation furnace carburization in handbook
	</li>
	<li>
		Feature: Show display/liquid containers that can hold items in handbook
	</li>
	<li>
		Feature: Show items that can be stored inside display/liquid containers in handbook
	</li>
	<li>
		Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
	</li>
	<li>
		Tweak: Majorly reworked Deer animations
	</li>
	<li>
		Tweak: Clayforming will place outputs on the ground where they were formed
	</li>
	<li>
		Tweak: Pick Block will flip items out of the inventory in survival
	</li>
	<li>
		Tweak: Prefer not to pick up items into offhand slot if other space is available
	</li>
	<li>
		Tweak: Stone path blocks can no longer be water-logged
	</li>
	<li>
		Tweak: Aged firewood can now be crafted from aged logs
	</li>
	<li>
		Tweak: Slight modifications to wolf model
	</li>
	<li>
		Tweak: On Linux use X11 window by default since it has no scaling issues and better performance
	</li>
	<li>
		Fixed: Sign in village could not be translated
	</li>
	<li>
		Fixed: Ingot molds placed by other players would sometimes be invisible
	</li>
	<li>
		Fixed: When attaching an anchor to boat it would sometimes be lowered
	</li>
	<li>
		Fixed: Error when remapping old ingot molds
	</li>
	<li>
		Fixed: Outdated handbook taming section.  Now mention how to trap and tame a baby elk.
	</li>
	<li>
		Fixed: Sturgeon had bad 'mouth' animations
	</li>
	<li>
		Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
	</li>
	<li>
		Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
	</li>
	<li>
		Fixed: Missing unrevealed nametag translations for villagers and traders
	</li>
	<li>
		Fixed: Several lines of dialogue for traders missing from translation
	</li>
	<li>
		Fixed: Various spelling, grammar, or capitalization mistakes in various language strings
	</li>
	<li>
		Fixed: Unclear or incorrect information in various language strings
	</li>
	<li>
		Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
	</li>
	<li>
		Fixed: Seeds going into the offhand
	</li>
	<li>
		Fixed: Sailboat showed squished wood texture when unnamed
	</li>
	<li>
		Fixed: Sailboat name would become blank when world was exited and re-entered
	</li>
	<li>
		Fixed: Elevator player model rotation
	</li>
	<li>
		Fixed: Flicker/jank on the elk when switching from back seat to front seat
	</li>
	<li>
		Fixed: Bowstave drying handbook title showed up on incorrect pages
	</li>
	<li>
		Fixed: Semitamed elk would always use albino texture
	</li>
	<li>
		Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
	</li>
	<li>
		Fixed: Female baby bighorn localized as male
	</li>
	<li>
		Fixed: Rickety translocator could not be moved, once placed.
	</li>
	<li>
		Fixed: Lore scrolls clipping into each other on shelves
	</li>
	<li>
		Fixed: Tall display cases z-fighting with underside of thatched roof.
	</li>
	<li>
		Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
	</li>
	<li>
		Fixed: Raccoons did not flee from wolves
	</li>
	<li>
		Fixed: Various clothing issues (mostly nadiyan)
	</li>
	<li>
		Fixed: New fish were missing localizations
	</li>
	<li>
		Fixed: Monsters still spawn with lore content turned off
	</li>
	<li>
		Fixed: Random generation of loose rusty gears used incorrect percentages
	</li>
	<li>
		Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
	</li>
	<li>
		Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
	</li>
	<li>
		Fixed: Crash for meals with less than 1 full portion
	</li>
	<li>
		Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
	</li>
	<li>
		API Tweak: Add inForgeTransform to .tfedit ui
	</li>
	<li>
		API Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
	</li>
	<li>
		API Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
	</li>
	<li>
		API Tweak: removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
	</li>
	<li>
		API Tweak: Hopper open and close sounds settable from json
	</li>
	<li>
		API Fixed: Refactored melee attack ai task was not registered
	</li>
	<li>
		API Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">416</guid><pubDate>Tue, 05 Aug 2025 16:54:00 +0000</pubDate></item><item><title>v1.21.0-rc.2 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc2-story-chapter-2-redux-r415/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Stability wise, this update is looking good! Looks like we can go stable very soon. <br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="28995" href="//media.vintagestory.at/monthly_2025_07/2025-07-29_17-34-49.png.0d20753a19c60ad6ded379711931583b.png" rel=""><img alt="2025-07-29_17-34-49.thumb.png.c10aa9f691ed510ba48df0fdc28474a9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28995" data-ratio="56.70" width="1000" src="//media.vintagestory.at/monthly_2025_07/2025-07-29_17-34-49.thumb.png.c10aa9f691ed510ba48df0fdc28474a9.png" /></a><br />
	<br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Added a variety of saltwater fish. Some are reef-specific. Very <strong>WIP</strong> still. 
	</li>
	<li>
		Tweak: the linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed
	</li>
	<li>
		Tweak: Crocks will show what's in them in their name
	</li>
	<li>
		Tweak: More crock labels for differing contents
	</li>
	<li>
		Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help
	</li>
	<li>
		Fixed: Notably less janky rope physics (bug bounty by Caetto &lt;3)
	</li>
	<li>
		Fixed: After switching linux users, the crash reporter would fail to report crashes
	</li>
	<li>
		Fixed: Unable to change search keywords for meal recipes in the handbook
	</li>
	<li>
		Fixed: If crash reporter fails to open, still log original exception plus also failure reason
	</li>
	<li>
		Fixed: Milkable info not shown on bighorn sheep
	</li>
	<li>
		Fixed: Auction house interactions did not work properly for villagers
	</li>
	<li>
		Fixed: Modded tool molds would cause a game crash
	</li>
	<li>
		Fixed: Added localization string for treasure hunter trader location
	</li>
	<li>
		Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones.
	</li>
	<li>
		Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread'
	</li>
	<li>
		Multiple bugfixes involving crates
		<ul>
			<li>
				Fixed: Unlabelled crates still allowed you to interact with the label
			</li>
			<li>
				Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate
			</li>
			<li>
				Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present
			</li>
			<li>
				Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature
			</li>
		</ul>
	</li>
	<li>
		Fixed: Too much rot given for servings of meal inside containers
	</li>
	<li>
		Fixed: Pickled veggies in crocks and bowls would not show the correct name and description
	</li>
	<li>
		Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving
	</li>
	<li>
		Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes
	</li>
	<li>
		Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly
	</li>
	<li>
		Fixed: Pots and bowls would display incorrect perish information inside containers
	</li>
	<li>
		Fixed: Empty pots would not say they were empty when placed on shelfs or the ground
	</li>
	<li>
		Fixed: Crash when looking at some stacking items in ground storage from old saves
	</li>
	<li>
		Fixed: Flowerpot and Planter would sometimes cause crashes
	</li>
	<li>
		Fixed: missing whitetail-antlers texture.  Dead adult pigs had wrong localization
	</li>
	<li>
		Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime]
	</li>
	<li>
		Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire
	</li>
	<li>
		Fixed: when sleeping in a bed in multiplayer other clients would crash
	</li>
	<li>
		Fixed: Crock sealing in crafting grid would delete contents
	</li>
	<li>
		Fixed: Crafting grid allowed you to seal an already sealed crock a second time
	</li>
	<li>
		API Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks
	</li>
	<li>
		API Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels
	</li>
	<li>
		API Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well
	</li>
	<li>
		API Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts
	</li>
	<li>
		API Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">415</guid><pubDate>Tue, 29 Jul 2025 14:48:00 +0000</pubDate></item><item><title>v1.21.0-rc.1 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc1-story-chapter-2-redux-r414/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Over <a href="https://www.vintagestory.at/forums/topic/14588-development-direction-poll/" rel="">61%</a> of you requested us to finish/polish existing content, so this update's main focus was just that. We've worked on better interactivity with blocks, more ground storage options, more documentation in the survival handbook, a better control scheme for the sailboat, more traversable terrain, more polished cloud visuals, adding the awaited elk-taming system, many adjustments to the 2nd story chapter to make it more approachable and more rewarding. And <strong>tons</strong> of bugfixes. Included in that list of fixes are two long-standing issues: ghost players seen in multiplayer games, and animals sometimes escaping their pens if the player leaves the area - at least we covered the main causes for those, time will tell if we found them all.<br />
	<br />
	On the engine side we have launched several large scale cleanup/polishing projects such as the slow introduction of the C# nullable context file by file, a major rewrite of the entity AI tasks, major file system level cleanup of our entities, and a Tags system for entities/blocks/items useful for modders. We also now run the game on .NET 8 with plans to go to .NET 10 in a future update.<br />
	<br />
	<strong>Can I start playing 1.21 now?</strong><br />
	We are decently confident that your v1.20 or older worlds will not break. If you want to be on the safe side, wait until the stable release. (But we recommend now not continuing a world you created in any of the pre-releases of 1.21.)<br />
	We would <strong>highly recommend </strong>making a backup copy of your 1.20 worlds before upgrading the game to 1.21 - for example, although it has terrain smoothing, there is still a potential that the -rc.1 release will create chunk borders for some, due to changes in worldgen.<br />
	<br />
	<strong>v1.21 still unfinished / known issues</strong><br />
	The barber's hairstyling dialog is unfinished. The large ocean waves do not affect swimming entities. The new moon shader visuals might need some tuning. The Tags system for modders is a work in progress<br />
	<br />
	<strong>Forging ahead</strong><br />
	We'll now slowly shift to working on version 1.22, which we in the Team are all extremely excited about. We plan to focus primarily on game mechanics this time, especially mechanical power. Personally I'm looking very much forward to doing more dev streams where we can build new game mechanics together live.
</p>

<p>
	<strong>Secret Game Project</strong><b>™</b><br />
	In other news, we are also able to reveal our first teaser trailer for the secret game project that Anego Studios began working on a couple months ago. There is currently one developer working on it full time and it will be completely a separate game project, there is no lore or content shared between it and Vintage Story. Check it out here: <a href="https://www.youtube.com/watch?v=FtYq59ka3vE" rel="external nofollow">https://www.youtube.com/watch?v=FtYq59ka3vE</a>
</p>

<p>
	<strong>Vintage Story "Adventure Mode"</strong><br />
	In other other news, the very recently announced new game mode that will focus on a brighter, RPG-y version of Vintage Story is also in the works, currently we are still in very early planning and negotiation phase, so nothing to show here just yet. It will take some time until we'll have something of substance to share.
</p>

<p>
	<strong>Final Words</strong><br />
	That all being said, thank you to everyone for playing Vintage Story, contributing to the online discussions, reporting bugs, submitting pull requests and all the other cool stuff y'all do! We hope this update will bring you joy.<br />
	<br />
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.21.0 - Story Chapter 2 Redux" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wsyy8pziGLI?feature=oembed"></iframe>
	</div>
</div>

<p>
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	New blocks: Coral cobblestone, 3 types of red ceramic tiles, new iron door variants and papyrus variants of the baskets<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="28506" href="//media.vintagestory.at/monthly_2025_07/2025-07-22_14-33-14.png.58069ea0206aa1c6bad21a55726cee40.png" rel=""><img alt="2025-07-22_14-33-14.thumb.png.9b57191e92bf7854cc71509fd6ae392c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28506" data-ratio="53.70" width="1000" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_14-33-14.thumb.png.9b57191e92bf7854cc71509fd6ae392c.png" /></a>
</p>

<p>
	Can now place more items onto shelves<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27959" href="//media.vintagestory.at/monthly_2025_07/Shelves.png.d000afaf61254309f6ce66c7c6a7834d.png" rel=""><img alt="Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27959" data-ratio="42.10" width="1000" src="//media.vintagestory.at/monthly_2025_07/Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" /></a><br />
	<br />
	<br />
	Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27264" href="//media.vintagestory.at/monthly_2025_06/ceramics3.png.94447b6527acc0f703ae88a18b57ffd8.png" rel=""><img alt="ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27264" data-ratio="43.70" width="1000" src="//media.vintagestory.at/monthly_2025_06/ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" /></a>
</p>

<p>
	Added coral reefs: This time for real. Schools of fish included!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27313" href="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.png.d9b5345356af45615e9b7414891c1f3b.png" rel=""><img alt="2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27313" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" /></a>
</p>

<p>
	<img alt="fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27272" data-ratio="99.54" width="438" src="//media.vintagestory.at/monthly_2025_06/fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" /><br />
	<br />
	Added wavy sands to oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27311" href="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.png.10e78e1999a25feb7f3c9d2cd0915ba6.png" rel=""><img alt="2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27311" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" /></a>
</p>

<p>
	Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" />
</p>

<p>
	<br />
	Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a><br />
	<br />
	Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27270" href="//media.vintagestory.at/monthly_2025_06/oreground.png.455e97f76f99754673c174fc67df7305.png" rel=""><img alt="oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27270" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2025_06/oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" /></a>
</p>

<p>
	Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27268" href="//media.vintagestory.at/monthly_2025_06/image.png.fead8ce46472ac667ca84e4e311b5720.png" rel=""><img alt="image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27268" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" /></a>
</p>

<p>
	Sailboat upgrades: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27300" href="//media.vintagestory.at/monthly_2025_06/sailboat.png.22ff5cabb0e889847b2e2a4581f60eed.png" rel=""><img alt="sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27300" data-ratio="99.08" width="757" src="//media.vintagestory.at/monthly_2025_06/sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" /></a>
</p>

<p>
	Sailboat control change: Need to furl/unfurl sails to sail<br />
	<img alt="furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27312" data-ratio="133.33" width="510" src="//media.vintagestory.at/monthly_2025_06/furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" /><br />
	<br />
	Elk upgrades: Can now attach a falx or bow, and temporal gears<br />
	<img alt="elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27301" data-ratio="79.50" width="761" src="//media.vintagestory.at/monthly_2025_06/elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" />
</p>

<p>
	Improved seraph faces<br />
	<img alt="2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28512" data-ratio="80.80" style="width:500px;height:auto;" width="802" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" />
</p>

<p>
	Added many new hair styles, added in-game barber in story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

<p>
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>

		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.  [Details for modders: A<span style="font-size:14px;">dded via new blocktype files ("...-generic"), and removing the raw version from the old blocktype.  This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.]</span>
			</li>
			<li>
				Feature: Add colored crucibles and metal tool and ingot molds
				<ul>
					<li>
						Different colored ingot molds can be placed in the same block space
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				Added coral cobblestone, which can be made from chunks of coral gotten from reefs
			</li>
			<li>
				Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace)
			</li>
			<li>
				Added three new <strong>red ceramic tile </strong>blocks and slabs, sold by an Artisan Trader
			</li>
			<li>
				Added wood-typed paths and wooden paths are now drawn in full 3D
			</li>
			<li>
				Added papyrus chests, hand basket and basket traps
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through Graphics settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier
			</li>
			<li>
				Feature: Two players can now ride an elk by adding a pillion cushion on the elk's back, behind the saddle
			</li>
			<li>
				Tweak: Add ability for bow, falx and blackguard sword to be stowed on elk's front left and right utility slots
			</li>
			<li>
				Tweak: Added spot to hang a string of up to 3 temporal gears on the elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm their own ridden mount
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers
			</li>
			<li>
				Fixed: game crashing when harvesting a dead tamed Elk after server restart
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Coral reefs generate in bodies of salt water</strong>
		<ul>
			<li>
				Different reef types depending on water temperature (players may need to head south to see most)
			</li>
			<li>
				Schools of small fish near reefs, as entity particles
			</li>
			<li>
				Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Add wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default </strong>- walk far enough from spawn and you should find an ocean eventually
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only)
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits <span style="font-size:14px;">[Technical info: Correctly scale surface deposit chance by deposit depth to world sea level]</span>
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Slow healing, as well as taking damage, is now visualized in the health bar
			</li>
			<li>
				Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature: In multiplayer, players can now <strong>revive other players </strong>using a poultice
	</li>
	<li>
		Feature: <strong>Reworked seraph faces</strong>, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly,  Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber (I wonder where one would find a barber?)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved!
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct, based on relative moon and sun positions
			</li>
			<li>
				Rendered moon lit side precisely faces the sun current position
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set <em>AllowTraverseEveryone</em> true to allow everyone to open doors in the claim
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between 2nd story event locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc - use charcoal on the name plate near the bow on port-side
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them)
	</li>
	<li>
		Feature: Can now <strong>place place pies, ingot molds, and helvehammer molds on shelves</strong>
	</li>
	<li>
		Feature: Added dedicated <strong>piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers</strong> (no longer quad-storable)
	</li>
	<li>
		Feature: Oceans now have <strong>large waves</strong> (WIP)
	</li>
	<li>
		Feature: <strong>New moon shade</strong>r that is correctly lit by the sun (WIP)
	</li>
	<li>
		Feature: Added <strong>9 sailboat figurehead models</strong> for the figurehead mounting point
	</li>
	<li>
		Feature: New pie top crust type: Slit
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Buckets now stack to 5
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks)
			</li>
			<li>
				Tweak: Lime can no longer be crushed by hand with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps continued producing honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Blocks/craftables tweaks</strong>
		<ul>
			<li>
				Tweak: Mining bag can now be made from a linen sack and plates
			</li>
			<li>
				Tweak: Slight adjustment to diamond stone tile texture.  Added 'aged' diamond stone tiles (creative mode only)
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Ground storage tweaks</strong>
		<ul>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Tweak: Make wooden pan ground storable
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>In-world interaction improvements</strong>
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Allow the player to take a meal serving from crocks on shelves
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button 
			</li>
			<li>
				Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
			</li>
			<li>
				Feature: Show more perish information in handbook
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Tweak: Add info about pressing Shift+H to the intro text for Survival
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Mention using knife to change pie crust in handbook recipe
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half.  Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit.  </strong>As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command <strong><em>.cf allowSSBOs off</em> </strong>or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). <span style="font-size:14px;">[Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command <em>.cf allowSSBOs on</em> to enable this setting, as in such cases it was off by default]</span>
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail for modders: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				Reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)
			</li>
		</ul>
	</li>
	<li>
		Tweak: The <em>/land info</em> command now also shows the <em>AllowUseEveryone </em>and <em>AllowTraverseEveryone</em> settings
	</li>
	<li>
		Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves
	</li>
	<li>
		Tweak: Carcasses now have more size-appropriate hitboxes
	</li>
	<li>
		Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: Improved map marker position tracking for tamed elk <span style="font-size:14px;">[detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: Crocks now visibly indicate the seal on the model
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the foot of the bed
	</li>
	<li>
		Tweak: Added seal hours info text for barrel recipes
	</li>
	<li>
		Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: Add vegetables and fruit mash to small trough
	</li>
	<li>
		Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them)
	</li>
	<li>
		Tweak: Tutorial will now take into account items already collected for collection steps
	</li>
	<li>
		Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world
	</li>
	<li>
		Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size
	</li>
	<li>
		Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used
	</li>
	<li>
		Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment.
	</li>
	<li>
		Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough
	</li>
	<li>
		Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now
	</li>
	<li>
		Tweak: Show harvestable skeps in creative inventory and handbook
	</li>
	<li>
		Tweak: Added error messages when item can't be added to an animal trap
	</li>
	<li>
		Tweak: Adjusted tool ground storage transforms to reduce clipping
	</li>
	<li>
		Tweak: Boat and elk selection boxes would be shown at very far distances
	</li>
	<li>
		Tweak: <em>/wgen</em> commands now may validly use 0 as the range to only work on the chunk the player is currently in
	</li>
	<li>
		Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials)
	</li>
	<li>
		Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap
	</li>
	<li>
		Tweak: Allow bombs to be blown up on land you have build permissions
	</li>
	<li>
		Tweak: Enable vsync by default, disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Water now somewhat less murky overall
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Fixed: 75% chance of fixing player ghost duplicates
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Added a missing tooltip to the firestarter
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawn entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: In handbook or other text, empty or unclosed &lt;hk&gt; hotkey tokens crashing the game
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: On Linux, changing from fullscreen to windowed made window border disappear
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Fixed: Error when looking at the fruitpress with rot in it
	</li>
	<li>
		Fixed: Translocators stuck at warping space time
	</li>
	<li>
		Fixed: Blades other than falx and blackguard sword were attachable to elk, but did not have shape files for it, and so were invisible when attached
	</li>
	<li>
		Fixed: The show dressed button on the character customization screen did not work after creating a new world
	</li>
	<li>
		Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave
	</li>
	<li>
		Fixed: Show pie in oven interact help box
	</li>
	<li>
		Fixed: Troughs properly report only the animals that can eat from them in suitability info
	</li>
	<li>
		Fixed: Troughs display proper portion size in interaction help even when half full
	</li>
	<li>
		Fixed: Henboxes no longer constantly show "A broody hen is needed"
	</li>
	<li>
		Fixed: Fancy storage vessels showed cracked vessel model when falling
	</li>
	<li>
		Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers
	</li>
	<li>
		Fixed: Beenade would not properly fill with bees from skep anymore
	</li>
	<li>
		Fixed: Raccoons will properly break skeps and harvest berries again
	</li>
	<li>
		Fixed: Berry bushes will properly load the stage growth when exchanged
	</li>
	<li>
		Fixed: Spears and Bows now properly scaled on tool racks
	</li>
	<li>
		Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP
	</li>
	<li>
		Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities
	</li>
	<li>
		Fixed: Mushrooms did not display correctly in traps
	</li>
	<li>
		Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version
	</li>
	<li>
		Fixed: Destroyed papyrus trap uses incorrect textures
	</li>
	<li>
		Fixed: Fish properly trigger their flee behavior
	</li>
	<li>
		Fixed: Suevite ashlar blocks missing lang entries
	</li>
	<li>
		Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln
	</li>
	<li>
		Fixed: Rare crash when interacting with ingot mold
	</li>
	<li>
		Fixed: Pie contents could cook in the oven, breaking the texture
	</li>
	<li>
		Fixed: ItemStackRandomizer would not save changes to it
	</li>
	<li>
		Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio
	</li>
	<li>
		Fixed: Storage vessel and anvil pit kiln used pre-color block name formats
	</li>
	<li>
		Fixed: Ground stored food containers would not render its contents when combined with a hot crucible
	</li>
	<li>
		Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack
	</li>
	<li>
		Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible
	</li>
	<li>
		Fixed: Should fix one source of animals escaping their pens
	</li>
	<li>
		Fixed: Trader dialog bypass, added audit logging for items exchanged with traders
	</li>
	<li>
		Fixed: Shattered ingot molds could sometimes duplicate or cause issues
	</li>
	<li>
		Fixed: Wood-button sound when first entering game world
	</li>
	<li>
		Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water
	</li>
	<li>
		Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
	</li>
	<li>
		Fixed: Super jittery player when connecting or when dead
	</li>
	<li>
		Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck
	</li>
	<li>
		Fixed: Crash when clicking on an empty crock with an empty bowl
	</li>
	<li>
		Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one
	</li>
	<li>
		Fixed: When two different cooking pots are attached to the elk only the left ones texture was shown on both sides
	</li>
	<li>
		Fixed: Dirty pot had stacksize of 1, unlike regular pots
	</li>
	<li>
		Fixed: Estoc had bad ground-placed transform
	</li>
	<li>
		Fixed: Chimney used clay instead of mortar in grid recipe
	</li>
	<li>
		Fixed: Pit kiln would not properly synchronize being lit between client and server
	</li>
	<li>
		Fixed: Wall leaned ground stored items can no longer float
	</li>
	<li>
		Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks
	</li>
	<li>
		Fixed: Ground storage stackable items without a solid upward face could stack on top of each other
	</li>
	<li>
		Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have
	</li>
	<li>
		Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack
	</li>
	<li>
		Fixed: Settings toggle button text not vertically centered
	</li>
	<li>
		Fixed: Mods adding story structures without a protection would crash when teleporting there
	</li>
	<li>
		Fixed: Various roofing blocks had erroneous solid sides
	</li>
	<li>
		Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula
	</li>
	<li>
		Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>API Updates</strong>
</p>

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project.
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22
	</li>
	<li>
		Feature: Added Tags system (WIP)
	</li>
	<li>
		Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Feature: Can now limit certain items from being put into traps
	</li>
	<li>
		Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work
	</li>
	<li>
		Feature: Half and full shelf layout placement of large items on shelves
	</li>
	<li>
		Feature: Species other than chickens are able to use the hen box if they use a matching nest type
	</li>
	<li>
		Feature: Henbox now able to store and display different egg item types
	</li>
	<li>
		Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female)
	</li>
	<li>
		Refactor: Heavily reorganized the folder structure for entities and their models and textures
	</li>
	<li>
		Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect
	</li>
	<li>
		Tweak: Old iron door json and shapes moved to legacy folder.  New format iron door json now under metal/door, rather than metal/iron/door.  Iron hatch shapes also moved from metal/iron to metal/door folder.
	</li>
	<li>
		Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests.
	</li>
	<li>
		Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name
	</li>
	<li>
		Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile
	</li>
	<li>
		Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue
	</li>
	<li>
		Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it
	</li>
	<li>
		Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons
	</li>
	<li>
		Tweak: Fixed typo in DamageSource IngoreInvFrames field
	</li>
	<li>
		Fixed: Dead players having non-zero health
	</li>
	<li>
		Fixed: Ground storage restricts maximum stackable height properly
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API
	</li>
	<li>
		Tweak: Animal traps can now specify "destroyedDrops" in attributes
	</li>
	<li>
		Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc.
	</li>
	<li>
		Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally.
	</li>
	<li>
		Tweak: A damage source can now decide to ignore invulnerability frames
	</li>
	<li>
		Tweak: Added a logger parameter to BitmapExternal constructors that can fail
	</li>
	<li>
		Tweak: Allows all AI task types to be enabled/disabled during certain hours<br />
		Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property.<br />
		This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal.
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Tweak: Store chick data as attributes on egg item
	</li>
	<li>
		Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json.
	</li>
	<li>
		Tweak: Load pie crust top types from JSON
	</li>
	<li>
		Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point
	</li>
	<li>
		Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes
	</li>
	<li>
		Fixed: Clayform looks for clay and clayworkitem in the proper domain
	</li>
	<li>
		Fixed: IsFood cooking recipe property properly serialized and stored
	</li>
	<li>
		Fixed: Allow entities to lay eggs hatching into a different mod domain
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since pre.3 (also included above)
</p>

<ul>
	<li>
		Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
	</li>
	<li>
		Feature: Added coral cobblestone, which can be made from chunks of coral gotten from reefs.
	</li>
	<li>
		Feature: Show perish information in handbook
	</li>
	<li>
		Feature: Rework seraph faces, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature: Wood paths are now wood-typed (paths in pre-existing worlds will be remapped to 'aged')
	</li>
	<li>
		Tweak: (minor) Add info about pressing Shift+H to the intro text for Survival
	</li>
	<li>
		Tweak: Fix window fullscreen to windowed makes border disappear on Linux
	</li>
	<li>
		Tweak: Crocks now visibly indicate the seal on the model
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the feet part of it
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		v1.21 related changes
		<ul>
			<li>
				Tweak: Application of healing item will now be canceled only if player spends more than 0.4s in air. So stepping down a block or jumping onto a block wont cancel it. Configurable via TimeInAirToCancelSec attibute in json
			</li>
			<li>
				Tweak: Added drops for figureheads
			</li>
			<li>
				Tweak: Allow fence gates to also be opened by the new traverse permission
			</li>
			<li>
				Fixed: Slider occasionally would crash the game
			</li>
			<li>
				Fixed: Hens laying unfertilized eggs
			</li>
			<li>
				Fixed: Survival mode players sometimes unable to place figureheads on sailboat
			</li>
			<li>
				Fixed: Occasional judder in player motion in 1.21.0-pre.3   [detail: improved performance of entity state tags updates]
			</li>
			<li>
				Fixed: In multiplayer other players where always looking in one direction
			</li>
			<li>
				Fixed: Toggle shift broken on elk using snaffle bit
			</li>
			<li>
				Fixed: [was broken in -pre.3] player seat positions on raft re-centered
			</li>
		</ul>
	</li>
	<li>
		API Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		API Refactor: Continue reorganising and cleaning up multiple entity json files
	</li>
	<li>
		API Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		API Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		API Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
</ul>
]]></description><guid isPermaLink="false">414</guid><pubDate>Tue, 22 Jul 2025 16:03:00 +0000</pubDate></item><item><title>Vintage Story: Adventure Mode</title><link>https://www.vintagestory.at/blog.html/news/vintage-story-adventure-mode-r413/</link><description><![CDATA[<p>
	Let's do a little follow up on the <a href="https://www.vintagestory.at/blog.html/news/hytale-fans-you-are-very-welcome-here-r412/" rel="">previous devlog post on Hytale</a>, now that the dust has settled.
</p>

<p>
	In short, we will attempt to create a new game mode as part of Vintage Story!
</p>

<p>
	<strong>Team, Budget and Risks</strong><br />
	We are now looking through the job applications and contacting promising candidates. So much potential. It feels like picking your favorite candy from a candy store. Thank you everyone for applying! We've carefully thought about our options, budget and potential risks. We'll be starting small (3 to 4 people) and expand once the project shows merit and gathers interest. A small team might be slower, but is also much more manageable, more effective and can pivot quicker. Slow growth allows us to fund this truly for the long term. And thankfully, we can re-use a lot of the Vintage Story ecosystem.
</p>

<p>
	<strong>The Goal</strong><br />
	The new mode would be departing significantly in aesthetics, setting and game mechanics compared to Vintage Story. More focused towards fantasy and adventure/rpg-y compared to the gritty, realism based nature of the current experience. Personally, I would love to see some Elves and Dwarves in there <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	For the time being it would ship alongside Vintage Story at no additional cost but in the purely hypothetical scenario where it really takes off we could spin it off into a fully separate game. We'll be very open about it, release early and the sub-team will be given significant agency over development direction and communication style with players. There will also be some areas where the goals of both teams will intersect and both projects will benefit, such as combat, improved enemy AI or better NPCs in general. For existing players - rest assured, the aesthetics and game mechanics of Vintage Story will remain true to its original vision.
</p>

<p>
	<strong>Closing words</strong><br />
	It's a bold move for us - we haven't tried this before, nonetheless I'm confident that we can build something truly engaging for all players. In the off chance that the community is not interested in what we're building we'll keep the option open to pivot to making Vintage Story better instead. Either way, we'll try our best to deliver something worth your time!
</p>

<p>
	We'll share more as soon as we have something to share.
</p>

<p>
	Cheers,<br />
	  Tyron
</p>

<p>
	 
</p>

<p>
	<strong>[Update 07/06/2025, Q/A]</strong>
</p>

<p>
	Dear Vintage Story Players,
</p>

<p>
	I've read through the forum posts and comments on reddit - I hear you! Thank you for voicing your concern, I'm happy to address some of them.
</p>

<p>
	<span style="color:#c0392b;">&gt; "It's a bad name for a new project"</span>
</p>

<p>
	I agree. We'll rename it to something better.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Finish Vintage Story First"</span>
</p>

<p>
	We have now 24 in our team, of which 15 are contributing to the game itself (I should update the about us page <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f644.png" class="ipsEmoji" alt="🙄">). If there's one thing I have learned from hiring this many people is that it made us more ambitious, but not necessarily quicker. I still carefully review almost every game mechanic and (game mechanic or engine altering) code change that gets added to the game and Saraty still looks over nearly every piece of art and modelling change, to ensure that Vintage Story remains true to its original vision. We can only do so much. I can assure you, adding more team members will dilute this vision - Saraty and me would no longer be able to review all the changes the team makes. <span style="font-size:12px;">(For context, it was Saraty that defined the art style of Vintage Story)</span>
</p>

<p>
	It is already a significant struggle for me to put together the devlog posts, because there is so many changes being made to the main game on each update. More people means more opinions, means more possible development directions. We had to split our weekly meetings into 2 subgroups where each group can talk only every 2nd week because there were simply too many voices going on at the same time. I don't like it because I want everyone in the team to have a voice, but due to the team size this is no longer possible.  We in the VS team are not fond of a strongly hiearchical management structures where only the leadership gets to decide what to add. If we want Vintage Story in its full glory AND with its original vision, then we need to stop diluting the vision.
</p>

<p>
	Lastly, finishing Vintage Story to its full glory would take 10 to 20 years more, if ever. There's just so much interesting mechanics that could be added still. This not something that can be done quickly.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Spend that Money on Vintage Story instead"</span>
</p>

<p>
	See above, adding more team members to original VS is very difficult. So if not more team members why not make us of these additional funds for a small side project?<br />
	    <br />
	Individual contributions to the original Vintage Story experience in terms of common systems as mentioned is a lot easier to manage than 3-4 people doing the same thing but full time.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Go to Steam first. It is too amibitious"<br />
	&gt; "It is too risky"</span>
</p>

<p>
	Money is not the bottleneck. 
</p>

<p>
	<span style="color:#c0392b;">&gt; "I paid for Vintage Story, not this"</span>
</p>

<p>
	And you got Vintage Story in the very exact form as advertised with many more updates to come. I am not sure how this is not a fair exchange.
</p>

<p>
	<span style="color:#c0392b;">&gt; "You will be spread thin for project management"</span>
</p>

<p>
	Going from past experiences, I doubt it. Let me tell you about two previous side projects:
</p>

<p>
	<strong>Vintagehosting</strong>: This had a very large initial time investment because I wrote a lot of code for it, but now this is pretty much a self running service. I maybe spend 2 hours per month on this to look at game server issues<br />
	<strong>Secret game project</strong>: This also took some time to set up, albeit much less than Vintagehosting and I am checking up on progress on a regular basis. I spend maybe 1.5 hours per month on this.
</p>

<p>
	If you tally that up, both of these projects result in about 2% of my total time - i.e. 98% of my time still goes to managing Vintage Story.
</p>

<p>
	Once this new project is fully set up, it should be able to run mostly independent from me. The exception being when there are engine changes that would benefit both projects.<br />
	<br />
	<span style="color:#c0392b;">&gt; "This is feature creep"</span>
</p>

<p>
	It should be the exact opposite, since its 80-90% a separate project. If anything it would be more feature creep if we were to hire more devs on the main team<br />
	<br />
	<span style="color:#c0392b;">&gt; "This new mode should be a separate project"</span>
</p>

<p>
	This would prevent us from sharing code between both projects, decreasing the symbiotic benefit we can get from this.
</p>

<p>
	<span style="color:#c0392b;">&gt; "If it becomes a separate game, will existing VS players have to pay for it?"</span>
</p>

<p>
	This is a good argument, it would be fair if existing players could get it for free or at a significant discount.<br />
	    
</p>

<p>
	<span style="color:#c0392b;">&gt; "Vintage Story will loose its identity / the new project will bleed into VS"<br />
	&gt; "The re-use of mechanics in Vintage Story will make it like Hytale"</span>
</p>

<p>
	In the sentence were I mentioned both projects can benefit, I meant it in terms of pure engine tech, not game content, such as better hitscanning, tighter weapon/tool interactions, status effects, a stronger mod api, a more robust animation system, more intelligent AI systems... stuff that has already been in the requested by players or in the back of our minds.
</p>

<p>
	I cannot emphasize this enough - there is absolutely no intention to ever mix these two game genres. Vintage Story will remain the gritty uncompromising wilderness survival you know today - with more survival mechanics to be added in the future. Saraty would kill me if that were to ever change <img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
</p>

<p>
	I also want to add here that Vintage Story was built with modding in mind from the ground up - to the point where we ourselves use the mod api to add game content. This is no different - the new mode will be just another (vanilla) mod to the game. Should engine changes be needed then this will be available for the original game, but if anything, this merely means we will end up with a stronger modding api.<br />
	 
</p>

<p>
	<span style="color:#c0392b;">&gt; "Hytale failed, your project might also fail"</span>
</p>

<p>
	It's definitely within the realm of possibility. Here's a number of reasons why I strongly doubt that or why this is low impact:<br />
	- The company grows sustainably - we don't hire above our means<br />
	- I already pulled off a commercially successful game and learned a lot in the process. I am confident I can do it again<br />
	- We are willing to ship imperfect, flawed products and improve it over time - because the alternative is never shipping<br />
	- There is a symbiotic effect to this - both projects can benefit from this<br />
	- Most of all: We don't live off of debt! We have a continuous revenue stream
</p>

<p>
	Imagine if I would have never started VS in the first place, because I was afraid it would fail. None of this would have existed either. Too many companies become risk averse and stagnate, or try to deliver the perfect product and fail. This right here is our opportunity to do something right!
</p>

<p>
	<span style="color:#c0392b;">&gt; "You will abandon / slow down development of Vintage Story"</span>
</p>

<p>
	I started development of Vintage Story because that is the kind of game I wanted to play. It's the kind of game Saraty (my wife) absolutely loves to play. We deeply believe that this game needs to exist. We will continue on this mission unabated.
</p>

<p>
	We are reaching out to the Hytale community and its devs as they too truly and deeply believed in Hytale. This is a chance to maybe maybe at least partially keep that dream alive. We are all on the same boat here. We're all gamers, desiring to dive into different game worlds with all our senses, to escape reality for a few moments in time. Why can't we, why shouldn't we peacefully coexist? Why shouldn't we help eachother?
</p>

<p>
	When I worked for Hytale in 2015 I really felt their passion for what they are working on. The team there really believed in the work they did. It was also this very experience that gave me the confidence to start Vintage Story in the first place. It was Noxy that saw my work on worldgen and handed an olive branch to me - believed in my skills to work on their project.
</p>

<p>
	Vintage Story might have never seen the day of light without Hytale. Now it is my turn to hand them an olive branch. It is the least that I can do.
</p>

<p>
	<br />
	I know many of you have a significant emotional investment in Vintage Story, I am well aware of it. I will be careful to not loose sight of that.<br />
	- Tyron
</p>
]]></description><guid isPermaLink="false">413</guid><pubDate>Sat, 05 Jul 2025 11:12:00 +0000</pubDate></item><item><title>Hytale Fans, you are very welcome here!</title><link>https://www.vintagestory.at/blog.html/news/hytale-fans-you-are-very-welcome-here-r412/</link><description><![CDATA[<p>
	Dear Hytale Community,
</p>

<p>
	as many of you might have read by now, Hytale has been <a href="https://hytale.com/news/2025/6/a-difficult-update-about-hytale" rel="external nofollow">officially cancelled</a>. Our heartfelt compassion goes out to those that were looking forward to its release, as well as to all the developers working at Hypixel Studios. 
</p>

<p>
	As a former Hytale developer myself, allow me to openly invite everyone left unsatisfied by this news to try out Vintage Story! While it may not be quite the same experience you would have hoped, do keep in mind that our game allows a great range of customization options to reduce some of the more difficult settings that Vintage Story ships by default.
</p>

<p>
	In fact, if you are one of the former developers or a highly passionate Hytale fan with extensive modding skills, do write us at jobs@vintagestory.at. Perhaps we can put together a small sub-project within our Team of developers to bring out an additional game mode for Vintage Story that can at least in part deliver on the vision of what Hytale set out to become. I could picture this as a mostly independent work group developing a new playstyle or an external team that uses our extensive modding api with funding from us.
</p>

<p>
	Due to the massive success Vintage Story has become and with the right leadership, I believe this would be something very achievable!<br />
	<br />
	<span style="font-size:12px;">For our existing player base: Don't worry, the default experience of Vintage Story will stay true to its vision and updates will come at the same pace.</span>
</p>

<p>
	<strong>[Update, June 26]</strong> We've already received over 20 applications, including several high profile ones. This seems to look promising to me. We'll collect more applications for another week and then begin processing them - for all applicants, please stay tuned!<br />
	 
</p>

<p>
	Cheers,<br />
	  Tyron
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">412</guid><pubDate>Tue, 24 Jun 2025 21:08:00 +0000</pubDate></item><item><title>v1.21.0-pre.1 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-pre1-story-chapter-2-redux-r411/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br />
	<br />
	Getting to release new content is the best part of our jobs <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	The goal of this update was to focus mostly on finishing some of the planned content that we could not finish in time for the 1.20 update and to shorten the update cycle. This first pre-release should deliver most of that with an rc.1 following pretty soon. As always thanks so much to everyone providing feedback, bug-reports and even the occasional push request on Github, which we started merging at increased pace now. <br />
	 
</p>

<p>
	<strong>Please note</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, incomplete features, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot19" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <span>new v1.21 blog post</span> will then come when the first full release candidate (rc.1) is ready<br />
	3. If testing 1.21 on an old world from 1.20 or earlier, we strongly recommend making a backup copy before loading the world in 1.21.<br />
	4. We <strong>do not recommend</strong> starting a new permanent world with 1.21-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.21-pre.1 adventures<br />
	5. In general it is a good idea to disable all your previously installed mods, when testing 1.21-pre.1. Until the mods have had a chance to update for 1.21, games with older mods installed will have a strong chance of producing issues or crashes.
</p>

<p>
	<b>Credits</b><br />
	Huge thanks to community members who contributed various code suggestions and fixes we have included in this release: Dana (13 contributions), Jayu (3 contributions), TheMas3212, InsanityGod, IKnewOne, mrgrim, Lugrol, wispae, Hellaeh, sekelsta.<br />
	 
</p>

<p>
	<strong>Gifs/Screenshots</strong><br />
	<br />
	Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27264" href="//media.vintagestory.at/monthly_2025_06/ceramics3.png.94447b6527acc0f703ae88a18b57ffd8.png" rel=""><img alt="ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27264" data-ratio="43.70" width="1000" src="//media.vintagestory.at/monthly_2025_06/ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" /></a>
</p>

<p>
	Added coral reefs: This time for real. Schools of fish included!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27313" href="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.png.d9b5345356af45615e9b7414891c1f3b.png" rel=""><img alt="2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27313" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" /></a>
</p>

<p>
	<img alt="fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27272" data-ratio="99.54" width="438" src="//media.vintagestory.at/monthly_2025_06/fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" /><br />
	<br />
	Added wavy sands to oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27311" href="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.png.10e78e1999a25feb7f3c9d2cd0915ba6.png" rel=""><img alt="2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27311" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" /></a>
</p>

<p>
	Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" />
</p>

<p>
	<br />
	Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a><br />
	<br />
	Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27270" href="//media.vintagestory.at/monthly_2025_06/oreground.png.455e97f76f99754673c174fc67df7305.png" rel=""><img alt="oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27270" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2025_06/oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" /></a>
</p>

<p>
	Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27268" href="//media.vintagestory.at/monthly_2025_06/image.png.fead8ce46472ac667ca84e4e311b5720.png" rel=""><img alt="image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27268" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" /></a>
</p>

<p>
	Sailboat upgrades: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27300" href="//media.vintagestory.at/monthly_2025_06/sailboat.png.22ff5cabb0e889847b2e2a4581f60eed.png" rel=""><img alt="sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27300" data-ratio="99.08" width="757" src="//media.vintagestory.at/monthly_2025_06/sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" /></a>
</p>

<p>
	Sailboat control change: Need to furl/unfurl sails to sail<br />
	<img alt="furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27312" data-ratio="133.33" width="510" src="//media.vintagestory.at/monthly_2025_06/furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" /><br />
	<br />
	Elk upgrades: Can now attach a falx and bow and temporal gears<br />
	<img alt="elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27301" data-ratio="79.50" width="761" src="//media.vintagestory.at/monthly_2025_06/elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" />
</p>

<p>
	Added many new hair styles, added in-game barber in story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

<p>
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>

		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.  Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype.  This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.
			</li>
			<li>
				Feature: Add colored crucibles and metal molds
			</li>
			<li>
				Tweak: Can place different colored ingot molds in same block
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk.
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers.
			</li>
			<li>
				Tweak: Add ability for falx and blackguard sword to be stowed on elk's front left and right utility slots
			</li>
			<li>
				Tweak: Bows can be stowed on elk front left and right storage spots
			</li>
			<li>
				Tweak: Added 3 spots to hang temporal gears on the elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm own ridden mount
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: game crashing when harvesting a dead tamed Elk after server restart
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Coral reefs generate in bodies of salt water</strong>
		<ul>
			<li>
				Different reef types depending on water temperature (players may need to head south to see most)
			</li>
			<li>
				Schools of small fish near reefs, as entity particles
			</li>
			<li>
				Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Add wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined.
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> Will produce terrain smoothing between old chunks and new chunks
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default</strong>
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of babies (or more generally, companions) only
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level)
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Slow heal as well as taking damage is now visualized in the healthbar
			</li>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Armor no longer nerfs healing amount, but the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly,  Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged)
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct
			</li>
			<li>
				Rendered moon orients itself so that the lit side precisely faces the sun current position
			</li>
			<li>
				Moon phase is correct based on relative moon and sun positions
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between 2nd story event locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc.
			</li>
			<li>
				Feature: The <strong>weather vane</strong> on the top of the sailboat is now responsive to wind direction but it wont affect the sail speed at this point
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib.
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that have vulnerabilities in them)
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds burned 10 seconds (longer than sticks) now burn just 1 second
			</li>
			<li>
				Tweak: Lime can no longer be crushed with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps still produced honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: New blocks/craftables
		<ul>
			<li>
				Feature: Added papyrus chests and basket traps
			</li>
			<li>
				Tweak: Added papyrus version of handbasket
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
		</ul>
	</li>
	<li>
		Feature: Ground storage tweaks
		<ul>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-World interaction improvements
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Pick block works in survival to swap slots, but does not give the block otherwise
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - optional setting "<em>.clientconfig allowSSBOs on</em>" to reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half; try it at view distance 512 and higher, it may allow you to increase your view distance above your hardware's previous limit.</strong>  Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +10% (depends on hardware, view distance, other graphics settings, and scene). Known issue: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				RAM: save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				RAM: reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: Improved map marker position tracking for tamed elk <span style="font-size:14px;">[detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: Added seal hours info text for barrel recipes
	</li>
	<li>
		Tweak: Allow the player to take a meal serving from crocks on shelves
	</li>
	<li>
		Tweak: Added shelf interaction help
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: Allow bombs to be blown up on land you have build permissions
	</li>
	<li>
		Tweak: Enable vsync by default, disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Water now somewhat less murky overall
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Fixed: Torch light in caves would dim if foggy at surface; generally reduce fog indoors
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: Empty or unclosed hotkey tokens crashing the game
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Added a missing tooltip to the firestarter
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: 25% chance of fixing player ghost duplicates
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawn entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>API Updates</strong>
</p>

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">411</guid><pubDate>Mon, 16 Jun 2025 16:07:00 +0000</pubDate></item><item><title>v1.20.12: Purely stable performance, 1.21 update notice</title><link>https://www.vintagestory.at/blog.html/news/v12012-purely-stable-performance-121-update-notice-r410/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.12, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This should be the last release of 1.20.x unless other critical issues appear.
</p>

<p>
	As for the next major 1.21 update, titled "the 1.20 content completion update" (provisional name, lol), it should happen pretty soon, a first <strong>pre-release</strong> possibly still in June. The main theme of this next update will be completing and polishing a number of areas that did not make it into 1.20, such as sailboat improvements, an elk taming system, coral reefs and easier story progression. Stay tuned!<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27074" href="//media.vintagestory.at/monthly_2025_06/image.png.1200934b519b61657e130cc6149ae0ca.png" rel=""><img alt="image.thumb.png.41ab925c0a0cc000759fd84a398981f8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27074" data-ratio="58.90" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.41ab925c0a0cc000759fd84a398981f8.png" /></a><br />
	Screenshot by Kimera, shared on #screenshots on Discord
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Fixed: Rare crash while loading entities client-side. Github #6025
	</li>
	<li>
		Fixed: Teleporters not working on servers once the tick time exceeds 100ms
	</li>
	<li>
		Fixed: Raft oar animations not correct in 1.20.11. Github #5924
	</li>
	<li>
		Fixed: Colored lanterns could lose their lighting colors when other light-sources placed nearby. Github #5950
	</li>
	<li>
		Fixed: Removing a lined lantern could leave a ring of faint light
	</li>
	<li>
		Fixed: Rare client crash on game exit. Github #5976
	</li>
	<li>
		Fixed: Client-side crash when an empty pie falls. Github #6009
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue. Github #6006
	</li>
	<li>
		Fixed: Large numbers of fresh spawned entities after pausing the game for a while in SSP
	</li>
	<li>
		Fixed: Privilege escalation vulnerability with the block randomizer
	</li>
	<li>
		Fixed: Timeswitch commands permissions not properly setup
	</li>
</ul>
]]></description><guid isPermaLink="false">410</guid><pubDate>Sun, 08 Jun 2025 15:40:00 +0000</pubDate></item><item><title>v1.20.11: Purely performance</title><link>https://www.vintagestory.at/blog.html/news/v12011-purely-performance-r409/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.11, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This release has no new gameplay features BUT a few fixes compared with v1.20.10.  As well as that, on multiplayer servers, it significantly improves performance and reduces RAM utilization, especially with higher player numbers:
</p>

<ul>
	<li>
		A large multiplayer server running this release should perform up to approximately twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online
	</li>
	<li>
		Different results may be seen with different player counts, adjusted <em>servermagicnumbers.json</em>, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement
	</li>
	<li>
		This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games.
	</li>
</ul>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26690" href="//media.vintagestory.at/monthly_2025_05/2025-05-26_23-01-57.png.f4d04c7259e964509b1b9213e562777b.png" rel=""><img alt="2025-05-26_23-01-57.thumb.png.ab5061b0c554d2a9a1f22a43483f6ca8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26690" data-ratio="62.50" width="1000" src="//media.vintagestory.at/monthly_2025_05/2025-05-26_23-01-57.thumb.png.ab5061b0c554d2a9a1f22a43483f6ca8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by bens, shared on #screenshots on Discord</span>
</p>

<p>
	<strong>Game Updates</strong>
</p>

<ul>
	<li>
		Changes in 1.20.11
		<ul>
			<li>
				Tweak: Improve client&lt;-&gt;server connection stability. <span style="font-size:12px;">(Technical Info: Added server health check for UDP since some ISP's may block randomly some UDP, this may cause desync between entities or dropped items. So now if there was no UDP received from a client for 30 seconds the server will fall back to TCP automatically for that client and tell it to also fall back to send only TCP which should fix the desync. Further you can now set forceUdpOverTcp in <em>clientsettings.json</em> or using ".cf forceUdpOverTcp on" command, then just rejoin and you have permanently enabled to only use TCP.)</span>
			</li>
			<li>
				Fixed: Rare exceptions in 1.20.11-rc.1 when a server loads mapchunks at the world border
			</li>
			<li>
				Fixed: Containers spawned in using the /giveblock command without adding the type attribute would allow you to place them in a boat storage slot but would crash your client. If this was done on a server you may end up crashing as soon as you join again.
			</li>
			<li>
				Fixed: Redwood tree generation destroys translocators
			</li>
		</ul>
	</li>
	<li>
		Changes already in <a href="https://www.vintagestory.at/blog.html/news/v12011-rc1-purely-performance-r408/" rel="">1.20.11-rc.1</a>
		<ul>
			<li>
				Tweak: Multiplayer server performance substantially improved in many areas
				<ul>
					<li>
						Improved TPS from entity ticking (especially if <em>MaxPhysicsThreads</em> exceeds 1: on large servers please experiment with setting that in the range 2-5, in <em>servermagicnumbers.json</em>)
					</li>
					<li>
						Improved TPS from entity spawning <span style="font-size:12px;">(testing of spawn positions now runs on a separate thread)</span>
					</li>
					<li>
						Improved TPS from player and entity physics and animations updates on the server
					</li>
					<li>
						Reduced peak RAM requirements for server packet sending
					</li>
					<li>
						Reduced peak RAM requirements for server game autosaving
					</li>
				</ul>
			</li>
			<li>
				Tweak: Map and minimap performance improvements (client side changes)
				<ul>
					<li>
						Map now drawn up to 10x faster when panning or zooming into previously mapped areas
					</li>
					<li>
						Areas of the map which are moved off-screen are now preserved for longer without re-draw
					</li>
					<li>
						Reduced heavy multiplayer lag after panning in the world map <span style="font-size:12px;">(greatly reduced client-server network traffic from panning)</span>
					</li>
				</ul>
			</li>
			<li>
				Tweak: Reduced RAM requirements on both server and client for animations
			</li>
			<li>
				Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion
			</li>
			<li>
				Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall <span style="font-size:12px;">(detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time)</span>
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Note for modders:</strong>
</p>

<p>
	<span style="font-size:14px;">It is possible that v1.20.11 will cause mod breakage for a very small number of coded mods, although most mods built for v1.20.10 should still work just the same. Mods which only add content using JSON or patches should all be okay. For coded mods, if you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10. </span><span style="font-size:12px;"> [For coders: we did not change the API, but if your mod's code references ServerMain.Clients with <em>VintagestoryLib.dll</em> as a dependency, you will likely need to recompile against the 1.20.11 version of <em>VintagestoryLib.dll</em>. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.]</span>
</p>
]]></description><guid isPermaLink="false">409</guid><pubDate>Wed, 28 May 2025 03:24:00 +0000</pubDate></item><item><title>v1.20.11-rc.1: Purely performance</title><link>https://www.vintagestory.at/blog.html/news/v12011-rc1-purely-performance-r408/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.11-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This release has no new gameplay features or fixes compared with v1.20.10.  Its only change is to improve performance, especially for larger multiplayer servers.
</p>

<ul>
	<li>
		A large multiplayer server running this release should perform up to approximately<em> </em>twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online
	</li>
	<li>
		Different results may be seen with adjusted <em>servermagicnumbers.json</em>, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement
	</li>
	<li>
		This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games.
	</li>
</ul>

<p>
	In multiplayer, v1.20.11 is network-compatible with v1.20.10.  A player with v1.20.10 can play on a server which is running v1.20.11-rc.1 (or the other way around). Therefore, generally we suggest that large servers could update to v1.20.11-rc.1 for better performance, even if their players do not update.
</p>

<p>
	It is possible that v1.20.11-rc.1 will cause mod breakage for a very small number of coded mods. Mods which only add content using JSON or patches should all be okay. We have tested some of the most popular coded mods with this, but we have not tested them all. If you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10.  <span style="font-size:12px;">[Note for mod coders: we did not change the API, but if your mod references ServerMain.Clients with <em>VintagestoryLib.dll</em> as a dependency, you will likely need to recompile against the 1.20.11-rc.1 version of <em>VintagestoryLib.dll.</em> Harmony patches which make code changes deep within VintagestoryLib might also need attention, most of the entity physics, animations and general entity ticking code in the engine has been changed.]</span>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26133" href="//media.vintagestory.at/monthly_2025_05/image.png.60c5da3f4eae9b8c4755f36a42b6a81e.png" rel=""><img alt="image.thumb.png.ec9a257e76c9d1a56098c16bd4b6a544.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26133" data-ratio="67.80" width="1000" src="//media.vintagestory.at/monthly_2025_05/image.thumb.png.ec9a257e76c9d1a56098c16bd4b6a544.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Extra Ram, shared on #screenshots on Discord</span><br />
	 
</p>

<p>
	<strong>Game Updates</strong>
</p>

<ul>
	<li>
		Tweak: Multiplayer server performance substantially improved in many areas
		<ul>
			<li>
				Improved TPS from entity ticking (especially if <em>MaxPhysicsThreads</em> exceeds 1: on large servers please experiment with setting that in the range 2-5, in <em>servermagicnumbers.json</em>)
			</li>
			<li>
				Improved TPS from entity spawning <span style="font-size:12px;">(testing of spawn positions now runs on a separate thread)</span>
			</li>
			<li>
				Improved TPS from player and entity physics and animations updates on the server
			</li>
			<li>
				Reduced peak RAM requirements for server packet sending
			</li>
			<li>
				Reduced peak RAM requirements for server game autosaving
			</li>
		</ul>
	</li>
	<li>
		Tweak: Map and minimap performance improvements (client side changes)
		<ul>
			<li>
				Map now drawn up to 10x faster when panning or zooming into previously mapped areas
			</li>
			<li>
				Areas of the map which are moved off-screen are now preserved for longer without re-draw
			</li>
			<li>
				Reduced heavy multiplayer lag after panning in the world map <span style="font-size:12px;">(greatly reduced client-server network traffic from panning)</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduced RAM requirements on both server and client for animations
	</li>
	<li>
		Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion
	</li>
	<li>
		Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall <span style="font-size:12px;">(detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time)</span>
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">408</guid><pubDate>Wed, 07 May 2025 16:04:00 +0000</pubDate></item><item><title>v1.20.10: De-annoyance fixes</title><link>https://www.vintagestory.at/blog.html/news/v12010-de-annoyance-fixes-r407/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.10, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Boop.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26095" href="//media.vintagestory.at/monthly_2025_05/2025-05-04_03-16-55.png.db03476047cfcd147b00aa640d188488.png" rel=""><img alt="2025-05-04_03-16-55.thumb.png.6072ffe345a6035d3f51eed4d9c30992.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26095" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_05/2025-05-04_03-16-55.thumb.png.6072ffe345a6035d3f51eed4d9c30992.png" /></a><br />
	Screenshot by 7embre, shared on #screenshots on Discord
</p>

<p>
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Increased of fruit tree graft survival chance from 50% to 60%
	</li>
	<li>
		Fixed: Wide doors can delete blocks when placed
	</li>
	<li>
		Fixed: Should properly fix bowtorns not harvestable in some cases
	</li>
	<li>
		Fixed: Shiver hurt animation not stopping walk animation
	</li>
	<li>
		Fixed: Potential item loss in multiplayer if a player lost connection while a chest was open
	</li>
	<li>
		Fixed: Incorrect pottery trade items in the trader buying/selling lists
	</li>
	<li>
		Fixed: Unclear error message "missingtokenv2" when trying to connect to a game server
	</li>
	<li>
		Fixed: MacOS Hud and GUIs going invisible
	</li>
	<li>
		Fixed: Monsters spawning on surface anywhere, when temporal stability is disabled
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">407</guid><pubDate>Mon, 05 May 2025 09:25:00 +0000</pubDate></item><item><title>1.20.8-rc.2 + stable + 1.20.9: Mob spawn balancing, Item disappearing fix</title><link>https://www.vintagestory.at/blog.html/news/1208-rc2-stable-1209-mob-spawn-balancing-item-disappearing-fix-r406/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.8-rc.2, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit 4/22/25:] Also today released <strong>1.20.9 stable</strong> with the following changes:<br />
	- Tweak: Increased illumination levels of block light, from torches etc. (only client side visual effect, does not alter mob spawn)<br />
	- Fixed: Mobs spawning where they shouldn't<br />
	- Fixed: Error log spam when player was wearing a night vision helmet outside loaded chunks<br />
	- Fixed: Command .debug wireframe landclaim was for some players showing claimed areas with the wrong offset<br />
	- Fixed: Sling not affected by the ranged weapons damage character traits<br />
	<br />
	[Edit 4/20/25:] Now released as <strong>1.20.8 stable</strong> including all the changes in <a href="https://www.vintagestory.at/blog.html/news/1208-rc1-mob-spawn-balancing-r405/" rel="">1.20.8-rc.1</a> and 1.20.8-rc.2 and the following additional changes :<br />
	- Tweak: Update trader buying/selling lists, update community translations<br />
	- Fixed: Mitigate rare crash in wind particles system<br />
	- Fixed: One observed instance where the server was running out of memory when the Resonance Archives were generated with world height customised to a lower value than default
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r268468/monthly_2025_04/2025-04-14_11-57-59.png.2290d07a191606663dfb3fec17e638b5.png" rel="external nofollow"><img alt="2025-04-14_11-57-59.thumb.png.60218cc9d67d00b7509ade7f3d841c10.png" class="ipsImage ipsImage_thumbnailed" data-fileid="25545" data-ratio="56.20" width="1000" src="https://media.invisioncic.com/r268468/monthly_2025_04/2025-04-14_11-57-59.thumb.png.60218cc9d67d00b7509ade7f3d841c10.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Saatgut93, shared on #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates  </strong>(in 1.20.8-rc.2)
</p>

<ul>
	<li>
		Tweak: Added to Tamed Mountable Animals guide, tame elk currently only obtainable from trader
	</li>
	<li>
		Tweak: In Handbook and item descriptions, add some mention of "elk" to most tamed-elk riding gear, for searchability
	</li>
	<li>
		Tweak: Players in creative mode with privilege "commandplayer" can now access locked chests
	</li>
	<li>
		Fixed: Rift weather stuck at very high forever (since 1.20.8-rc.1)
	</li>
	<li>
		Fixed: Mobs able to spawn near light sources outside of storms with normal self stability (since 1.20.8-rc.1)
	</li>
	<li>
		Fixed: Complete item loss from shift clicking away items into a chest in certain circumstances
	</li>
	<li>
		Fixed: Attempt to fix occasional issue with chest and other inventories not closing server-side
	</li>
	<li>
		Fixed: Soybeans and cured fish in meals were not being drawn
	</li>
	<li>
		Fixed: Prevent error log spam caused by hopper trying to push a crock into a chest that already contains a crock [<span style="font-size:12px;">Detail: disabled the meal serve into container mechanic when it has EnumMergePriority.AutoMerge which is used by hoppers shift left click and ground pick, in any of those this should be disabled</span>]
	</li>
	<li>
		Fixed: Rare ghost items when serving meals from pots in the inventory
	</li>
	<li>
		Fixed: Resonance Archives lighting sometimes off when it should be on
	</li>
	<li>
		Fixed: In other dimensions, chisel add material and other tool mode changes didn't work
	</li>
	<li>
		Fixed: In other dimensions, could be incorrect entity AI targeting
	</li>
	<li>
		Fixed: Shiver and Bowtorn corpse harvesting range different from different angles
	</li>
</ul>
]]></description><guid isPermaLink="false">406</guid><pubDate>Fri, 18 Apr 2025 15:38:00 +0000</pubDate></item><item><title>1.20.8-rc.1 Mob spawn balancing</title><link>https://www.vintagestory.at/blog.html/news/1208-rc1-mob-spawn-balancing-r405/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.8-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_04/image.png.648d2cc2efd1d529f0453579166e73a9.png" rel="external nofollow"><img alt="image.thumb.png.78dccb110b28da1f3b2c0307ac383144.png" class="ipsImage ipsImage_thumbnailed" data-fileid="25039" data-ratio="77.50" style="width:800px;height:auto;" width="999" src="//media.vintagestory.at/monthly_2025_04/image.thumb.png.78dccb110b28da1f3b2c0307ac383144.png" /></a><br />
	<span style="font-size:12px;">"Wall", shared by Kotsu on discord #screenshots</span>
</p>

<p>
	Some things just don't pan out as one would hope them to, pun intended <span><img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span>
</p>

<p>
	1.20.7 broke falling blocks in some cases so this update should remedy that. In the process I also finally tackled the excessive new mob spawn during temporal storms, as well as the missing mob spawns during nights in summer. I have marked the release as unstable because it might throw off the mob spawn balance again. Radfast added some fixes to the "other" dimensions.
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: New Summer Stroll music track now also plays in summer. No longer exclusive to the Resonator
	</li>
	<li>
		Tweak: Improve localized messages sent to players, global messages are sent in the server language where player specific ones are sent in their language
	</li>
	<li>
		Fixed: Several issues in other dimensions
		<ul>
			<li>
				Blocklight from light sources should now spread correctly
			</li>
			<li>
				For trunks, the right-hand element had wrong Block HUD info and wrong pickblock result
			</li>
			<li>
				Fixed rare block breaking issues and excessive EntityItem spawned in some cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Server-side error when player attempts to place faded crumpled letter on the ground
	</li>
	<li>
		Fixed: Invalid blocks created from falling blocks
	</li>
	<li>
		Fixed: Properly fix temporal storms sometimes spawning huge amounts of the new mobs
	</li>
	<li>
		Fixed: Mobs not spawning in summer nights. Rift tweaks.
	</li>
	<li>
		Fixed: Should fix butterflies turning in place for a minute at a time
	</li>
	<li>
		Fixed: Rare server-side exception if the disconnected player was not yet loaded
	</li>
	<li>
		API Tweak: Added <em>IHeldHandAnimOverrider</em> collectible interface to prevent a held idle animation being played based on an item held in the other hand
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">405</guid><pubDate>Wed, 02 Apr 2025 13:20:00 +0000</pubDate></item><item><title>v1.20.7 - Polishing fixes</title><link>https://www.vintagestory.at/blog.html/news/v1207-polishing-fixes-r404/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.7, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	This should fix a notable dupe bug related to falling blocks and various other minor issues. Unless new major issues are discovered I am finished with updating 1.20.x, however radfast will likely build a 1.20.8 performance update soon still.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24786" href="//media.vintagestory.at/monthly_2025_03/2025-03-25_19-01-03.png.c18b30926c3066eb840dd688b8f961c2.png" rel=""><img alt="2025-03-25_19-01-03.thumb.png.01618498d9dd758d8d7d388bba91c4fc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24786" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-25_19-01-03.thumb.png.01618498d9dd758d8d7d388bba91c4fc.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Serglittle, shared in #screenshots on Discord</span><br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Added Audit logging when breaking containers and their contents is getting dropped
	</li>
	<li>
		Tweak: Further slightly reduce spawn rate of the new mobs during temporal storms
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Small oddities with falling coal (was invisible, it hurt the player unintuitively and particles spawned too far up)
	</li>
	<li>
		Fixed: Properly fix blue tint during temporal storms
	</li>
	<li>
		Fixed: Wearables in ruined chests at 100% condition and getting set to a lower value only when taken out
	</li>
	<li>
		Fixed: In other dimensions, player motion smooth stepping and walking on walls
	</li>
	<li>
		Fixed: Placed torches not emitting particles in other dimensions
	</li>
	<li>
		Fixed: Texture flipper item: Invisible textures in toolmode ui
	</li>
	<li>
		Fixed: Armor damage overlay was not affected by fog
	</li>
	<li>
		Fixed: Text overflow from lots of mods on the public server view screen. Mod list now truncated after 20 mods
	</li>
	<li>
		Fixed: Might fix rare occasions where screen goes completely black after respawning
	</li>
	<li>
		Fixed: Potential duplication bug on lagging server, when causing blocks to fall
	</li>
	<li>
		Fixed: All water visible (even underground one) when inside the cloud layer
	</li>
	<li>
		Fixed: Incorrect position for the hot held crucible and incorrect pouring animation. Added flute use animation
	</li>
	<li>
		Fixed: Seraph knapping animation jittery
	</li>
	<li>
		Fixed: Rare exception on crash during shutdown
	</li>
	<li>
		Fixed: Might fix invisible entity issues following a teleport
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">404</guid><pubDate>Wed, 26 Mar 2025 13:57:00 +0000</pubDate></item><item><title>v1.20.6 - Gameserver vulnerability fix</title><link>https://www.vintagestory.at/blog.html/news/v1206-gameserver-vulnerability-fix-r403/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We suggest to urgently update all game servers to this latest version, as all game versions of the last 6 years are affected. An issue was discovered which could allow a player to create arbitrary blocks and items, including Command Blocks which can run arbitrary server commands under admin privileges. This release should both fix the creation of arbitrary items as well as the ability to use Command Blocks as a Survival Mode player. Only the servers need to update. The game clients can remain on 1.20.5.<br />
	To clarify: This vulnerability only affected server commands via Command Blocks, not via the underlying server console / shell.
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Don't print audit logs to console, but to debug window only
	</li>
	<li>
		Fixed: Gameserver privilege escalation vulnerability on multiplayer servers
	</li>
	<li>
		Fixed: Large underground ruin having one of the creative blocks in it
	</li>
	<li>
		Fixed: Updated Harmony to 2.3.5 which should fix issue when using Harmony mods on Linux systems using GLIBC 2.41 and newer
	</li>
</ul>
]]></description><guid isPermaLink="false">403</guid><pubDate>Thu, 20 Mar 2025 13:12:00 +0000</pubDate></item><item><title><![CDATA[v1.20.5 - DoS protections, Performance & More]]></title><link>https://www.vintagestory.at/blog.html/news/v1205-dos-protections-performance-more-r402/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This update should iron out a lot of oddities, strange behavior, lost items, some exploits, an item dupe bug and lots more, so we highly recommend to update to this version. There is a possibility that one of the latest fixes broke another system but we will then quickly release a fix for that.
</p>

<p>
	Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24517" href="//media.vintagestory.at/monthly_2025_03/2025-03-17_16-45-25.png.b1f2161e1e0748168e99b115f8cc9f18.png" rel=""><img alt="2025-03-17_16-45-25.thumb.png.304a6feaf6721e9f78eb12051b8eada2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24517" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-17_16-45-25.thumb.png.304a6feaf6721e9f78eb12051b8eada2.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Alnico, shared in #screenshots on discord</span>
</p>

<p>
	<strong>Game updates since 1.20.4</strong>
</p>

<ul>
	<li>
		Feature: Multiplayer server improvements
		<ul>
			<li>
				Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue)
			</li>
			<li>
				Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients)
			</li>
			<li>
				Two more protections against repeated attempts, disabled by default: server configs <strong>TemporaryIpBlockList</strong> and <strong>LoginFloodProtection</strong>. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command <em>/ipban</em> to list/clear the banned IPs list.  The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed.
			</li>
			<li>
				Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy.
			</li>
		</ul>
	</li>
	<li>
		Tweak: First person chiseling animation now less view covering
	</li>
	<li>
		Tweak: Smoother transitions between sky colors around midnight
	</li>
	<li>
		Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example <strong>while chiseling, bits would disappear or re-appear</strong> at random
	</li>
	<li>
		Fixed: Wonky output of <em>/stats</em> command with the connection queue system enabled
	</li>
	<li>
		Fixed: Able to break decor inside land claim
	</li>
	<li>
		Fixed: A unintentional pink block in one of the ruins
	</li>
	<li>
		Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon
	</li>
	<li>
		Fixed: Various fixes in villager dialogue
	</li>
	<li>
		Fixed: Villagers sometimes appearing to stand in their beds
	</li>
	<li>
		Fixed: Villager and some Drifter "hurt" animations were not playing when hurt
	</li>
	<li>
		Fixed: New issues introduced in 1.20.4
		<ul>
			<li>
				Certain dropped items appearing to sink into ground/snow
			</li>
			<li>
				Issues on unstable blocks if sideways falling was enabled as an optional world config
			</li>
		</ul>
	</li>
	<li>
		Fixed: One rare exception when shutting down a dedicated server
	</li>
	<li>
		Fixed: Command <em>/ban</em> would log an error but the player was still banned and kicked
	</li>
	<li>
		Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber
	</li>
</ul>

<ul>
	<li>
		Tweak: Can now also cook flint in the Bloomery
	</li>
	<li>
		Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen
	</li>
	<li>
		Tweak: Performance: Save approximately 200MB Single player/Server RAM  <span style="font-size:14px;">(Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating)</span>
	</li>
	<li>
		Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance  <span style="font-size:14px;">(Technical info: Various engine improvements in bulk BlockAccessor)</span>
	</li>
	<li>
		Tweak: Updated community translations, added Turkish
	</li>
	<li>
		Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example
	</li>
	<li>
		Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view  <span style="font-size:14px;">(Technical info: could occur if transforms were only partially specified in JSON)</span>
	</li>
	<li>
		Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag)
	</li>
	<li>
		Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x
	</li>
	<li>
		Fixed: Log spam with warnings related to "BETransient"
	</li>
	<li>
		Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards
	</li>
	<li>
		Fixed: Should fix players body getting in the way of mining while in immersive first-person mode
	</li>
	<li>
		Fixed: Might avoid a crash with some mods requesting invalid richtext
	</li>
	<li>
		Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed
	</li>
	<li>
		Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now)
	</li>
	<li>
		Fixed: Wonky GUI transform for lime and quicklime
	</li>
	<li>
		API Tweak: Clean up EntityPlayerShapeRenderer code
	</li>
	<li>
		API Tweak: Added <em>IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50)</em>
	</li>
	<li>
		API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode)
	</li>
</ul>

<p>
	<strong>Additionally, game updates since rc.3</strong>
</p>

<ul>
	<li>
		Tweak: On Windows 11 with multiple GPUs the game installer will now setup the game to use the High Performance Card
	</li>
	<li>
		Tweak: Mobs dying in hot springs now yield only 25% of their drop rate (the hotsprings are highly acidic, they dissolve stuff!)
	</li>
	<li>
		Fixed: Verify claimed status on chests also on a network packet level
	</li>
	<li>
		Fixed: Items shift clicked into a saddlebag would end up in a different location server side than client side in some cases
	</li>
	<li>
		Fixed: Item dupe bug related to elk inventories
	</li>
	<li>
		Fixed: Players teleported by other players commands while still connecting to a server, could become frozen and other potential issues in the teleporting code
	</li>
	<li>
		Fixed: Wonky hitbox on Shivers during stroke
	</li>
	<li>
		Fixed: Bucket under fruit press not disappearing for other players when removed
	</li>
	<li>
		Fixed: Prevent nutrition being double-counted if two animals eat the same item
	</li>
	<li>
		Fixed: Drifters fleeing during Storms in some cases
	</li>
	<li>
		Fixed: Issues with the connection queue where clients would get disconnected
	</li>
	<li>
		Fixed: Rare exception and player-kick due to Locust Nest having become bugged
	</li>
	<li>
		Fixed: Occasional exception and client-kick on TOPS relating to propick reading deletion and server-client desync on slow connections
	</li>
	<li>
		Fixed: Small server memory leak due to never deleting propick data for disconnected clients
	</li>
	<li>
		Fixed: In Creative mode, picking a Ruined bookshelf from the inventory caused immediate crash
	</li>
	<li>
		Fixed: Client crashes in 1.20.4 and 1.20.5-rc versions with hot metal rod held in tongs
	</li>
	<li>
		Fixed: May generally fix all similar client EntityShapeRenderer.RenderItem crashes (Github #4777)
	</li>
	<li>
		Fixed: Rare error thrown by bed [Detail] could possibly happen when mounted and unmounted in the same tick so MountedBy could be already null
	</li>
	<li>
		Fixed: Slowly accumulating performance leak with anvils and a few similar blocks
	</li>
	<li>
		Fixed: Server standby launch not working correctly anymore since 1.20.5-rc.1
	</li>
	<li>
		Fixed: Fixed spawn loading issue for villagers in beds, new issue since 1.20.5-rc.1
	</li>
	<li>
		API Fixed: Dry mash output randomness when pressedDryRatio != 0
	</li>
	<li>
		API Fixed: Crash on merging mashes without transitionableProps
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">402</guid><pubDate>Tue, 18 Mar 2025 11:54:00 +0000</pubDate></item><item><title><![CDATA[v1.20.5-rc.2/rc.3 - DoS protections & More]]></title><link>https://www.vintagestory.at/blog.html/news/v1205-rc2rc3-dos-protections-more-r401/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5-rc.2/3, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	A few more minor optimizations and important fixes.
</p>

<p>
	[Edit:] Also released rc.3 to fix a crash related to the helve hammer and more
</p>

<ul>
	<li>
		Fixed: Might avoid a crash with some mods requesting invalid richtext
	</li>
	<li>
		Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed
	</li>
	<li>
		Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now)
	</li>
	<li>
		Fixed: Crash related to Helve Hammers with dynamic shadows enabled
	</li>
</ul>

<p>
	<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24088" href="//media.vintagestory.at/monthly_2025_03/2025-03-04_161722.png.efeb9c76388388052e0813a22fc3c89b.png" rel=""><img alt="2025-03-04_161722.thumb.png.6493ebd7b1fff065fce982b786e717fc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24088" data-ratio="52.70" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-04_161722.thumb.png.6493ebd7b1fff065fce982b786e717fc.png" /></a><br />
	<span style="font-size:12px;">Screenshot by mtr, shared on discord #screenshots</span>
</p>

<p>
	<br />
	<strong>Game updates (since 1.20.5-rc.1)</strong>
</p>

<ul>
	<li>
		Tweak: Can now also cook flint in the Bloomery
	</li>
	<li>
		Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen
	</li>
	<li>
		Tweak: Performance: Save approximately 200MB Single player/Server RAM  <span style="font-size:14px;">(Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating)</span>
	</li>
	<li>
		Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance  <span style="font-size:14px;">(Technical info: Various engine improvements in bulk BlockAccessor)</span>
	</li>
	<li>
		Tweak: Updated community translations, added Turkish
	</li>
	<li>
		Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example
	</li>
	<li>
		Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view  <span style="font-size:14px;">(Technical info: could occur if transforms were only partially specified in JSON)</span>
	</li>
	<li>
		Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag)
	</li>
	<li>
		Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x
	</li>
	<li>
		Fixed: Log spam with warnings related to "BETransient"
	</li>
	<li>
		Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards
	</li>
	<li>
		Fixed: Should fix players body getting in the way of mining while in immersive first-person mode. Might break mods, let me know if they do and we'll see if we can fix that for rc.3
	</li>
	<li>
		Fixed: Wonky GUI transform for lime and quicklime
	</li>
	<li>
		API Tweak: Clean up EntityPlayerShapeRenderer code
	</li>
	<li>
		API Tweak: Added <em>IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50)</em>
	</li>
	<li>
		API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode)
	</li>
</ul>
]]></description><guid isPermaLink="false">401</guid><pubDate>Fri, 07 Mar 2025 13:05:00 +0000</pubDate></item><item><title>v1.20.5-rc.1 - DoS protections</title><link>https://www.vintagestory.at/blog.html/news/v1205-rc1-dos-protections-r400/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	This update provides some basic DoS/DDoS protections, should fix chiseling sometimes not working properly anymore as well as a number of other issues.
</p>

<p>
	Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23896" href="//media.vintagestory.at/monthly_2025_03/2025-03-01_15-42-57.png.f94a2de29dc37bbd662cb4f59c37dfc2.png" rel=""><img alt="2025-03-01_15-42-57.thumb.png.cddc9b9c4df62dcd698b6b94e9de6e5b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23896" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-01_15-42-57.thumb.png.cddc9b9c4df62dcd698b6b94e9de6e5b.png" /></a><br />
	<span style="font-size:12px;">Dwarven Balloon, Screenshot by ANTIFLUX, shared on Discord #screenshots</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Multiplayer server improvements
		<ul>
			<li>
				Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue)
			</li>
			<li>
				Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients)
			</li>
			<li>
				Two more protections against repeated attempts, disabled by default: server configs <strong>TemporaryIpBlockList</strong> and <strong>LoginFloodProtection</strong>. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command <em>/ipban</em> to list/clear the banned IPs list.  The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed.
			</li>
			<li>
				Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy.
			</li>
		</ul>
	</li>
	<li>
		Tweak: First person chiseling animation now less view covering
	</li>
	<li>
		Tweak: Smoother transitions between sky colors around midnight
	</li>
	<li>
		Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example <strong>while chiseling, bits would disappear or re-appear</strong> at random
	</li>
	<li>
		Fixed: Wonky output of <em>/stats</em> command with the connection queue system enabled
	</li>
	<li>
		Fixed: Able to break decor inside land claim
	</li>
	<li>
		Fixed: A unintentional pink block in one of the ruins
	</li>
	<li>
		Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon
	</li>
	<li>
		Fixed: Various fixes in villager dialogue
	</li>
	<li>
		Fixed: Villagers sometimes appearing to stand in their beds
	</li>
	<li>
		Fixed: Villager and some Drifter "hurt" animations were not playing when hurt
	</li>
	<li>
		Fixed: New issues introduced in 1.20.4
		<ul>
			<li>
				Certain dropped items appearing to sink into ground/snow
			</li>
			<li>
				Issues on unstable blocks if sideways falling was enabled as an optional world config
			</li>
		</ul>
	</li>
	<li>
		Fixed: One rare exception when shutting down a dedicated server
	</li>
	<li>
		Fixed: Command <em>/ban</em> would log an error but the player was still banned and kicked
	</li>
	<li>
		Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber
	</li>
</ul>
]]></description><guid isPermaLink="false">400</guid><pubDate>Sun, 02 Mar 2025 13:16:00 +0000</pubDate></item><item><title>February 2025 Development update: Forging ahead - version 1.21 and beyond</title><link>https://www.vintagestory.at/blog.html/news/february-2025-development-update-forging-ahead-version-121-and-beyond-r399/</link><description><![CDATA[<p>
	Time for one of these again! Let's reflect a "little" and look into what the VS Team has been up to, while listening to <a href="https://www.youtube.com/watch?v=Jj74tRQuC9w" rel="external nofollow">awesome pixel remixes</a> <span><span>:</span></span>D
</p>

<p>
	<strong>1.20 post mortem</strong><br />
	When you are knee deep in development it can be difficult to see the bigger picture, because oh boy did I not expect the amount of growth this update has created. On the day of release, the amount of purchases <strong>grew by 300%</strong>, consequently overloading every single server of ours one after the next over the course of 3 weeks. In addition to that some of our 3rd party providers had issues on their own causing further downtime. We had to optimize and up the specs on all the hardware we use to be able to deal with the additional load.<br />
	The downtime especially created massive amounts of new support tickets which our team was wholly unprepared for, so we had to quickly upscale the support team to overcome the flood of tickets.<br />
	Releasing the update on time itself came with quite a few sacrifices in terms of the content that we still wanted to add, but that has been the case for almost every update. Some of the rough edges have been ironed out in 1.20.3 and 1.20.4 with a few more things on the way, but more on that later.<br />
	<br />
	<strong>Community and TOPS</strong><br />
	Not only did we have an overheating help desk and servers, a growing community also means there are more points of contention and so we've had to adjust game content, processes and rules to ensure all our gathering spots remain friendly and welcoming places. Turns out, TOPS, our official public game server, is the perfect testing grounds to evaluate what tools are needed to provide just that. We have now added the capability for players to join in-game groups without invite (for language channels), prevent uncertainty when joining a full server with a join queue and we are in the works of adding a mod whitelist system so everyone playing there is on the same page. The additional game content of 1.20 also notably increased the hardware load on our game servers so that we had to lower the maximum player count on TOPS from 70 down to 55 and we are now optimizing various areas  of the server code to bring this back to 70 or 75 - to date we are already at 65 max players on TOPS. Furthermore, just very recently we've been hit by quite large DDoS attacks on TOPS and other player-run servers, which we are mitigating through optimization and blocking mechanisms, with a 1.20.5 coming out soon so other server owners can benefit from this mitigation as well.<br />
	<br />
	The Mod Database also required urgent attention as we were lacking moderation tools there and we had to optimize the download bandwidth quickly, as it was bleeding money due to the peculiar cost structure of Amazon Web Services. In fairness, AWS even called me personally on their own initiative to offer their assistance with that. The VS ModDB is now serving<strong> 2.5 Terabytes </strong>of data <em>daily</em>.<br />
	<br />
	On our Discord server we are currently testing a moderator support ticket system in order to simplify and streamline contact requests to moderators, which should come online very soon.
</p>

<p>
	Moderation demands have also only grown and we have not yet kept pace with this increased demand. On that note, <strong>please be kind</strong> to our staff. We might not always get it right, but we try and we do listen to your feedback as much as possible.<br />
	 
</p>

<p>
	<strong>Management overhead</strong><br />
	At the same time, simply growing a company and all its related paperwork to satisfy all rules and regulations could be a full time job on its own. We are glad to have very good support for this from a local partner. Needing to keep an eye on all these aspects of this game project meant I am on a declining trend of availability to do the usual spearheading of game update programming and integration efforts. The demands on my time seem to grow quicker than my ability to delegate <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	That being said, I am optimistic that the right solutions will fall in place sooner or later and that I will be able to more strongly focus again on helping to get our next update built.<br />
	 
</p>

<p>
	<strong>Continuing where we left off</strong><br />
	As mentioned, the Team was left a bit dissatisfied with the current state of the 1.20 update. Consequently we initially planned to do a very very limited update with a much shortened development cycle, but the bar for this kept getting raised so we'll be doing it proper and make it a major release, ahead of our original plans for 1.21. However I will make sure to keep the scope limited to have this update released quicker than our previous ones.<br />
	Here's some of the points that we would like to address for 1.21. Disclaimer: Aspirational goal, some of it may get cut again.
</p>

<ul>
	<li>
		2nd Boss fight improvements
	</li>
	<li>
		Bowtorn AI improvements
	</li>
	<li>
		Re-add Coral Reefs
	</li>
	<li>
		More direct ways to introduce the player to the game story
	</li>
	<li>
		Elk taming system: The elk should not be locked behind the lore content
	</li>
	<li>
		Better sailing system
	</li>
	<li>
		More work on some of the lore locations
	</li>
	<li>
		A rework of some of the existing animals and <strong>new wild life dangers </strong>for the warm climate zones, all very WIP still:<br />
		<img alt="boar.png.6048638914d19d96866b1d751f097698.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23540" data-ratio="86.19" style="width:268px;height:auto;" width="411" src="//media.vintagestory.at/monthly_2025_02/boar.png.6048638914d19d96866b1d751f097698.png" /> <img alt="hippo.png.b4d3368c80d4ab5f2a0c6a276a23df1a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23541" data-ratio="57.50" style="width:400px;height:auto;" width="898" src="//media.vintagestory.at/monthly_2025_02/hippo.png.b4d3368c80d4ab5f2a0c6a276a23df1a.png" /><br />
		<img alt="crocwalk1.gif.2d0096f94b9a4c51a0698cb98d89c9ef.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="23542" data-ratio="50.00" style="width:670px;height:auto;" width="893" src="//media.vintagestory.at/monthly_2025_02/crocwalk1.gif.2d0096f94b9a4c51a0698cb98d89c9ef.gif" /><br />
		 
	</li>
	<li>
		We also got something smol in the works <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"></span><br />
		<img alt="Child_Balanced-Doll-KneelPlay.gif.26e4bc2ed6a49d70a55b8e01fb6bae15.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="23543" data-ratio="88.86" style="width:350px;height:auto;" width="450" src="//media.vintagestory.at/monthly_2025_02/Child_Balanced-Doll-KneelPlay.gif.26e4bc2ed6a49d70a55b8e01fb6bae15.gif" /><br />
		 
	</li>
	<li>
		In parallel to that, we will more heavily focus on performance and RAM optimizations which will get added whenever the optimization is ready and tested. One of which is already in 1.20.4, another one will make it into 1.20.5 and more of them will come in future updates.<br />
		 
	</li>
</ul>

<p>
	<strong>Beyond 1.21</strong><br />
	Version 1.22 would then become what we originally planned for with v1.21 - dejank a number of mechanics and systems, mechanical power upgrades and likely one or 2 new or reworked crafting mechanics.<br />
	Version 1.23 will be the next major lore update where we will make more extensive use of the new dimension mechanics.
</p>

<p>
	 
</p>

<p>
	<strong>In Summary</strong><br />
	Old plan:<br />
	1.21  Large update focusing on dejank and Mechanical power
</p>

<p>
	<br />
	New plan:<br />
	1.21  Small update to finish 1.20 content and fill in a few game content gaps<br />
	1.22  Large update focusing on dejank and Mechanical power<br />
	1.23  Large Lore update<br />
	<br />
	<strong>One more thing</strong><br />
	Wait you thought that's all? We wouldn't be called Anego Studios if we wouldn't be doing a hundred different things at once <img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br />
	We have also hired a fulltime &amp; fullstack game developer that will work on a brand new secret game project completely unrelated to Vintage Story, but also a lot smaller in scope. Work on this project will be fully in parallel to the development of Vintage Story, so there will be no change in pace of updates for VS itself. I do have to say, its quite exciting to see it progressing already, I believe it has lots of potential.
</p>

<p>
	<br />
	That's most of whats happening around Anego Studios that I can think of right now. Next devlog in a month or two + 1.20.5 with fixes soon. Thank you for tuning in and keep being excellent!<br />
	 
</p>
]]></description><guid isPermaLink="false">399</guid><pubDate>Fri, 21 Feb 2025 16:10:00 +0000</pubDate></item><item><title>v1.20.4 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1204-lore-update-the-journey-r398/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	<br />
	This release is identical to 1.20.4-rc.4. We highly recommend to update if you are on 1.20.3.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23304" href="//media.vintagestory.at/monthly_2025_02/2025-02-13_14-02-45.png.b23603c21085d8c188a5ac02684b272e.png" rel=""><img alt="2025-02-13_14-02-45.thumb.png.65a5dc5ffb86ae572b838e6c9c2456c1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23304" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_02/2025-02-13_14-02-45.thumb.png.65a5dc5ffb86ae572b838e6c9c2456c1.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Archbishop, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates (since 1.20.3)</strong>
</p>

<ul>
	<li>
		Feature: For multiplayer servers, added a <strong>connection queue</strong> for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue)
	</li>
	<li>
		Feature: For multiplayer, added a <strong>ModWhiteList </strong>for better control of used mods on game servers (set via serverconfig.json)
	</li>
	<li>
		Tweak: The decorative <strong>chimney block</strong> now covers entire bottom of block, and provides a solid downward face for creating a room
	</li>
	<li>
		Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership)
	</li>
	<li>
		Tweak: Further reduced spawn quantity of new mobs during Temporal Storms
	</li>
	<li>
		Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds)
			</li>
			<li>
				Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data
			</li>
			<li>
				Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens
			</li>
			<li>
				Reduce overkill butterfly spawn attempts
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead
	</li>
	<li>
		Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails
	</li>
	<li>
		Tweak: Allow /wgen pregen command to be run from console
	</li>
	<li>
		Tweak: On World creation when the worldname is empty choose a random one again
	</li>
	<li>
		Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Should permanently fix player phasing into blocks when getting damaged
	</li>
	<li>
		Fixed: Minimap opening at game start when it was supposed to be turned off
	</li>
	<li>
		Fixed: Beehive Kiln instantly firing blocks inside
	</li>
	<li>
		Fixed: Colors in character customization screen now named correctly
	</li>
	<li>
		Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar
	</li>
	<li>
		Fixed: Should fix Elk teleporting into Lava/Boiling water
	</li>
	<li>
		Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough)
	</li>
	<li>
		Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type.
	</li>
	<li>
		Fixed: Rift Ward was blocking rifts even when not activated
	</li>
	<li>
		Fixed: Devastated soil and rock were chiselable
	</li>
	<li>
		Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full
	</li>
	<li>
		Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors
	</li>
	<li>
		Fixed: 2nd Story Chapter boss stuck in mid air
	</li>
	<li>
		Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart
	</li>
	<li>
		Fixed: Maybe fixes players able to break the Jonas lens on the tower
	</li>
	<li>
		Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings.
	</li>
	<li>
		Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error
	</li>
	<li>
		Fixed: Server throwing an exception when the masterserver sends an invalid response
	</li>
	<li>
		Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers
	</li>
	<li>
		Fixed: Can pick up ingot molds while holding a mold
	</li>
	<li>
		Fixed: Overhead chat message no longer displayed
	</li>
	<li>
		Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile)
	</li>
	<li>
		Fixed: Server side exceptions thrown by a bowl of meal in water
	</li>
	<li>
		API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.)
	</li>
	<li>
		API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
	</li>
</ul>
]]></description><guid isPermaLink="false">398</guid><pubDate>Fri, 14 Feb 2025 08:59:00 +0000</pubDate></item><item><title>v1.20.4-rc.1/2/3/4 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1204-rc1234-lore-update-the-journey-r397/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.4-rc.1/2/3 and now -rc.4, all unstable releases, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	As some of you have noticed, our servers were acting up a bit at times over the last couple of weeks. We have now upped the specs on all of them so I am cautiously optimistic that all services should run smooth again ... at least until we get yet another huge influx of new players <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	Rest assured, we are already making preparations to ensure that we can scale quickly if there is a future need.
</p>

<p>
	Taking a break from the server work this weekend, I was able to gather up some of the work the team has been doing in the meanwhile, to bring you another update! Running the Official Public Server has been especially helpful for us in determining what needed additional attention in our multiplayer server hosting software.<br />
	<br />
	Please note, this version 1.20.4-rc.1 is not network compatible with previous versions, i.e. in multiplayer, you won't be able to join a 1.20.3 server if you have updated your game to 1.20.4-rc.1 and the server has not: both server and player would need to be running the same game version.<br />
	<br />
	[Edit:] Also released rc.2. Changelog below.<br />
	[Edit:] Also released rc.3 to fix another issue<br />
	[Edit:] Also released rc.4 to fix sound issues
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23145" href="//media.vintagestory.at/monthly_2025_02/zerschitzler-house.png.f49b4b7155576c5d9f25091b05716194.png" rel=""><img alt="zerschitzler-house.thumb.png.8d76109216027fadd68f86697b6d8acb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23145" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_02/zerschitzler-house.thumb.png.8d76109216027fadd68f86697b6d8acb.png" /></a><br />
	<span style="font-size:12px;">Screenshot by ZerSchitzler, shared on #screenshots on Discord</span><br />
	<br />
	<strong>Game updates (rc.4)</strong>
</p>

<ul>
	<li>
		Fixed: Several mobs missing second ropetiable property, and so weren't actually ropetieable.
	</li>
	<li>
		Fixed: Should fix sounds no longer playing after a while
	</li>
	<li>
		Fixed: Can pick up ingot molds while holding a mold
	</li>
</ul>

<p>
	<strong>Game updates (rc.2 / rc.3)</strong>
</p>

<ul>
	<li>
		Fixed: Sounds no longer playing after some minutes, in worlds with many bloomeries, querns and translocators around
	</li>
	<li>
		Fixed: Overhead chat message no longer displayed
	</li>
	<li>
		Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile)
	</li>
	<li>
		Fixed: Server side exceptions thrown by a bowl of meal in water
	</li>
	<li>
		Fixed: If clients leaving while connecting a new player was not connected to the server from the queue
	</li>
	<li>
		Fixed: Connection queue sometimes not connecting next player from the queue
	</li>
	<li>
		API Fixed: Fixed mod incompatibility with RecipeRegistryBase, caused in 1.20.4-rc.1<br />
		 
	</li>
</ul>

<p>
	<strong>Game updates (rc.1)</strong>
</p>

<ul>
	<li>
		Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in <em>serverconfig.json</em> to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue)
	</li>
	<li>
		Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via <em>serverconfig.json</em>)
	</li>
	<li>
		Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room
	</li>
	<li>
		Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership)
	</li>
	<li>
		Tweak: Further reduced spawn quantity of new mobs during Temporal Storms
	</li>
	<li>
		Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds)
			</li>
			<li>
				Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data
			</li>
			<li>
				Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens
			</li>
			<li>
				Reduce overkill butterfly spawn attempts
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead
	</li>
	<li>
		Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails
	</li>
	<li>
		Tweak: Allow <em>/wgen pregen</em> command to be run from console
	</li>
	<li>
		Tweak: On World creation when the worldname is empty choose a random one again
	</li>
	<li>
		Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Should permanently fix player phasing into blocks when getting damaged
	</li>
	<li>
		Fixed: Minimap opening at game start when it was supposed to be turned off
	</li>
	<li>
		Fixed: Beehive Kiln instantly firing blocks inside
	</li>
	<li>
		Fixed: Colors in character customization screen now named correctly
	</li>
	<li>
		Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar
	</li>
	<li>
		Fixed: Should fix Elk teleporting into Lava/Boiling water
	</li>
	<li>
		Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough)
	</li>
	<li>
		Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type.
	</li>
	<li>
		Fixed: Rift Ward was blocking rifts even when not activated
	</li>
	<li>
		Fixed: Devastated soil and rock were chiselable
	</li>
	<li>
		Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full
	</li>
	<li>
		Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors
	</li>
	<li>
		Fixed: 2nd Story Chapter boss stuck in mid air
	</li>
	<li>
		Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart
	</li>
	<li>
		Fixed: Maybe fixes players able to break the Jonas lens on the tower
	</li>
	<li>
		Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings.
	</li>
	<li>
		Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error
	</li>
	<li>
		Fixed: Server throwing an exception when the masterserver sends an invalid response
	</li>
	<li>
		Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers
	</li>
	<li>
		API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences <u>new</u> "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.)
	</li>
	<li>
		API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">397</guid><pubDate>Sat, 08 Feb 2025 19:47:00 +0000</pubDate></item></channel></rss>
