<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/page/3/?d=2</link><description>News: News</description><language>en</language><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><item><title>v1.20.2/3 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v12023-lore-update-the-journey-r396/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.2/3, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit:] Also released v1.20.3 to fix a timeout issue when setting up Vintagehosting for the first time
</p>

<p>
	This update should fix some of the more egregious bugs y'all have encountered. Fantastic reception of the 1.20 update so far - we are glad you're all having a good time!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22537" href="//media.vintagestory.at/monthly_2025_01/2025-01-22_22-44-06.png.f8bca0a5f1d0132e9b659574c252e395.png" rel=""><img alt="2025-01-22_22-44-06.thumb.png.f4166d43361737fba81d988f6f73f7a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22537" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_01/2025-01-22_22-44-06.thumb.png.f4166d43361737fba81d988f6f73f7a1.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Fishy, shared on Discord #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Sailboats are now 20% faster than the Raft. Stopgap solution until there are more comprehensive sailing mechanics
	</li>
	<li>
		Fixed: Might fix 2nd story chapter boss getting stuck mid-air
	</li>
	<li>
		Fixed: Fruitpress sometimes stops squeezing juice
	</li>
	<li>
		Fixed: Should fix tamed Elk attacking player on fall damage and similar
	</li>
	<li>
		Fixed: Exception thrown in beehives and skeps
	</li>
	<li>
		Fixed: Exception thrown when chiseling a block for the first time
	</li>
	<li>
		Fixed: Exception thrown in handbook distilling and juicing
	</li>
	<li>
		Fixed: Dead shiver hitbox was too small
	</li>
	<li>
		Fixed: /wgen regen no longer working on some flat worlds
	</li>
	<li>
		Fixed: Basket trap error log spam
	</li>
	<li>
		Fixed: Various small fixes to story locations
	</li>
	<li>
		Fixed: Propick results no longer automatically appearing
	</li>
	<li>
		Fixed: Fruitpress log spam if mash got rotten
	</li>
	<li>
		Fixed: Should fix ServerMain.HandlePlayerIdentification NRE on high player count servers like TOPS
	</li>
	<li>
		Fixed: EntityBehaviorControlledPhysics.FindSteppableCollisionBox() error log spam
	</li>
	<li>
		Fixed: Tamed creature dupe bug
	</li>
	<li>
		API Tweak: Schematic remapping will try to get the version info from the remap name, like "game:v1.20.0-rc.5" and only apply when the remapping version is greater than the schematics version. If it fails to get a version from the remap name it will apply the remapping.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">396</guid><pubDate>Sat, 25 Jan 2025 11:26:00 +0000</pubDate></item><item><title>v1.20.1 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1201-lore-update-the-journey-r395/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.1, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	A small update with some new music and important fixes.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22226" href="//media.vintagestory.at/monthly_2025_01/image.png.bd23f8cdec1401ad2a8310ff9ae25699.png" rel=""><img alt="image.thumb.png.d9198ca43160ed6708cb7d3b1bd07216.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22226" data-ratio="53.80" width="1000" src="//media.vintagestory.at/monthly_2025_01/image.thumb.png.d9198ca43160ed6708cb7d3b1bd07216.png" /></a><br />
	Screenshot by Deus Chirno, shared in #screenshots on Discord
</p>

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

<ul>
	<li>
		Feature: 2 new sound tracks by Hayden. One plays during early fall, another one is a new tuning cylinder
	</li>
	<li>
		Fixed: Able to take out hot ingots from mold by breaking the mold
	</li>
	<li>
		Fixed: Updated trader buying/selling lists. Fixes trader selling invalid tapestry
	</li>
	<li>
		Fixed: Spirit giving too much satiety
	</li>
	<li>
		Fixed: Should better fix some chunks only generating pure stone
	</li>
	<li>
		Fixed: Client crash in the SoundEngine due to Reverb
	</li>
	<li>
		Fixed: Elk Medallions not working as intended
	</li>
	<li>
		Fixed: Temporary mitigation against a bug that can crash the server due to invalid player position
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">395</guid><pubDate>Sat, 18 Jan 2025 16:06:00 +0000</pubDate></item><item><title>v1.20.0 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1200-lore-update-the-journey-r391/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Well here we go, this stupendously large update is finally "complete enough". At this point we feel confident that everybody can and should update to 1.20. As mentioned in the pre.1 and rc.1 blog post, the primary goal of this update was to advance the game story, which we have achieved successfully. For me personally, it was awesome to see how the entire VS Team came together to push onward the idea of what is Vintage Story. It was not without its fair share of mistakes, misdirection and disagreement, mind you. Yet, we managed to push through and build something that we find truly worthwhile. The experience we went through as a team makes it all the more evident that - as with any other form of mastery - game development is a continuous learning process.
</p>

<p>
	As for you, dear players, I can only repeat myself - thank you so much for being here! Your contributions are immensely helpful for us, whether it be a purchase, a bug report, testing 1.20, creating a mod, critical feedback or simply just a comment on our discord server. We deeply appreciate your participation in our very wholesome community.
</p>

<p>
	<strong>Can I start playing 1.20 now?</strong><br />
	Yes, we recommend everyone updating to 1.20 at this point. Old v1.19 worlds should also, automatically, retroactively generate the new story locations, and if there are player structures in the way, you will see a dialog appear with instructions on how to manually generate them.<br />
	Please keep in mind, 1.20.0 stable does not mean the game is now fully devoid of issues. When we mark a release as stable it means we feel confident that it is stable enough for 99% of players. There will likely still be a couple more 1.20 stable releases in future as we come across new issues.
</p>

<p>
	<strong>Can I explore the new lore content now?</strong><br />
	Yes! To get you started with the lore content - <strong>revisit the Resonator</strong> at the Library, listen to it, then revisit the same Treasure Hunter trader who originally gave you the map to the Resonance Archives. Defeating the Eidolon will now also drop a special item to help you in your journey, but it is optional! You can look forward to visiting 4 unique new story locations!<br />
	<br />
	We hope you will be as dazzled as we were when we first saw everything come together! We are excited to hear, watch and read about your experience with the new lore content - we've put a lot of soul into all of it. For now, it is required to visit the Resonance Archives in order to unlock the ability to claim and ride an elk.
</p>

<p>
	<strong>Still unfinished</strong><br />
	There are a number of aspects that we would like to polish further, likely as part of a minor update for 1.20 still:<br />
	Small tweaks and additions to the lore locations. The sailboat needs more work, to feel 'just right'. The coral reefs we teased in pre.1 have been disabled as we are not yet satisfied with them. An elk-taming system that does not require getting into the lore content. Various other small additions.
</p>

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

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20 - The Journey" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/C5v8NaRVIyk?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Screenshots</strong><br />
	<br />
	Mount system: Rideable Elk and Sailboat
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	Added Elk Ownership system. Outfit your elk with a medallion to be able to call it and see it on the map<br />
	<img alt="calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20916" data-ratio="100.00" style="width:400px;height:auto;" width="460" src="//media.vintagestory.at/monthly_2024_11/calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" />
</p>

<p>
	<br />
	Added 21 types of elk blankets and 15 types of Medallions to customize the looks of your Elk<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20917" href="//media.vintagestory.at/monthly_2024_11/blankets.png.1d87fc21255462bdf5d9447d28e23019.png" rel=""><img alt="blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20917" data-ratio="14.30" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22086" href="//media.vintagestory.at/monthly_2025_01/image.png.981f7a949d6ca7013aabcec087f62a7f.png" rel=""><img alt="image.thumb.png.428be7397758b4e02436e7fb3d5306e1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22086" data-ratio="16.60" width="1000" src="//media.vintagestory.at/monthly_2025_01/image.thumb.png.428be7397758b4e02436e7fb3d5306e1.png" /></a><br />
	<br />
	Sailboat construction system<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" />
</p>

<p>
	Equippable sailboats to travel the seas (wip)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22089" href="//media.vintagestory.at/monthly_2025_01/sailboat.png.bf9593de930ce4b377dd6794804d274a.png" rel=""><img alt="sailboat.thumb.png.708cff7314d7dad49874be048cec4499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22089" data-ratio="72.30" width="1000" src="//media.vintagestory.at/monthly_2025_01/sailboat.thumb.png.708cff7314d7dad49874be048cec4499.png" /></a><br />
	<br />
	Upgraded Raft: now has stowage for the oar and can carry a basket<br />
	<img alt="raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20051" data-ratio="75.20" width="496" src="//media.vintagestory.at/monthly_2024_09/raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" /><br />
	<br />
	Ocean Content: Visual upgrade - murky shader and opaque oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Ocean and Lake Content: Many more underwater plants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20003" href="//media.vintagestory.at/monthly_2024_09/uplants.png.bb8932fd1ff9548f5dcdb73c29372c37.png" rel=""><img alt="uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20003" data-ratio="42.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" /></a>
</p>

<p>
	<br />
	Added dynamic color grading and Crops now get frosted<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20918" href="//media.vintagestory.at/monthly_2024_11/dyngrading2.gif.8afb3453316dfc3274ef60490f5a6a02.gif" rel=""><img alt="dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20918" data-ratio="49.50" style="width:500px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20919" href="//media.vintagestory.at/monthly_2024_11/frostcrop.gif.d0cfd7bf65aec5fc31f3fc922d7917d4.gif" rel=""><img alt="frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20919" data-ratio="55.80" style="width:450px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" /></a><br />
	<br />
	Reworked wolf model and animations<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" />
</p>

<p>
	Bricks overhaul. 130+ new variants of brick blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a><br />
	The beehive kiln: A new system of baking bricks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19995" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.png.2ff4795ca6f40051dc40f1f19aafe1fc.png" rel=""><img alt="2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19995" data-ratio="115.03" width="652" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" /></a><br />
	<br />
	Added Wattle&amp;Daub blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22073" href="//media.vintagestory.at/monthly_2025_01/daub.png.41ff5dc2477baa0192d5916979e8820b.png" rel=""><img alt="daub.thumb.png.ea02949f148e738734bb2306088d2eb2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22073" data-ratio="28.30" width="1000" src="//media.vintagestory.at/monthly_2025_01/daub.thumb.png.ea02949f148e738734bb2306088d2eb2.png" /></a><br />
	<br />
	Added bamboo fence and fence gates<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22074" href="//media.vintagestory.at/monthly_2025_01/bamboofence.png.70b9ffcb4f26202d73033531bddbf1c4.png" rel=""><img alt="bamboofence.thumb.png.7055ef4bc394edcefd294eb1d569a1ac.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22074" data-ratio="25.00" width="1000" src="//media.vintagestory.at/monthly_2025_01/bamboofence.thumb.png.7055ef4bc394edcefd294eb1d569a1ac.png" /></a><br />
	<br />
	Trapdoors are now wood-typed, come in 2 variants each and animated like the door.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20050" href="//media.vintagestory.at/monthly_2024_09/trapdoors.png.e922c58c6fc1773758df3d847a4f86d8.png" rel=""><img alt="trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20050" data-ratio="66.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" /></a><br />
	<br />
	Chair &amp; Table model redesign<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2024_12/2024-11-27_23-16-01.jpg.31d82363777a8e6923ceab560c0b5f2b.jpg" rel="external nofollow"><img alt="2024-11-27_23-16-01.thumb.jpg.0383fbf2e716642555a8acab2da8a00d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="21431" data-ratio="44.33" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_12/2024-11-27_23-16-01.thumb.jpg.0383fbf2e716642555a8acab2da8a00d.jpg" /></a><span> </span><br />
	<br />
	Added insect life
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.<br />
	<img alt="sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20062" data-ratio="54.58" style="width:254px;height:auto;" width="472" src="//media.vintagestory.at/monthly_2024_09/sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" /><img alt="sturdybag.png.c006970caa414542d56958bc3034f378.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20063" data-ratio="56.08" style="width:246px;height:auto;" width="455" src="//media.vintagestory.at/monthly_2024_09/sturdybag.png.c006970caa414542d56958bc3034f378.png" /><br />
	<img alt="sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20064" data-ratio="54.55" style="width:500px;height:auto;" width="864" src="//media.vintagestory.at/monthly_2024_09/sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" />
</p>

<p>
	Two new types of bombs<br />
	<img alt="scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20006" data-ratio="42.52" style="width:400px;height:auto;" width="651" src="//media.vintagestory.at/monthly_2024_09/scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" /> <img alt="stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20005" data-ratio="52.57" style="width:322px;height:auto;" width="653" src="//media.vintagestory.at/monthly_2024_09/stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" />
</p>

<p>
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	<br />
	The 100+ world configs are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21430" href="//media.vintagestory.at/monthly_2024_12/Screenshot2024-12-19233254.png.84ed94bcb94c8db09d5fcf103a9928be.png" rel=""><img alt="Screenshot2024-12-19233254.thumb.png.7b2d4958071577d7b51ea1687a3d56f2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21430" data-ratio="88.76" width="845" src="//media.vintagestory.at/monthly_2024_12/Screenshot2024-12-19233254.thumb.png.7b2d4958071577d7b51ea1687a3d56f2.png" /></a><br />
	<br />
	Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20004" href="//media.vintagestory.at/monthly_2024_09/boom.png.edf06d45b5b8db7acc255ede4c6b1df8.png" rel=""><img alt="boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20004" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" /></a>
</p>

<p>
	<br />
	The most common hot items are now held correctly with the tongs<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/tongs.png.eda0ff168f5410cd6b8c61e55cc9c7dd.png" rel="external nofollow"><img alt="tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19996" data-ratio="150.50" style="width:300px;height:auto;" width="498" src="//media.vintagestory.at/monthly_2024_09/tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" /></a><br />
	<br />
	Hot ground stored items are now also incandescent and shading of held ones is improved.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19997" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.png.d63feb12f1bd97f068055a680f59369f.png" rel=""><img alt="2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19997" data-ratio="16.10" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" /></a>
</p>

<p>
	Lava and Boiling water now kills nearby grass<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20052" href="//media.vintagestory.at/monthly_2024_09/singe.png.1d339bf27190cf514f6325db969eb3cc.png" rel=""><img alt="singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20052" data-ratio="43.60" style="width:800px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_09/singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" /></a><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" style="width:300px;height:auto;" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	More beams for creative mode players - shingled roof, ropes of various thicknesses and chains<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/beams.png.006e0d1ee930e94fab5f5c5df6a92ea4.png" rel="external nofollow"><img alt="beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20053" data-ratio="84.13" style="width:700px;height:auto;" width="891" src="//media.vintagestory.at/monthly_2024_09/beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" /></a>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates since v1.19</strong>
</p>

<ul>
	<li>
		Feature: <strong>4 new major story location, each uniquely different</strong>. Begin your journey at the Treasure Hunter trader!
	</li>
	<li>
		Feature: <strong>Animal Riding system</strong>.
		<ul>
			<li>
				First Mount: The Elk
			</li>
			<li>
				Uses a brand new interaction system that allows one to target individual parts of a creature
			</li>
			<li>
				For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe
			</li>
			<li>
				Can be kitted out with additional storage options and be used like a tool rack for various items
			</li>
			<li>
				If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours.
			</li>
			<li>
				Can ride without holding down a button, using a bridle built for long distance travel
			</li>
			<li>
				<strong>Ownership system</strong>. Attach a medallion to the elk to claim ownership. Can only own one elk at a time. Ownership allows you to see your elk on the map, see its current health and you can call the elk to you using the bone flute.
			</li>
			<li>
				Added interaction help for elk and sailboat
			</li>
			<li>
				Added <strong>15 types of blankets </strong>for the Elk
			</li>
			<li>
				Added <strong>16 types of medallions</strong> for the Elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>The sailboat</strong>
		<ul>
			<li>
				A much larger watercraft compared to the Raft currently in the game
			</li>
			<li>
				Uses brand new physics for the correct simulation of non-square creatures and entities
			</li>
			<li>
				Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water
			</li>
			<li>
				The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat
			</li>
			<li>
				Is not carryable, it must be built step-by-step near water
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Upgraded Raft</strong> They now have stowage space for the oars and one basket
	</li>
	<li>
		Feature: <strong>The bricks and brick firing overhaul</strong>
		<ul>
			<li>
				<strong>Added behive kiln</strong>: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives
			</li>
			<li>
				Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits, inside bauxite areas or crafted from blue clay and flint.
			</li>
			<li>
				Added a huge amount of variety of bricks with different sizes, patterns and colors
			</li>
			<li>
				Added 'uneven' style bricks (running, header, and soldier patterns only)
			</li>
			<li>
				Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln
			</li>
			<li>
				Jugs can now be fired into multiple colors in the beehive kiln, more variety coming to other ceramics soon
			</li>
		</ul>
	</li>
	<li>
		<strong>Experimental Feature: Ropes/Leashes, Attempt #2</strong>
		<ul>
			<li>
				This is a second attempt at getting it gameplay ready, it might get removed again!
			</li>
			<li>
				Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole.
			</li>
			<li>
				A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first
			</li>
			<li>
				Can now lengthen/shorten rope with tool modes when holding rope in hand.
			</li>
			<li>
				Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles.
			</li>
			<li>
				Rope now visually attaches to animal necks and player hands.
			</li>
			<li>
				Fixed multiple issues related to rope
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>2 New Hostile Mobs</strong><span>:</span> The Shiver and the Bowtorn, each with multiple variants
	</li>
	<li>
		Feature:<strong> Insects!</strong> Tiny noisy particles that make the world feel more alive
		<ul>
			<li>
				Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months.
			</li>
			<li>
				Added very noisy cicadas to warmer areas
			</li>
			<li>
				Added swarms of mating gnats above wet area lakes
			</li>
			<li>
				Added uncommon coquis to jungle-type areas
			</li>
			<li>
				Added Water strider on water sources
			</li>
			<li>
				Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Tabbed customize world screen. </strong>Makes it alot easier to navigate through the myriad of world configs the game offers nowadays.
	</li>
	<li>
		Feature: <strong>Added solar eclipses</strong>. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two.
	</li>
	<li>
		Feature: Tool and ingot <strong>molds will now shatter</strong> when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour.
	</li>
	<li>
		Feature:<strong> Greatly improved Water visuals</strong>
		<ul>
			<li>
				Feature: New render pass to visualize <strong>water murkiness</strong>. Water surface visual tuning
			</li>
			<li>
				Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans
			</li>
			<li>
				Fixed fog visible inside lakes
			</li>
			<li>
				Fixed: Some water block pixels highly visible through thick fog
			</li>
			<li>
				Should finally, finally also fix ugly noise pattern on water edge foam
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added more water plants: </strong>Added giant water lilies and a whole lot of new underwater plants
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (not survival craftable)
		<ul>
			<li>
				Feature: Added 2x3 gate
			</li>
			<li>
				Feature: Added quad logs
			</li>
			<li>
				Feature: Added plaster washes, white and yellow variants
			</li>
			<li>
				Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'.
			</li>
			<li>
				Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP)
			</li>
			<li>
				Added 'scratched white paint' decor overlay block (creative mode only)
			</li>
			<li>
				Tweak: Added Ruined torchholder model
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (survival craftable/acquirable)
		<ul>
			<li>
				Added several new lore related tapestries
			</li>
			<li>
				Added new storage vessels. Purchasable at various NPCs
			</li>
			<li>
				Added <strong>Wattle &amp; Daub</strong>, crafted using fence + daub
			</li>
			<li>
				Added quad-logs (with and without bark), and corners with extended ends. Extended ends can be covered with another quad-log and chiseled, for longer custom extension
			</li>
			<li>
				Tweak: Added four sets of ruins-only brick
			</li>
			<li>
				Feature: Added bamboo fences and gates. Added bamboo piles
			</li>
			<li>
				Feature: Added wooden roofing blocks
			</li>
			<li>
				Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much
			</li>
			<li>
				Tweak: Added electrum lantern. Electrum can now be used in lantern lining
			</li>
			<li>
				Tweak: Added continuous smooth roof plane beams
			</li>
			<li>
				Tweak: Added 'ridge beams' for roofs.  Meant to be used in peaks and valleys, and to cover 'loose ends'
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>master sound slider </strong>to affect the volume of all ingame sounds
	</li>
	<li>
		Feature: Added <strong>two special sound effects</strong>
		<ul>
			<li>
				Sound dampening effect when underwater
			</li>
			<li>
				Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Dynamic color grading</strong>. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
	</li>
	<li>
		Feature: <strong>Shield mechanic improvements</strong>
		<ul>
			<li>
				More oomphy shield blocking sounds. Added light &amp; heavy metal shield hit + heavy wood shield hit
			</li>
			<li>
				Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
			</li>
			<li>
				Some high flying projectiles were not correctly blocked by shields
			</li>
			<li>
				Shield block animation now only plays when successfully blocked
			</li>
		</ul>
	</li>
	<li>
		Feature: The new <strong>clay brick chimney</strong>s now emit smoke if there is a burning firepit or pit kiln below
	</li>
	<li>
		Feature: Added one new really very large, very rare surface ruin and several house ruins
	</li>
	<li>
		Feature: Left click a crock or pot in inventory with one empty bowl to fill it from the crock. Allows meal transfer without block placement.
	</li>
	<li>
		Feature: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Tweak: Improve overall CPU side performance anywhere from 5% to 30% <span style="font-size:12px;">(Technical info: Simply by enabling Dynamic PGO)</span>
			</li>
			<li>
				Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% <span style="font-size:12px;">(Technical info: More CPU cache friendly algorithms for determinining which entities to send to which players, and which of those entities should actively tick. On highly populated servers this can become a bottleneck, e.g. 60 players with 8000 loaded entities = 48000 checks)</span>
			</li>
			<li>
				Fixed: Very large Video-RAM leak when traveling more than 5000 blocks <span style="font-size:12px;">(reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)</span>
			</li>
			<li>
				Fixed: A number of small memory leaks on world leave
			</li>
			<li>
				Tweak: Reduced startup time on certain savegames <span style="font-size:12px;">(Technical info: Greatly improve performance of the block registering/remapping system for savegames with a very high max block id count. E.g. from 6 seconds to 2 seconds. Achieved by greatly reducing the amount of calls to Array.Resize on a very large array)</span>
			</li>
			<li>
				Fixed: Runaway block and item mapping list growth in very old savegames in rare cases, causing 2 to 10 fold loading times and increased RAM usage
			</li>
			<li>
				Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
			</li>
			<li>
				Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks <span style="font-size:12px;">(Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)</span>
			</li>
			<li>
				Tweak: Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed
			</li>
			<li>
				Tweak: Improved chunk-redrawing (tesselation) time for chiselled blocks, may help to reduce block lag and improve map loading in some heavily-chiselled areas of the world, for example the Library within the Resonance Archives
			</li>
			<li>
				 
			</li>
			<li>
				Fixed: Lag spikes caused by ChunkMapLayer when teleporting
			</li>
			<li>
				Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
			</li>
			<li>
				Fixed: Memory leak in the dialogue system
			</li>
			<li>
				Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
			</li>
			<li>
				Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
			</li>
			<li>
				Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
			</li>
			<li>
				Tweak: Raw fish satiety reduced from 220 to 100
			</li>
			<li>
				Tweak: Path blocks are now reinforcable with the block reinforcement system
			</li>
			<li>
				Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
			</li>
			<li>
				Fixed: Thrown spear when player standing back to a wall was hitting this wall
			</li>
			<li>
				Fixed: Range distance character trait did not affect spears
			</li>
			<li>
				Fixed: Should fix spears damaging creatures multiple times on impact
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creature AI improvements</strong>
		<ul>
			<li>
				Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.
			</li>
			<li>
				Fixed hostile mob target circling behavior working again
			</li>
			<li>
				Attacking hyena pups and moose infants now alarms nearby adults
			</li>
			<li>
				Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly
			</li>
			<li>
				Fixed: Fix 3 major bugs in the A* pathfinding system
				<ul>
					<li>
						Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself
					</li>
					<li>
						Entity considered itself stuck when it wasn't and canceled its current action as a result
					</li>
					<li>
						Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. )
					</li>
				</ul>
			</li>
			<li>
				Fixed: Hopefully a number of cases of animals not running away upon getting hit
			</li>
			<li>
				Fixed: A* Bug - Entities running in circles on halfslabs
			</li>
			<li>
				Fixed: Creatures not getting out of water when they should
			</li>
			<li>
				The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further <strong>visual fine tuning</strong>
		<ul>
			<li>
				Feature: All Seraph clothing is now in 3D
			</li>
			<li>
				Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding.
			</li>
			<li>
				Feature: Added <strong>rust decor </strong>to locust nests
			</li>
			<li>
				Feature: Wrenches now have different models depending on metal type
			</li>
			<li>
				Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural.
			</li>
			<li>
				Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay.
			</li>
			<li>
				Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes)
			</li>
			<li>
				Tweak: Made snow particles more affected by wind
			</li>
			<li>
				Fixed: Temporal storm glitch effect on blocks went missing in 1.19
			</li>
			<li>
				Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom
			</li>
			<li>
				Fixed: Broken transparency on glass case bookshelf models
			</li>
			<li>
				Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does
			</li>
			<li>
				Fixed: Jitter when doing left click scything and then holding right mouse button.
			</li>
			<li>
				Fixed: Seraph sliding issues while on a wobbly raft
			</li>
			<li>
				Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down
			</li>
			<li>
				Fixed: Fireflies and lightning flash particles not properly glowing
			</li>
			<li>
				Tweak: Fp Animation for pouring liquid metal improved.
			</li>
			<li>
				Tweak: Adjusted tool mold held transforms
			</li>
			<li>
				Tweak: Held anvil and anvil parts now shown as held in both hands.
			</li>
			<li>
				Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark
			</li>
			<li>
				Tweak: First person hands, lag slightly behind when changing view direction, looks more natural
			</li>
			<li>
				Tweak: Remove shinyness effect from iron and lead metal blocks
			</li>
			<li>
				Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage
			</li>
			<li>
				Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming
			</li>
			<li>
				Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?!
			</li>
			<li>
				Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block
			</li>
			<li>
				Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded
			</li>
			<li>
				Fixed: Mitigate super squeezed textures on support beams at the end of the beam
			</li>
			<li>
				Fixed: Chest labels wind waving in some cases
			</li>
			<li>
				Fixed: Misaligned texture on the underside of firewood
			</li>
			<li>
				Fixed: Charcoal piles and snow layer texture appeared to remove material from the bottom layer of the pile, not the top of the pile, when material was removed
			</li>
			<li>
				Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
			</li>
			<li>
				Tweak: Additional visual effect while drunk (vary ambient bloom level)
			</li>
			<li>
				Tweak: Topsoil grass coverage texture is now randomly rotated
			</li>
			<li>
				Tweak: Crops now have a frost overlay
			</li>
			<li>
				Tweak: Improve SSAO quality, particularly the high quality setting
			</li>
			<li>
				Tweak: Can now set LodBiasFar in the graphics settings
			</li>
			<li>
				Tweak: Don't wildly wiggle around offhand torch while knapping
			</li>
			<li>
				Tweak: Water striders now tightly follow the water line
			</li>
			<li>
				Tweak: Disable sideways swivel for swimming land dwellers
			</li>
			<li>
				Tweak: Fine tuned fire particles
			</li>
			<li>
				Tweak: Reduced strong red ambiance during Nights
			</li>
			<li>
				Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
			</li>
			<li>
				Fixed: Mediterranean cypress in large planter had wrong foliage tinting
			</li>
			<li>
				Fixed: Night vision mask visually conflicting with hoods
			</li>
			<li>
				Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
			</li>
			<li>
				Fixed: Animation jerkiness on the Resonator block
			</li>
			<li>
				Fixed: Animated blocks still animated while paused
			</li>
			<li>
				Fixed: Creatures sideways-swiveled too quickly when turning
			</li>
			<li>
				Fixed: Some animation jerkiness with traders
			</li>
			<li>
				Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
			</li>
			<li>
				Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
			</li>
			<li>
				Fixed: Very jerky fp arm movements on very low fps
			</li>
			<li>
				Fixed: Offcentered down arrow on dropdown GUI elements
			</li>
			<li>
				Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
			</li>
			<li>
				Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
			</li>
			<li>
				Fixed: Firestarter did not play animation when using on pitkiln
			</li>
			<li>
				Fixed: Other drunken player made your own player character wobbly
			</li>
			<li>
				Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Indoor rain sound</strong> improvements
		<ul>
			<li>
				Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position)
			</li>
			<li>
				Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cave ins are now <strong>less predictable</strong>, as they can collapse more blocks and create additional cave ins nearby
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag
			</li>
			<li>
				Tweak: Standard mining bag buff from 10 slots to 12 slots
			</li>
			<li>
				Tweak: Farmland buff - now dries out after 96 hours, instead of 48
			</li>
			<li>
				Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30%
			</li>
			<li>
				Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively
			</li>
			<li>
				Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz
			</li>
			<li>
				Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player
			</li>
			<li>
				Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value.
			</li>
			<li>
				Tweak: Buying price and demand for aged crates by traders reduced
			</li>
			<li>
				Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though.
			</li>
			<li>
				Tweak: Fruit press now requires a metal rod, rather than metal ingot
			</li>
			<li>
				Tweak: Hyena drops reduced
			</li>
			<li>
				Tweak: Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust.
			</li>
			<li>
				Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year.
			</li>
			<li>
				Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work.
			</li>
			<li>
				Tweak: Edible bamboo shoots now spoil faster
			</li>
			<li>
				Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1
			</li>
			<li>
				Tweak: Don't spawn cassava crop in deserts (minrain 0.2 =&gt; 0.28)
			</li>
			<li>
				Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits
			</li>
			<li>
				Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire
			</li>
			<li>
				Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety
			</li>
			<li>
				Tweak: Quern recipe now also require a hammer and chisel
			</li>
			<li>
				Tweak: Bucket crafting recipe now also accepts rope, in addition to twine.
			</li>
			<li>
				Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava
			</li>
			<li>
				Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving
			</li>
			<li>
				Tweak: Add flint deposits to limestone.  Add extra-large but rare flint deposits in limestone and chalk
			</li>
			<li>
				Tweak: Cementation Furnace process can now also break refractory brick grating
			</li>
			<li>
				Tweaks: Reduce knock-back y-motion when the attack is mostly vertical
			</li>
			<li>
				Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway)
			</li>
			<li>
				Tweak: Bow aiming accuracy rework
				<ul>
					<li>
						The Ranged accuracy stat should now have a significantly more noticeable impact
					</li>
					<li>
						The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle.
					</li>
				</ul>
			</li>
			<li>
				Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products'
			</li>
			<li>
				Tweak: Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations
			</li>
			<li>
				Tweak: Adjusted surface ruin generation for balancing reasons, and to better support large ruins
			</li>
			<li>
				Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit
			</li>
			<li>
				Fixed: Clay oven not providing heat to the player
			</li>
			<li>
				Fixed: Tropical wild vines could not be used to make rope.
			</li>
			<li>
				Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New optional survival challenges</strong>
		<ul>
			<li>
				In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket.
			</li>
			<li>
				In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creative mode changes</strong>
		<ul>
			<li>
				Feature: Can now use wrench to offset clutter model
			</li>
			<li>
				Feature: Worldedit overhaul
				<ul>
					<li>
						When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details)
					</li>
					<li>
						Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD)
					</li>
					<li>
						Feature: option for import tool to not update the position on right-click (UPP)
					</li>
					<li>
						Feature: start and end position markers within the selection
					</li>
					<li>
						Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock)
					</li>
					<li>
						Feature: Hotkey for CTRL + Z for undo (can be changed in controls)
					</li>
					<li>
						Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls)
					</li>
					<li>
						Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments
					</li>
					<li>
						Tweak: Moved the step size setting to the main control (top left)
					</li>
					<li>
						Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool
					</li>
					<li>
						Fixed: Magic wand on pressing left mouse button it would destroy blocks
					</li>
					<li>
						Fixed: Preview selection and place issues with the chisel brush tool
					</li>
					<li>
						Fixed: Mirror with beams
					</li>
					<li>
						Fixed: Slanted roofs not rotating properly
					</li>
					<li>
						Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them
					</li>
				</ul>
			</li>
			<li>
				Tweak: Added selectable collider block for chiseling with
			</li>
		</ul>
	</li>
	<li>
		Tweak: Inventory management tuning
		<ul>
			<li>
				Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound)
			</li>
			<li>
				Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory
			</li>
			<li>
				Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway
			</li>
			<li>
				Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Handbook &amp; Tutorial improvements</strong>
		<ul>
			<li>
				Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click
			</li>
			<li>
				Fixed no intuitive way to complete the last tutorial step.
			</li>
			<li>
				Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings
			</li>
			<li>
				Slightly less bad command handbook text formatting, added scale font tag, e.g. &lt;font scale="80%"&gt;  
			</li>
			<li>
				Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
			</li>
			<li>
				Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
			</li>
			<li>
				Handbook did not mention that hot molds will shatter when wet
			</li>
			<li>
				Crash on handbook entry for parchment when hovering over the label-create recipe
			</li>
			<li>
				Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable)
			</li>
			<li>
				Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR)
			</li>
			<li>
				UI alignment of [hotkey] included in handbook texts etc
			</li>
			<li>
				Further charcoal pile improvements, updated charcoal burning handbook entry
			</li>
			<li>
				Add distillation properties to handbook (by jacopouggeri)
			</li>
			<li>
				In the handbook, consumable liquids now show "When drunk ..." text instead of "When eaten..."
			</li>
			<li>
				Handbook: Marble-topped tables added text to make clear the requirement for steel saw
			</li>
			<li>
				Grouped several blocks and items in handbook to de-clutter 'ingredient for' sections
			</li>
			<li>
				First Steps Tutorial will now only close when a lit torch is placed
			</li>
			<li>
				Fixed: Tutorial page in Handbook non-responsive Start Tutorial button
			</li>
			<li>
				Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR
			</li>
			<li>
				Fixed: Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time
			</li>
			<li>
				Fixed: Spirits not listed in the Survival Handbook
			</li>
			<li>
				Fixed: Incorrect Handbook information and labeling of liquid recipe output
			</li>
			<li>
				Fixed: Handbook reported the wrong portion size for CooksInto recipes
			</li>
			<li>
				Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown
			</li>
			<li>
				Fixed: Rare crash in First Steps Tutorial if fire pit glitched. [Github #4829]
			</li>
		</ul>
	</li>
	<li>
		Tweak: Gameserver changes
		<ul>
			<li>
				Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist.
			</li>
			<li>
				Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB
			</li>
			<li>
				Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers)
			</li>
			<li>
				Tweak: Server advertising on the public servers list is no longer enabled by default
			</li>
			<li>
				Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs
			</li>
			<li>
				Tweak: Added server Audit log for PVP damage
			</li>
			<li>
				Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m²
			</li>
			<li>
				Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire
			</li>
			<li>
				Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chat Commands changes
		<ul>
			<li>
				Tweak: Improve command help output for ban command
			</li>
			<li>
				Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions
			</li>
			<li>
				Tweak: Add .debug wireframe landclaim utility as admin
			</li>
			<li>
				Tweak: Add rudimentary command exporter for the wiki .chb expcmds
			</li>
			<li>
				Fixed: Command /we replace-material did not work for beams on chiseled blocks
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance tweaks
		<ul>
			<li>
				Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps-&gt;42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader)
			</li>
			<li>
				Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range)
			</li>
			<li>
				Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth
			</li>
		</ul>
	</li>
	<li>
		Tweak: Improved translation support
		<ul>
			<li>
				Fixed: Localization: Plaques in the Resonance Archives, and similar signs in ruins or story locations, are now visible in Asian, Arabic and Cyrillic alphabets. [Github #4748]
			</li>
			<li>
				Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
			</li>
			<li>
				Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
			</li>
			<li>
				Fixed: New game version text in the main menu was cut off for some translations
			</li>
			<li>
				Fixed: Added many missing translation entries
			</li>
		</ul>
	</li>
	<li>
		Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip)
	</li>
	<li>
		Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location
	</li>
	<li>
		Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode
	</li>
	<li>
		Tweak: Less squishy entity pushing. Made rafts and boats pushable
	</li>
	<li>
		Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved.
	</li>
	<li>
		Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now
	</li>
	<li>
		Tweak: Increase chance of inlog beehive spawning
	</li>
	<li>
		Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log
	</li>
	<li>
		Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot.
	</li>
	<li>
		Tweak: Rename rope item to 'coiled rope'. 
	</li>
	<li>
		Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head
	</li>
	<li>
		Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head.
	</li>
	<li>
		Tweak: Male and female wolf size now vary by +/5%
	</li>
	<li>
		Tweak: Described how lightning rods works in the block description, as it was undocumented.
	</li>
	<li>
		Tweak: Dont raise shield while interacting with something, i.e. right mouse button down
	</li>
	<li>
		Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months.  So male deer will now have some stage of antlers from about 8.5 to 9 months of the year.
	</li>
	<li>
		Tweak: Revert explosion sounds to old style
	</li>
	<li>
		Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load
	</li>
	<li>
		Tweak: Vine sections can now be grid-swapped into end sections, and vice versa.
	</li>
	<li>
		Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course
	</li>
	<li>
		Tweak: Multiplayer server management improvements
		<ul>
			<li>
				Feature: Added "/group joinpolicy [inviteonly|everyone]" allows ability for everyone to freely join a group. Added "/group join [groupname|groupid]" to join a public group
			</li>
			<li>
				Feature: Can now set config /worldconfigcreate double allowClassChangeAfterMonths 6 to automatically allow players a class change every 6 real life months. Can also allow a shorter wait time before first class change via /worldconfigcreate double firstClassChangeOffsetMonths -5
			</li>
			<li>
				Tweak: /kick command now also accepts a player selector
			</li>
			<li>
				Tweak: /group command should now deliver localized messages to the player
			</li>
			<li>
				Tweak: Improve Audit logging for take/put of contents from many blocks by a player
			</li>
			<li>
				Tweak: Cleaner UI for Server Disconnected Screen
			</li>
			<li>
				Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
			</li>
			<li>
				Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
			</li>
			<li>
				Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
			</li>
			<li>
				Tweak: Localized language handling between client and server improved, if a language does not exist on the server side it now properly falls back to the default one
			</li>
			<li>
				Tweak: Schematics importing is now more robust against broken block codes
			</li>
			<li>
				Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
			</li>
			<li>
				Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
			</li>
			<li>
				Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
			</li>
		</ul>
	</li>
	<li>
		Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
	</li>
	<li>
		Tweak: Various chat commands adjustments
		<ul>
			<li>
				Added user warning on "/time speed" commands
			</li>
			<li>
				Can now supply itemstack attributes to /giveitem and /giveblock
			</li>
			<li>
				Added new /we importl &lt;filename&gt; command to import large schematics, this command will not be revert-abel but is a lot faster for very large schematics, further if you select the import tool and choose Replace Mode: Replace all no air it will make the import even faster (ideally there are no block in the area you want to import it into)
			</li>
			<li>
				Added ".cam loadold" to be able to load pre 1.20 paths
			</li>
			<li>
				Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
			</li>
			<li>
				Add "/worldedit microblock setname" to set a name for multiple microblocks
			</li>
			<li>
				Add alias /sc for /serverconfig
			</li>
			<li>
				Add /entity set-angle yaw &lt;degrees&gt; command
			</li>
			<li>
				Add /we gcc command to export CustomLandClaims json for storystructures.json
			</li>
			<li>
				Corrected saving of /serverconfig whitelistmode &lt;on/off/default&gt; changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
	</li>
	<li>
		Tweak: Add more waypoint suggestions
	</li>
	<li>
		Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
	</li>
	<li>
		Tweak: Don't message box the player on thread crash on exit, just log a warning.
	</li>
	<li>
		Tweak: Ingot Molds are now placed in the facing direction
	</li>
	<li>
		Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
	</li>
	<li>
		Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
	</li>
	<li>
		Tweak: Lowered ground storable hitbox for jugs and pots
	</li>
	<li>
		Tweak: Update Trader Buying/Selling lists
	</li>
	<li>
		Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
	</li>
	<li>
		Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
	</li>
	<li>
		Tweak: Spiderweb is now combustible
	</li>
	<li>
		Tweak: Falling blocks system improvments
		<ul>
			<li>
				Fixed blocks floating up to the surface
			</li>
			<li>
				Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
			</li>
			<li>
				Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
			</li>
			<li>
				Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
			</li>
			<li>
				Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
			</li>
			<li>
				Fixed: 2 layers of rock above mantle being fully unstable
			</li>
			<li>
				Fixed: exception on massive cave-ins
			</li>
			<li>
				Fixed: falling blocks getting stuck in flowing water
			</li>
			<li>
				Added random falling direction to spread out landslides
			</li>
		</ul>
	</li>
	<li>
		Tweak: Linux run.sh now also works when used from a symbolic link
	</li>
	<li>
		Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
	</li>
	<li>
		Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
	</li>
	<li>
		Tweak: NPCs now reveal their name when asked about it.
		<ul>
			<li>
				Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
			</li>
		</ul>
	</li>
	<li>
		Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
	</li>
	<li>
		Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
	</li>
	<li>
		Tweak: Disable render meta blocks mode when entering survival mode
	</li>
	<li>
		Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
	</li>
	<li>
		Tweak: Prevent errors caused by unclean installs. Game now tests for a clean install - if files from an older game version are still in place, it will now error and exit
	</li>
	<li>
		Tweak: Added long distance elk call sound also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations
	</li>
	<li>
		Tweak: Treasure Hunter trader will only give you another map to the story location if you don't have the first one
	</li>
	<li>
		Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench
	</li>
	<li>
		Tweak: Charcoal Pit and Charcoal Pile fixes: Firepit can now also be placed non-centered and still fire an entire 11x11x11 pit, now should register solid metal doors as airtight, will ignite combustible pit walls and the charcoal pile collapses when dug instead of left floating (pizza2004 PR)
	</li>
	<li>
		Tweak: Max world height for survival worlds is now capped to 512, as anything beyond that creates ugly terrain and also breaks the lore locations
	</li>
	<li>
		Tweak: World configuration setting "Player lives" is now found on the Player spawn &amp; death tab
	</li>
	<li>
		Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel
	</li>
	<li>
		Tweak: Added tooltip warning players to preheat the clay oven
	</li>
	<li>
		Tweak: A few tweaks and fixes to the Settings menus:
		<ul>
			<li>
				In the Controls tab, add a Search box (thanks Dana)
			</li>
			<li>
				In the Graphics tab, tool-tip for Sepia, add the explanation that it is disabled (automatic) if Dynamic Color Grading is on
			</li>
			<li>
				In the Graphics tab, fixed the incorrect tooltip for Contrast
			</li>
			<li>
				In the Graphics tab, the View Distance slider now has consistent tooltips before and after interaction. Same fix in the main menu Customise World screen for the World Height slider. [Github #4526]
			</li>
			<li>
				In the Sounds tab, the boss music track volume is now affected by the Music slider instead of by the Ambient Sounds slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: The command "/we chisel setchiseleditable false" is now "/we microblock editable false"
	</li>
	<li>
		Tweak: The Windows installer is now configured to not run the game after install, with the /verysilent command line argument
	</li>
	<li>
		Tweak: Almost all seed necklaces now craftable instead of sold by herbalist.
	</li>
	<li>
		Tweak: Slightly increase size of Edit Sign dialog to accommodate other languages (e.g. French) better
	</li>
	<li>
		Tweak: Improved chat logs with chat group id and unformatted message
	</li>
	<li>
		Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
	</li>
	<li>
		Tweak: Support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
	</li>
	<li>
		Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
	</li>
	<li>
		Tweak: Add audit logging for sailboat actions (embark, disembark, place/remove chest, open chest)
	</li>
	<li>
		Tweak: Minimap Position can now be changed using Ctrl+F6 (default key, configurable in Settings menu)
	</li>
	<li>
		Tweak: Add /entity locateg command to find locations with large amounts of entities
	</li>
	<li>
		Tweak: Omok pieces can now be melted in a crucible
	</li>
	<li>
		Tweak: Metal plaques can now be scrapped using a chisel
	</li>
	<li>
		Tweak: Add new chat window option in Interface "Auto open Chat only on current group" This option will open the chat only when a new message is received in the currently selected chat group. If this option is disabled, any new message will open and focus on the respective channel, regardless of the selected group.
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Tweak: Setting a block on fire is now logged to the audit log
	</li>
	<li>
		Tweak: Added more clutter treasure models
	</li>
	<li>
		Tweak: Prevent ruins from spawning at the bottom of the sea
	</li>
	<li>
		Removed: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle &amp; daub)
	</li>
	<li>
		Fixed: Scythe can still destroy grass in trim mode
	</li>
	<li>
		Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
	</li>
	<li>
		Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
	</li>
	<li>
		Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
	</li>
	<li>
		Fixed: Might fix issue #4327 - Everything has a blue-ish tint
	</li>
	<li>
		Fixed: Rare crash related to chiseled block breaking
	</li>
	<li>
		Fixed: Not being able to attach sign to trunks
	</li>
	<li>
		Fixed: Single reported client crash related to Frustum spheres
	</li>
	<li>
		Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
	</li>
	<li>
		Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
	</li>
	<li>
		Fixed: Can remove not removable decor by replacing it with other decor
	</li>
	<li>
		Fixed: Projectile damaging same entity multiple times on hit.
	</li>
	<li>
		Fixed: Plants inside flower pots and planters windwaving inside of rooms
	</li>
	<li>
		Fixed: Missing interaction help for fuel for clay oven
	</li>
	<li>
		Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
	</li>
	<li>
		Fixed: Prevent Translocator breaking with hacked client
	</li>
	<li>
		Fixed: The last rope in a map region not properly getting deleted
	</li>
	<li>
		Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
	</li>
	<li>
		Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
	</li>
	<li>
		Fixed: Salted hides could not be soaked in borax
	</li>
	<li>
		Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
	</li>
	<li>
		Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
	</li>
	<li>
		Fixed: Rare exception thrown by the rock strata generator
	</li>
	<li>
		Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Able to pick up thrown drifter stone after reload
	</li>
	<li>
		Fixed: Helmets now hide hoods, scale armor helmets did not align well with eyes, plus various other clipping and texture issues with clothing and armor.
	</li>
	<li>
		Fixed: Bow release sound sometimes not playing
	</li>
	<li>
		Fixed: Pumpkin carving did not work on servers if the server was last started before october
	</li>
	<li>
		Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
	</li>
	<li>
		Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
	</li>
	<li>
		Fixed: Sound error logged rarely related to wind sounds
	</li>
	<li>
		Fixed: Glider open/closed state desync in multiplayer
	</li>
	<li>
		Fixed: Several issues with non-player entities mounting beds
	</li>
	<li>
		Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
	</li>
	<li>
		Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl &lt;filename&gt; command)
	</li>
	<li>
		Fixed: Issues with support beams
		<ul>
			<li>
				Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
			</li>
			<li>
				Water was not able to flow into support beam blocks
			</li>
			<li>
				Support beams placed in water would delete the water
			</li>
		</ul>
	</li>
	<li>
		Fixed: Removed incorrect interaction help on burned out torches
	</li>
	<li>
		Fixed: Meta blocks and crop prop blocks not in creative everything tab
	</li>
	<li>
		Fixed: Terminus teleport not working in laggy server conditions
	</li>
	<li>
		Fixed: Foggy weather no longer working
	</li>
	<li>
		Fixed: Various crashes when disabling survival mod and starting a super flat world
	</li>
	<li>
		Fixed: Adding labels to any wood crates turned them into aged labeled crates
	</li>
	<li>
		Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
	</li>
	<li>
		Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
	</li>
	<li>
		Fixed: Switching ifp mode on/off left some lingering animations that derped things
	</li>
	<li>
		Fixed: Able to reinforce blocks claimed by another player
	</li>
	<li>
		Fixed: Schematics would rotate the yaw of Entities twice
	</li>
	<li>
		Fixed: Filtering items in creative inventory right after loading crashes the game
	</li>
	<li>
		Fixed: Game crashes when reopening creative inventory with right side tabs active
	</li>
</ul>

<ul>
	<li>
		Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message
	</li>
	<li>
		Fixed: Discovery a new story always uncovered 2 chapters at once
	</li>
	<li>
		Fixed: Multiple text formatting bugs when reading lore from the lore item directly
	</li>
	<li>
		Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play
	</li>
	<li>
		Fixed: Raft ambient sound broken when there's multiple rafts/boats around
	</li>
	<li>
		Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit
	</li>
	<li>
		Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway
	</li>
	<li>
		Fixed: Held item dropping incorrect shadow on itself in fp mode
	</li>
	<li>
		Fixed: Entities where not rotated correctly with schematics
	</li>
	<li>
		Fixed: Reed handbasket would sink in water
	</li>
	<li>
		Fixed: Player turning around in overhead mode when entering chat
	</li>
	<li>
		Fixed: Player could cause "Only available in creative mode." spam for last logged in player
	</li>
	<li>
		Fixed: Rare crash in weather system
	</li>
	<li>
		Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized)
	</li>
	<li>
		Fixed: Worldedit control "Override default values" did not reset rain override
	</li>
	<li>
		Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map
	</li>
	<li>
		Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled)
	</li>
	<li>
		Fixed: Clipping textarea in the chisel block Rename Dialog
	</li>
	<li>
		Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price
	</li>
	<li>
		Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
	<li>
		Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
	<li>
		Fixed: Rare crash relating to music fade-out when leaving Resonance Archives or other lore structures  [Github #4603 #4662]
	</li>
	<li>
		Fixed: Should generally fix all empty/void/missing chunk columns due to entity loading exceptions
	</li>
	<li>
		Fixed: One specific entity loading exception for certain types of FallingBlock during chunk loading  [Github #4649]
	</li>
	<li>
		Fixed: Two rare shutdown crashes after pressing Cancel during game loading
	</li>
	<li>
		Fixed: Issue in WorldEdit where copying and previewing a large area, then switching to a small area, could leave behind "ghost" images around the older preview
	</li>
	<li>
		Fixed: Watering can not removing cave-art properly  [Github #4604]
	</li>
	<li>
		Fixed: Crash with watering can having negative percent for some reason
	</li>
	<li>
		Fixed: The Clockmaker's hacked locusts broken in numerous ways
	</li>
	<li>
		Fixed: Locusts not rendering their lamps inside and consequently unable to tell if a locust has been hacked or not
	</li>
	<li>
		Fixed: Ladder not collapsing when breaking the bottom-most piece
	</li>
	<li>
		Fixed: /wgen regen command run from the center of the Devastation Area now regenerates both dimensions
	</li>
	<li>
		Fixed: "x-pineapple slice" jam now named just "x-pineapple" jam  (pizza2004 PR)
	</li>
	<li>
		Fixed: Berry bush fixes. Missing prune interaction help on berry bushes, pruned berry bushes resetting after harvest, growth timer not reset when a raccoon steals berries (pizza2004 PR)
	</li>
	<li>
		Fixed: Bears didn't attack Goats
	</li>
	<li>
		Fixed: Marble and kimberlite cobblestone did not have grid recipes
	</li>
	<li>
		Fixed: Slight texture error on malefactor cloak shoulder
	</li>
	<li>
		Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions
	</li>
	<li>
		Fixed: Worldgen structures would not get remapped automatically producing unknown blocks in some cases
	</li>
	<li>
		Fixed: Attempt to fix rare client crash on chunk unloading after death and respawn
	</li>
	<li>
		Fixed: Rare crash when continuing to fire bow rapidly after running out of arrows
	</li>
	<li>
		Fixed: Issues in correctly displaying days and hours to expiry for hosted servers
	</li>
	<li>
		Fixed: Topsoil blocks were not necessarily drawn correctly with many mods loaded (which created multiple texture atlasses)
	</li>
	<li>
		Fixed: Client crash with many mods loaded (Technical info: multi-texture atlas support for runtime insertions requiring new atlasses, a potential issue for players using many mods. [Github #4693])
	</li>
	<li>
		Fixed: In Creative mode, Large wooden gear (rim) and Pulverizer frame (top section) giving an invisible block when Pick Block used
	</li>
	<li>
		Fixed: Metal doors and trapdoors still had the wood combustible properties, making them burn when obviously they shouldn't
	</li>
	<li>
		Fixed: Flowing water now properly accounts for barriers facing inward and outward in all instances
	</li>
	<li>
		Fixed: Resonance Archives armor stands sometimes did not have the proper armor on them
	</li>
	<li>
		Fixed: A long-standing minor exploit where players could have 100% health on joining a game, if when they last left the game nutrition gave higher than 15hp of max heath and they were already over 15hp but less than full health. [Github #2250]
	</li>
	<li>
		Fixed: Bugs with liquids during meal ingredient matching
	</li>
	<li>
		Fixed: Issue after using a barrel to take liquid from another container, and placing the barrel. [Github #4734]
	</li>
	<li>
		Fixed: Possible liquid duplication when filling a stack of multiple bowls from another item in inventory. [Github #4708]
	</li>
	<li>
		Fixed: Hunter's green shirt was using wrong wear location (moved from upperbodyover to upperbody)
	</li>
	<li>
		Fixed: Multiple issues with the Fruitpress - note: it now requires Ctrl + right-click to activate it!
	</li>
	<li>
		Fixed: Crimson maple leaves properly registered for tree-felling purposes, should allow more precise felling of individual trees if they are close together
	</li>
	<li>
		Fixed: Doors and Trapdoors solid sides detection and miscellaneous other Door/Trapdoor bugs (pizza2004)
		<ul>
			<li>
				Trapdoors would not place against the bottom of blocks like they used to
			</li>
			<li>
				Fixes neighboring block updates so they are sent to all blocks next to every block in the door whenever the doors are placed, broken, opened, or closed
			</li>
			<li>
				Doors will also no longer attempt to rotate themselves to match other doors or link up with doors that are rotated the wrong way
			</li>
			<li>
				Some doors turning into other doors upon placing a double door
			</li>
			<li>
				Doors should now correctly block water in all cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chiseled blocks with Blocklayer blocks could lose them when imported/copied in WorldEdit
	</li>
	<li>
		Fixed: Chiseled block could have no held item name when hovering over it in inventory
	</li>
	<li>
		Fixed: Kelp top pieces at water surface accumulating snow
	</li>
	<li>
		Fixed: Worldmap mods such as AutoMapMarkers unable to load on Linux [Detail: an SVG icon was inconsistently named with uppercase letter]
	</li>
	<li>
		Fixed: Rarely, in the event of a forced game shutdown immediately following updating the game version, the world could appear corrupted with wrong block mappings. These affected the plants and terrain and everything else seen in the game. [Detail: remappings - both kinds, both internal automatic ID remapping and explicit code remappings from config - would not necessarily be recorded in the savegame on a forced server shutdown or certain exceptions. Manifested as (rarely) apparently wacky worldgen, and/or the game asking to remap blocks unnecessarily on next game start]
	</li>
	<li>
		Fixed: Skylight sometimes instantly flipped to a different color right at midnight
	</li>
	<li>
		Fixed: Unable to place 4x on ground storage when creating a new pile
	</li>
	<li>
		Fixed: Crock not loosing seal in some cases
	</li>
	<li>
		Fixed: Saltwater could still be placed with water transport setting off
	</li>
	<li>
		Fixed: Pudu deer gave as much meat as regular deer
	</li>
	<li>
		Fixed: Rare long-standing unpredictable client crash when unloading chunk. [Github #4692 #4789]
	</li>
	<li>
		Fixed: Ripe berry bushes would pause or reset the transition timer in cold weather
	</li>
	<li>
		Fixed: Male moose spawned without any companion animals
	</li>
	<li>
		Fixed: Rounding inconsistencies in crucible output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Hares did not display multiply behavior in the block info hud
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Berry bushes would pause or reset the time left until berries fall off the bush in cold weather
	</li>
	<li>
		Fixed: If player position is somehow completely invalid (NaN) on joining game, reset player to world spawn. [Github #4778]
	</li>
	<li>
		Fixed: Minimap (F6) key had to be hit twice to open minimap if off on game start
	</li>
	<li>
		Fixed: Crash upon game client shutdown from connecting screen. [Github #4812]
	</li>
	<li>
		Fixed: Rare crash in GuiDialog [detail: believed to be due to mouse-clicking at the exact moment when certain dialogs on-screen are changing] [Github #4804]
	</li>
	<li>
		Fixed: Rare server error when a client has null language code. [Github #4805]
	</li>
	<li>
		Fixed: Cooking recipes that output liquid did not describe it in litres
	</li>
	<li>
		Fixed: When the automatic adding of story structures to old savegames failed, it would place the wrong schematic. If that happened to you, you can now just regenerate that area
	</li>
	<li>
		Fixed: Double Fence gates would not preserve their proper rotation in Worldedit or ruins when rotated
	</li>
	<li>
		Fixed: Incorrect temperature for bee hibernation (was supposed to be &lt;5°, was actually &lt;0°)
	</li>
	<li>
		Fixed: Loose surface flint not crushed by falling blocks, unlike other surface stones
	</li>
	<li>
		Fixed: On server crash/kill/connection loss prevent the client from crashing
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Should fix falling block duplication glitch. Fixes to client crashes related to falling blocks and laggy servers
	</li>
	<li>
		Fixed: Don't crash on invalid clutter blocks
	</li>
	<li>
		Fixed: Don't crash on invalid itemstack
	</li>
</ul>

<p>
	<br />
	<strong>API / Modding Changes</strong>
</p>

<ul>
	<li>
		Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
	</li>
	<li>
		Feature: Spherical fog system. More info on this feature in another update
	</li>
	<li>
		Feature: Improved <strong>dimensions</strong> support in the game engine and API. More info on all this in a future post
	</li>
	<li>
		Feature: <strong>Allow json file inheritance for blocks, items and entities </strong>using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
	</li>
	<li>
		Feature: <strong>Max animated elements cap is now 230</strong> but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements
	</li>
	<li>
		Feature: <strong>Modmaker Improvements</strong>
		<ul>
			<li>
				Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.).
			</li>
			<li>
				Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
			</li>
			<li>
				Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner
			</li>
			<li>
				Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders
			</li>
			<li>
				Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish.
			</li>
		</ul>
	</li>
	<li>
		Feature: New <strong>entity type property: "behaviorConfigs"</strong>. Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice.
	</li>
	<li>
		Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json
	</li>
	<li>
		Feature: Can now define IgnoreElements for block/item/entity shapes
	</li>
	<li>
		Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json
	</li>
	<li>
		Feature: Can now use step-parented shape overlays for entities. Example: Male elk
	</li>
	<li>
		Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
	</li>
	<li>
		Feature: Added new tool types in EnumTool
	</li>
	<li>
		Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds
	</li>
	<li>
		Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions
	</li>
	<li>
		Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
	</li>
	<li>
		Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Clean up BEIngotMold and BEToolMold code
	</li>
	<li>
		Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
	</li>
	<li>
		Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
	</li>
	<li>
		Refactor: Unified Seraph and Trader head sizes and accessories
	</li>
	<li>
		Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
	</li>
	<li>
		Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
	</li>
	<li>
		Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
	</li>
	<li>
		Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
	</li>
	<li>
		Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
	</li>
	<li>
		Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
	</li>
	<li>
		Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms.
	</li>
	<li>
		Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
	</li>
	<li>
		Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
	</li>
	<li>
		Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
	</li>
	<li>
		Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found)
	</li>
	<li>
		Tweak: New particle property LightEmission
	</li>
	<li>
		Tweak: Add "withDrops" property to BehaviorTransformBreak
	</li>
	<li>
		Tweak: Can now use shape overlays for clothing
	</li>
	<li>
		Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
	</li>
	<li>
		Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
	</li>
	<li>
		Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping
	</li>
	<li>
		Tweak: Made IShaderProgram.AssetDomain available to mods
	</li>
	<li>
		Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
	</li>
	<li>
		Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
	</li>
	<li>
		Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
	</li>
	<li>
		Tweak: Mainhand and offhand items can now apply any character stats via statModifier
	</li>
	<li>
		Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
	</li>
	<li>
		Tweak: Made henbox more moddable
	</li>
	<li>
		Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
	</li>
	<li>
		Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
	</li>
	<li>
		Tweak: Made IMPPowered interface public
	</li>
	<li>
		Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
	</li>
	<li>
		Tweak: Added CollectibleObject.SetDurability()
	</li>
	<li>
		Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
	</li>
	<li>
		Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
	</li>
	<li>
		Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
	</li>
	<li>
		Tweak: Added command ".debug sound list" to print all active sounds
	</li>
	<li>
		Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding.
	</li>
	<li>
		Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer.
	</li>
	<li>
		Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
	</li>
	<li>
		Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
	</li>
	<li>
		Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities.
	</li>
	<li>
		Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
	</li>
	<li>
		Fixed: Lod0Shape not applying alt textures
	</li>
	<li>
		Fixed: Should fix exception thrown in some cases when creating a large explosion
	</li>
	<li>
		Fixed: shape.SubclassForStepParenting() did not subclass element names
	</li>
	<li>
		Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
	</li>
	<li>
		Fixed: Event AfterActiveSlotChanged simply crashing when triggered
	</li>
	<li>
		Fixed: Chat sub commands could not use a different privilege then the base command
	</li>
	<li>
		Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
	</li>
	<li>
		Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
	</li>
	<li>
		Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode
	</li>
	<li>
		Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
	</li>
	<li>
		Feature: The Pathfinding system can now differentiate between types of creature and alter pathfinding behavior accordingly. Set via property aiCreatureType on the BehaviorTaskAI Config. See also enum file EnumAICreatureType
	</li>
	<li>
		Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
	</li>
	<li>
		Refactor: Make all internal fields and methods public in GameMain and ClientMain
	</li>
	<li>
		Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
	</li>
	<li>
		Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
	</li>
	<li>
		Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
	</li>
	<li>
		Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
	</li>
	<li>
		Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
	</li>
	<li>
		Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
	</li>
	<li>
		Tweak: Added CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: DiscDepositGenerator.absAvgQuantity is now public
	</li>
	<li>
		Tweak: Improve performance of SearchBlocks() by 2%
	</li>
	<li>
		Tweak: Do not play the default idle animation on any creature if some other "BlendMode=Average" animation runs. To modders that add entities with animations: You will want to set your standard walk and run animations to BlendMode: "Average"
	</li>
	<li>
		Tweak: Allow custom names for clutter depending on used texture
	</li>
	<li>
		Tweak: Added string&lt;-&gt;AsseLocation conversion thing from Darkhekromant
	</li>
	<li>
		Tweak: /debug expclang now alphabetically sorted
	</li>
	<li>
		Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
	</li>
	<li>
		Tweak: Added EntityPlayer.HeadBobbingAmplitude property
	</li>
	<li>
		Tweak: Shape objects are now json serializable
	</li>
	<li>
		Tweak: Add ability to define multiple cooking recipe in one recipe json file
	</li>
	<li>
		Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
	</li>
	<li>
		Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
	</li>
	<li>
		Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
	</li>
	<li>
		Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
	</li>
	<li>
		Tweak: Can now configure humanoidTraversalCost via json, example implementation in blocktypes/wood/table.json. Added high traversal cost for several blocks such as chairs and tables.
	</li>
	<li>
		Tweak: Added logging of exceptions thrown on instantiating registry objects
	</li>
	<li>
		Tweak: Add ability to runtime toggle aitasks and activity system. Disable via<br />
		/worldconfigcreate bool runAiTasks false<br />
		/worldconfigcreate bool runAiActivities false
	</li>
	<li>
		Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
	</li>
	<li>
		Tweak: Don't crash game if there is a syntax error in a dialogue file
	</li>
	<li>
		Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
	</li>
	<li>
		Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
	</li>
	<li>
		Tweak: Readded Journal.DidDiscoverLore() method for a modder
	</li>
	<li>
		Tweak: Added damage type and damage tier to projectile for future use
	</li>
	<li>
		Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
	</li>
	<li>
		Tweak: structures.json now allows to set a MaxBelowSealevel. So sealevel - MaxBelowSealevel is the max height the schematic is allowed to spawn. MaxBelowSealevel defaults to 20 if not specified
	</li>
	<li>
		Tweak: Mark multiply tree as dirty after modifying totalDaysCooldownUntil
	</li>
	<li>
		Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		Tweak: Moved IContainedMeshSource to getCollectibleInterface to support modded behaviors
	</li>
	<li>
		Tweak: structures.json minGroupDistance was limited to 46_340 now it can up to 3_037_000_498 blocks
	</li>
	<li>
		Tweak: Add "MinSpawnDistance" support for structures/ruins. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		Tweak: Tapestry can now be set to preserve as pristine on placing down schematics. User /giveblock tapestry-north{type:"forlorn1",preserve:true} 1
	</li>
	<li>
		Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles
	</li>
	<li>
		Tweak: Add color blend mode OverlayCutout (dana PR)
	</li>
	<li>
		Tweak: Allow for more detailed Jam naming (pizza2004 PR)
	</li>
	<li>
		Tweak: Allow for modded buckets  (dana PR)
	</li>
	<li>
		Tweak: Don't hardcode barrel shapes  (dana PR)
	</li>
	<li>
		Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file
	</li>
	<li>
		Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		Tweak: Allow BlockBehaviorHarvestable to have multiple drops
	</li>
	<li>
		Tweak: Make barrels more moddable
	</li>
	<li>
		Tweak: Cooking system - allow modded meal names
	</li>
	<li>
		Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly
	</li>
	<li>
		Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods
	</li>
	<li>
		Tweak: When modifying multiply tree also mark it as dirty.
	</li>
	<li>
		Tweak: expose waypoint data
	</li>
	<li>
		Tweak: entity.ServerPos and entity.Pos is now the same field, as we no longer need seperate positions on client and server removed in rc.8
	</li>
	<li>
		ModMaker Tweaks
		<ul>
			<li>
				Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
			</li>
			<li>
				Removes hardcoding for not allowing dev or other versions.
			</li>
			<li>
				Bug fixing for removing non-existent folders
			</li>
		</ul>
	</li>
	<li>
		Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
	</li>
	<li>
		Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
	</li>
	<li>
		Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
	</li>
	<li>
		Fixed: Memory leak and heavy lag in some cases when using .tfedit
	</li>
	<li>
		Fixed: Entity variable of scope "entity" not working properly
	</li>
	<li>
		Fixed: Deleted almost all json duplicate keys in all assets
	</li>
	<li>
		Fixed: Block lighting bugs with lit schematics or lava
	</li>
	<li>
		Fixed: Raccoons harvesting berry bushes would only trigger the first harvestedStack.
	</li>
	<li>
		Fixed: Texture to index mapping now depends on file name
	</li>
	<li>
		Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable
	</li>
	<li>
		Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ
	</li>
	<li>
		Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.20-rc.9 also listed above
</p>

<ul>
	<li>
		Feature: Added additional Elk Medallions to customize your elk. Some can be crafted, some can be found in ruins, and some can be bought from traders.
	</li>
	<li>
		Feature: Left click a crock OR pot in inventory with one empty bowl to fill it from the crock
	</li>
	<li>
		Feature: More house ruins on the surface for variety
	</li>
	<li>
		Tweak: Changed firstClassChangeOffsetMonths to allowOneFreeClassChange use "/worldconfigcreate bool allowOneFreeClassChange true" to enable it, it now also works without setting allowClassChangeAfterMonths. The setting allowOneFreeClassChange grants first joining players and existing ones one free class change with this update.
	</li>
	<li>
		Tweak: Improved chat logs with chat group id and unformatted message
	</li>
	<li>
		Tweak: Slower midnight sky ambient transition
	</li>
	<li>
		Tweak: On player login log the name with the position alongside
	</li>
	<li>
		Tweak: Ashen, light brown, and tan daub now require blue or fire clay, they do not accept red clay
	</li>
	<li>
		Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
	</li>
	<li>
		Tweak: Made lore location travel distance configurable in the world config screen
	</li>
	<li>
		Tweak: support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
	</li>
	<li>
		Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
	</li>
	<li>
		Fixed: Treasure Hunter uses wrong string for name dialogue
	</li>
	<li>
		Fixed: Rain ambiance wouldn't play on glass
	</li>
	<li>
		Fixed: More crashes related to ropes and also fixed more duplication bugs
	</li>
	<li>
		Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
	</li>
	<li>
		Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
	</li>
	<li>
		Fixed: Might fix boss getting stuck midair in some cases when far away from player
	</li>
	<li>
		Fixed: Exception thrown by the rock strata generator
	</li>
	<li>
		Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		API Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">391</guid><pubDate>Fri, 17 Jan 2025 17:44:00 +0000</pubDate></item><item><title>v1.20-rc.9 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc9-lore-update-the-journey-r394/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.9, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Possibly actually the last release candidate before we go stable. \o/<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_01/windmill.png.eed2ac2755b78604d0f4b1b98c852981.png" rel="external nofollow"><img alt="windmill.thumb.png.a1a16683532acf51d54dc22e3e8f5b3a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21961" data-ratio="101.00" style="width:600px;height:auto;" width="742" src="//media.vintagestory.at/monthly_2025_01/windmill.thumb.png.a1a16683532acf51d54dc22e3e8f5b3a.png" /></a><br />
	<span style="font-size:12px;">Windmill by Chuchi Gucci, shared in #screenshot on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Feature: Left click a crock in inventory with one empty bowl to fill it from the crock. Allows meal transfer without block placement.
	</li>
	<li>
		Feature: Added more wearable items and treasures.
	</li>
	<li>
		Feature: Added crafting recipes for a couple new necklaces
	</li>
	<li>
		Feature: Prepared new treasures for story event locations, not yet fully placed though
	</li>
	<li>
		Feature: Wrenches now have different models depending on metal type
	</li>
	<li>
		Feature: The new tapestries are now acquirable in survival mode
	</li>
	<li>
		Tweak: Slower midnight sky ambient transition
	</li>
	<li>
		Tweak: Server performance: entities: do afterPhysicsTick only once per server tick
	</li>
	<li>
		Tweak: Protect structures around the story locations
	</li>
	<li>
		Tweak: Add /entity locateg command to find locations with large amounts of entities
	</li>
	<li>
		Tweak: Omok pieces can now be melted in a crucible
	</li>
	<li>
		Tweak: Metal plaques can now be scrapped using a chisel
	</li>
	<li>
		Tweak: Add new chat window option in Interface "Auto open Chat only on current group" This option will open the chat only when a new message is received in the currently selected chat group. If this option is disabled, any new message will open and focus on the respective channel, regardless of the selected group.
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Tweak: Readded Ambient bloom graphics setting
	</li>
	<li>
		Tweak: Update trader buying/selling lists
	</li>
	<li>
		Tweak: Setting a block on fire is now logged to the audit log
	</li>
	<li>
		Tweak: Added more clutter treasure models
	</li>
	<li>
		Tweak: Prevent ruins from spawning at the bottom of the sea
	</li>
	<li>
		Tweak: Grouped several blocks and items in handbook to de-clutter 'ingredient for' sections
	</li>
	<li>
		Fixed: When the automatic adding of story structures to old savegames failed, it would place the wrong schematic. If that happened to you, you can now just regenerate that area
	</li>
	<li>
		Fixed: Several villager clothing items had conflicting texture names that caused graphical issues
	</li>
	<li>
		Fixed: Shield UV was off by 1 pixel on two edges, causing certain ornate patterns to have gaps on those edges
	</li>
	<li>
		Fixed: Double Fence gates would not preserve their proper rotation in Worldedit or ruins when rotated
	</li>
	<li>
		Fixed: Damaged gratings and damaged fire brick blocks were dropping more bricks than were required to make them
	</li>
	<li>
		Fixed: Trapdoors did not rotate properly using worldedit or in ruins
	</li>
	<li>
		Fixed: Incorrect temperature for bee hibernation (was supposed to be &lt;5°, was actually &lt;0°)
	</li>
	<li>
		Fixed: Containers in dimensions did not link properly to the internal inventory
	</li>
	<li>
		Fixed: Devastation blocks outside claimed area could be broken
	</li>
	<li>
		Fixed: Loose surface flint not crushed by falling blocks, unlike other surface stones
	</li>
	<li>
		Fixed: On server crash/kill/connection loss prevent the client from crashing
	</li>
	<li>
		Fixed: Player group management commands /group where not working
	</li>
	<li>
		Fixed: Crash with ropes and ropes were not properly updated for other players
	</li>
	<li>
		Fixed: Rain ambiance wouldn't play on glass
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Multiple missing localization strings, various typos in the translation entries
	</li>
	<li>
		Fixed: firstClassChangeOffsetMonths to apply for players not working as intended on TOPS
	</li>
	<li>
		Fixed: Multiple issues and tweaks to the lore locations and related features
	</li>
	<li>
		Fixed: Should fix falling block duplication bug. Fixes to client crashes related to falling blocks and laggy servers
	</li>
	<li>
		Fixed: Multiple rope item duplication glitches
	</li>
	<li>
		Fixed: Shiver was not playing its attack animations
	</li>
	<li>
		Fixed: Don't crash on invalid clutter blocks
	</li>
	<li>
		Fixed: Don't crash on invalid itemstack
	</li>
	<li>
		Fixed: Might fix a crash related to elk calling
	</li>
	<li>
		Fixed: Minor tweak with gallop sound, by @Purx
	</li>
	<li>
		Fixed: When starting an oven, fireplace etc. check for access rights
	</li>
	<li>
		Fixed: Underlayer clothes clipping through aprons in front
	</li>
	<li>
		Fixed: Wrong entity codes for moose in various contexts
	</li>
	<li>
		Fixed: Able to prune berry bushes without shears
	</li>
	<li>
		API Tweak: structures.json now allows to set a MaxBelowSealevel. So sealevel - MaxBelowSealevel is the max height the schematic is allowed to spawn. MaxBelowSealevel defaults to 20 if not specified
	</li>
	<li>
		API Tweak: Mark multiply tree as dirty after modifying totalDaysCooldownUntil
	</li>
	<li>
		API Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		API Tweak: Moved IContainedMeshSource to getCollectibleInterface to support modded behaviors
	</li>
	<li>
		API Tweak: structures.json minGroupDistance was limited to 46_340 now it can up to 3_037_000_498 blocks
	</li>
	<li>
		API Tweak: Add "MinSpawnDistance" support for structures/ruins. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		API Tweak: Tapestry can now be set to preserve as pristine on placing down schematics. User /giveblock tapestry-north{type:"forlorn1",preserve:true} 1
	</li>
</ul>
]]></description><guid isPermaLink="false">394</guid><pubDate>Tue, 14 Jan 2025 07:38:00 +0000</pubDate></item><item><title>v1.20-rc.7/rc.8 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc7rc8-lore-update-the-journey-r393/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.7, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>[Edit:]</strong> Also released rc.8 to prevent mod breakage<br />
	<br />
	Possibly the last release candidate before we go stable. \o/<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21698" href="//media.vintagestory.at/monthly_2025_01/2025-01-02_15-41-49.png.0d3f85cd0aa726f8032bfb3ec0623a9f.png" rel=""><img alt="2025-01-02_15-41-49.thumb.png.f84f88d8ee17f45d9e756fdc1ba2b73a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21698" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_01/2025-01-02_15-41-49.thumb.png.f84f88d8ee17f45d9e756fdc1ba2b73a.png" /></a><br />
	<span style="font-size:12px;">Screenshot by EpicWally, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Feature: Added <strong>new storage vessels. </strong>Purchasable at various NPCs
	</li>
	<li>
		Tweak: Reduce strong <strong>red ambiance</strong> during Nights
	</li>
	<li>
		Tweak: Attempt to reduce too many of the new 1.20 mob spawns during temporal storms
	</li>
	<li>
		Tweak: Add missing localisations for certain mod download messages; use existing localizations for Checking... and Downloading...
	</li>
	<li>
		Tweak: Consumable liquids now show "When drunk ..." text instead of "When eaten..."
	</li>
	<li>
		Tweak: Firepit cooking dialog: Consistent text sizing before and after fire lit
	</li>
	<li>
		Tweak: Made bamboo shoot amulet craftable as well
	</li>
	<li>
		Tweak: Almost all seed necklaces now craftable instead of sold by herbalist.
	</li>
	<li>
		Tweak: Added a straw bed and a fireplace to the devastation tower
	</li>
	<li>
		Tweak: Localization: add missing translations
	</li>
	<li>
		Tweak: Fruitpress controls and interaction help adjusted
	</li>
	<li>
		Tweak: Fruitpress can overflow if bucket is full
	</li>
	<li>
		Tweak: (minor) slightly increase size of Edit Sign dialog to accommodate other languages (e.g. French) better
	</li>
	<li>
		Tweak: Handbook: Marble-topped tables added text to make clear the requirement for steel saw
	</li>
	<li>
		Tweak: Add audit logging for sailboat actions (embark, disembark, place/remove chest, open chest)
	</li>
	<li>
		Tweak: Minimap Position can now be changed using Ctrl+F6 (default key, configurable in Settings menu)
	</li>
	<li>
		Fixed: Frequent lagspikes related to creature spawning, introduced in 1.20
	</li>
	<li>
		Fixed: Skylight sometimes instantly flipped to a different color right at midnight
	</li>
	<li>
		Fixed: Shipbuilding and Cropprop localization fixes, cropprop excluded from handbook
	</li>
	<li>
		Fixed: CTD if berry bush block had no BlockEntity
	</li>
	<li>
		Fixed: Unable to place 4x on ground storage when creating a new pile
	</li>
	<li>
		Fixed: Crock not loosing seal in some cases
	</li>
	<li>
		Fixed: Saltwater could still be placed with water transport setting off
	</li>
	<li>
		Fixed: Seraph skin uv error on lower half of torso
	</li>
	<li>
		Fixed: Pudu deer gave as much meat as regular deer
	</li>
	<li>
		Fixed: Various visual clothing glitches
	</li>
	<li>
		Fixed: Story location alt dimension was occasionally failing to generate even in -rc.6
	</li>
	<li>
		Fixed: UDP IPv6 connection
	</li>
	<li>
		Fixed: Rare long-standing unpredictable client crash when unloading chunk. [Github #4692 #4789]
	</li>
	<li>
		Fixed: Name tags still visible on disconnected players
	</li>
	<li>
		Fixed: Worldedit TreeGenTool always generating the same tree
	</li>
	<li>
		Fixed: Traders with patched buy/sell lists were mostly not using them in-game
	</li>
	<li>
		Fixed: Antlers and horns no longer properly shed, nor are they properly harvest-able
	</li>
	<li>
		Fixed: Ripe berry bushes would pause or reset the transition timer in cold weather
	</li>
	<li>
		Fixed: Male moose spawn without any companion animals
	</li>
	<li>
		Fixed: Rounding inconsistencies in crucible output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Hare will not properly display multiply behavior on client
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Charcoal pit null exception and casting errors
	</li>
	<li>
		Fixed: Incorrect localization key used in dialogue
	</li>
	<li>
		Fixed: Incorrect Handbook information and labeling of liquid recipe output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Rare crash in First Steps Tutorial if fire pit glitched. [Github #4829]
	</li>
	<li>
		Fixed: Localization: Plaques in the Resonance Archives, and similar signs in ruins or story locations, are now visible in Asian, Arabic and Cyrillic alphabets. [Github #4748]
	</li>
	<li>
		Fixed: Berry bushes would pause or reset the time left until berries fall off the bush in cold weather
	</li>
	<li>
		Fixed: If player position is somehow completely invalid (NaN) on joining game, reset player to world spawn. [Github #4778]
	</li>
	<li>
		Fixed: Minimap (F6) key had to be hit twice to open minimap if off on game start
	</li>
	<li>
		Fixed: Crash upon game client shutdown from connecting screen. [Github #4812]
	</li>
	<li>
		Fixed: Some recipes for new bricks were missing.
	</li>
	<li>
		Fixed: Rare crash in GuiDialog [detail: believed to be due to mouse-clicking at the exact moment when certain dialogs on-screen are changing] [Github #4804]
	</li>
	<li>
		Fixed: Rare server error when a client has null language code. [Github #4805]
	</li>
	<li>
		Fixed: Attempt to fix story structure test block access check for books etc. [Github #4678]
	</li>
	<li>
		Fixed: Rare crashes (mainly on multiplayer servers) in PhysicsManager.TickFixedRate30TPS(). [Github #4783]
	</li>
	<li>
		Fixed: Handbook reports the wrong portion size for CooksInto recipes
	</li>
	<li>
		Fixed: Cooking recipes that output liquid describe it in litres
	</li>
	<li>
		Api Feature: Added new tool types in EnumTool
	</li>
	<li>
		Api Tweak: When modifying multiply tree also mark it as dirty.
	</li>
	<li>
		Api Tweak: expose waypoint data
	</li>
	<li>
		<s>Api Tweak: entity.ServerPos and entity.Pos is now the same field, as we no longer need seperate positions on client and server</s> removed in rc.8
	</li>
	<li>
		Api Fixed: Raccoons harvesting berry bushes would only trigger the first harvestedStack.
	</li>
</ul>
]]></description><guid isPermaLink="false">393</guid><pubDate>Fri, 03 Jan 2025 18:14:00 +0000</pubDate></item><item><title>v1.20-rc.6 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc6-lore-update-the-journey-r392/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.6, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Another week, another release candidate! With a bit of luck we are now not far off a final version of 1.20.0... so if this rc.6 is decently stable, we should be able to get to an officially stable release in 1 to 3 weeks. While my hope was to release stable this year still, only one week of 2024 now remains. So it looks like we may just miss getting a 2024 date onto it by a hairline. Let's see!
</p>

<p>
	This -rc.6 should fix the issue which a small proportion of players had in multiplayer games, with creatures not moving properly.  <span style="font-size:12px;">[For the technical details, it depended on the player's internet connectivity.  New game systems in 1.20.0 use UDP communication with the server as well as regular TCP: it's a bit more efficient when sending large numbers of real-time updates, as we do for creatures.  Some ISPs or routers do not support UDP well enough, for example giving priority always to TCP packets or discarding UDP packets completely.  The solution we have found is to add some smart monitoring, so now we use UDP communication for connections which support it, with an automatic drop down to TCP for the connections which do not support UDP.]</span><br />
	<br />
	Merry Christmas and happy holidays!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21489" href="//media.vintagestory.at/monthly_2024_12/2024-12-22_15-00-43.png.31c2450da627a3fbcbca8841b205555e.png" rel=""><img alt="2024-12-22_15-00-43.thumb.png.0af051ec0068eb30029d028bbc5cc602.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21489" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_12/2024-12-22_15-00-43.thumb.png.0af051ec0068eb30029d028bbc5cc602.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Axebeard, shared in Discord #screenshots</span>
</p>

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

<ul>
	<li>
		Tweaks to gameplay and balance:
		<ul>
			<li>
				Reduce knock-back y-motion when the attack is mostly vertical
			</li>
			<li>
				Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust.
			</li>
			<li>
				Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations
			</li>
			<li>
				Adjusted surface ruin generation for balancing reasons, and to better support large ruins
			</li>
		</ul>
	</li>
	<li>
		Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway)
	</li>
	<li>
		Tweak: Added tooltip warning players to preheat the clay oven
	</li>
	<li>
		Tweak: Further charcoal pile improvements, updated charcoal burning handbook entry
	</li>
	<li>
		Tweak: Add distillation properties to handbook (by jacopouggeri)
	</li>
	<li>
		A few HUD tweaks and fixes:
		<ul>
			<li>
				Center block name in info HUD
			</li>
			<li>
				Chiseled Block displays "Chiseled Block" instead of its name a second time in block info HUD
			</li>
			<li>
				Show the greenhouse information on a beehive's tool-tip when it has the greenhouse bonus
			</li>
			<li>
				Fixed: Ingot Mold block info describing contents as "x units of liquid Y ingot"
			</li>
		</ul>
	</li>
	<li>
		A few tweaks and fixes to the Settings menus:
		<ul>
			<li>
				In the Controls tab, add a Search box (many thanks to Dana for this!)
			</li>
			<li>
				In the Graphics tab, tool-tip for Sepia, add the explanation that it is disabled (automatic) if Dynamic Color Grading is on
			</li>
			<li>
				In the Graphics tab, fixed the incorrect tooltip for Contrast
			</li>
			<li>
				In the Graphics tab, the View Distance slider now has consistent tooltips before and after interaction. Same fix in the main menu Customise World screen for the World Height slider. [Github #4526]
			</li>
			<li>
				In the Sounds tab, the boss music track volume is now affected by the Music slider instead of by the Ambient Sounds slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: The command "/we chisel setchiseleditable false" is now "/we microblock editable false"
	</li>
	<li>
		Tweak: The Windows installer can be configured to not run the game after install, with the <em>/verysilent</em> command line argument
	</li>
	<li>
		Fixed: Should fix all <strong>UDP connectivity issues.</strong> The game engine now seamlessly (and automatically) falls back to using TCP only, if it detects that a UDP connection cannot be established
	</li>
	<li>
		Fixed: Beehive Kiln no longer working in -rc.5, also fixed ground storage bricks going invisible
	</li>
	<li>
		Fixed: Missing recipe for fire brick kiln door
	</li>
	<li>
		Fixed: Topsoil blocks were not necessarily drawn correctly with many mods loaded <span style="font-size:12px;">(which created multiple texture atlasses)</span>
	</li>
	<li>
		Fixed: Client crash with many mods loaded<span style="font-size:12px;"> (Technical info: multi-texture atlas support for runtime insertions requiring new atlasses, a potential issue for players using many mods. [Github #4693])</span>
	</li>
	<li>
		Fixed: Attaching ropes to creatures applied to the entire stack of ropes, causing all kinds of undefined behavior. Attached rope is now not stackable.
	</li>
	<li>
		Fixed: In Creative mode, Large wooden gear (rim) and Pulverizer frame (top section) giving an invisible block when Pick Block used
	</li>
	<li>
		Fixed: Metal doors and trapdoors still had the wood combustible properties, making them burn when obviously they shouldn't
	</li>
	<li>
		Fixed: Flowing water now properly accounts for barriers facing inward and outward in all instances
	</li>
	<li>
		Fixed: Resonance Archives armor stands sometimes did not have the proper armor on them
	</li>
	<li>
		Fixed: Tapestry Schematic C (Bloody) not uncovering Schematic C lore. <span style="font-size:12px;">This change might shift everyone's tapestry discoveries over by 1?</span>
	</li>
	<li>
		Fixed: A long-standing minor exploit where players could have 100% health on joining a game, if when they last left the game nutrition gave higher than 15hp of max heath and they were already over 15hp but less than full health. [Github #2250]
	</li>
	<li>
		Fixed: Bugs with liquids during meal ingredient matching
	</li>
	<li>
		Fixed: Issue after using a barrel to take liquid from another container, and placing the barrel. [Github #4734]
	</li>
	<li>
		Fixed: Possible liquid duplication when filling a stack of multiple bowls from another item in inventory. [Github #4708]
	</li>
	<li>
		Fixed: Hunter's green shirt was using wrong wear location (moved from upperbodyover to upperbody)
	</li>
	<li>
		Fixed: log spam relating to animation elements for clothing on the seraph shape
	</li>
	<li>
		Visual fixes:
		<ul>
			<li>
				Clouds too visible against waterfalls
			</li>
			<li>
				Wrong arm rotation on bamboo raft
			</li>
			<li>
				After mounting, switching from third person to first person lacked the player sitting animation
			</li>
			<li>
				Fixed a long-standing issue where charcoal piles and snow layers <span style="font-size:12px;">[and anything else using BlockLayer drawtype]</span> appeared visually to remove material from the bottom layer of the pile, not the top of the pile, when material was removed
			</li>
			<li>
				Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time
			</li>
			<li>
				Many pieces of footwear would clip through leather leg armor quite badly.
			</li>
			<li>
				Small issues with Alchemist and Peasant Kaftan texture
			</li>
		</ul>
	</li>
	<li>
		Fixed: Multiple issues with the Fruitpress - <em>note: it now requires Ctrl + right-click to activate it!</em>
	</li>
	<li>
		Fixed: Crimson maple leaves properly registered for tree-felling purposes, should allow more precise felling of individual trees if they are close together
	</li>
	<li>
		Fixed: Spirits not listed in the Survival Handbook
	</li>
	<li>
		Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown
	</li>
	<li>
		Fixed: Doors and Trapdoors solid sides detection and miscellaneous other Door/Trapdoor bugs (pizza2004)
		<ul>
			<li>
				Trapdoors would not place against the bottom of blocks like they used to
			</li>
			<li>
				Fixes neighboring block updates so they are sent to all blocks next to every block in the door whenever the doors are placed, broken, opened, or closed
			</li>
			<li>
				Doors will also no longer attempt to rotate themselves to match other doors or link up with doors that are rotated the wrong way
			</li>
			<li>
				Some doors turning into other doors upon placing a double door
			</li>
			<li>
				Doors should now correctly block water in all cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chiseled blocks with Blocklayer blocks could lose them when imported/copied in WorldEdit
	</li>
	<li>
		Fixed: Chiseled block could have no held item name when hovering over it in inventory
	</li>
	<li>
		Fixed: Kelp top pieces at water surface accumulating snow
	</li>
	<li>
		Fixed various rare crashes in -rc.5:
		<ul>
			<li>
				Attempt to fix crash in AmbientManager. [Github #4778]
			</li>
			<li>
				Client-side crashloop with certain modded items in left hand (eg. oillamp?), hot item in right hand. [Github #4735]
			</li>
			<li>
				Additional logging for rare server crash in PhysicsManager. [Github #4754 and #4783]  (<em>It will be properly fixed in version -rc.7)</em>
			</li>
		</ul>
	</li>
	<li>
		Fixed: Command "/allowCharSelOnce" no longer working
	</li>
	<li>
		Fixed: Add missing translation entries
	</li>
	<li>
		Fixed: New game version text in the main menu was cut off for some translations
	</li>
	<li>
		Fixed: Worldmap mods such as AutoMapMarkers unable to load on Linux <span style="font-size:12px;">[Detail: an SVG icon was inconsistently named with uppercase letter]</span>
	</li>
	<li>
		Fixed: Rarely, in the event of a forced game shutdown immediately following updating the game version, the world could appear corrupted with wrong block mappings. These affected the plants and terrain and everything else seen in the game. <span style="font-size:12px;">[Detail: remappings - both kinds, both internal automatic ID remapping and explicit code remappings from config - would not necessarily be recorded in the savegame on a forced server shutdown or certain exceptions. Manifested as (rarely) apparently wacky worldgen, and/or the game asking to remap blocks unnecessarily on next game start]</span>
	</li>
	<li>
		API Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file
	</li>
	<li>
		API Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		API Tweak: Allow BlockBehaviorHarvestable to have multiple drops
	</li>
	<li>
		API Tweak: Make barrels more moddable
	</li>
	<li>
		API Tweak: Cooking system - allow modded meal names
	</li>
	<li>
		API Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly
	</li>
	<li>
		API Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods
	</li>
	<li>
		API Fixed: Texture to index mapping now depends on file name
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">392</guid><pubDate>Tue, 24 Dec 2024 14:23:00 +0000</pubDate></item><item><title>v1.20-rc.2/3/4/5 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc2345-lore-update-the-journey-r390/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.2, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.Time for an update. I don't know what to write here. Please picture a inspiring follow up post to rc.1 here ^_^;<br />
	<br />
	[Edit:] Now released rc.3 to fix the ? blocks which version -rc.2 could generate in ruins and structures. <span style="font-size:12px;">If you had that happen while running rc2 - please update to rc.4 <s>rc.3</s> (or any later game version) and go to the approximate centre of the ruin, there type command: <em>/wgen regen 1</em>  to regenerate and fix the issue (Warning: command will delete player-made stuff around there within a 1 chunk / 32 block range)</span>
</p>

<p>
	[Edit 2:] Also released rc.4 to fix an issue related to Vintagehosting and UDP Connectivity<br />
	[Edit 3:] Also released rc.5 to fix of one of the story locations no longer generating correctly in -rc.2 to -rc.4
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21296" href="//media.vintagestory.at/monthly_2024_12/image.png.de89a0676ea8cece70ac590c7fa9edb0.png" rel=""><img alt="image.thumb.png.f4b2a960fbcf0601e6ba5e164770a947.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21296" data-ratio="62.80" width="1000" src="//media.vintagestory.at/monthly_2024_12/image.thumb.png.f4b2a960fbcf0601e6ba5e164770a947.png" /> </a><br />
	<span style="font-size:12px;">Screenshot by ATLAS, shared on Discord #screenshots channel</span>
</p>

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

<ul>
	<li>
		Tweak: Added four new daubs (green, orange, pink, yellow). All daubs can now use any clay.  Re-shuffled the sand required for each.  Some daubs now have both a grid and a dye recipe (blue and pink are dye-only)
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed
			</li>
			<li>
				Improved chunk-redrawing (tesselation) time for chiselled blocks, may help to reduce block lag and improve map loading in some heavily-chiselled areas of the world, for example the Library within the Resonance Archives
			</li>
			<li>
				Multiple entity physics threads (with servermagicnumbers MaxPhysicsThreads set to higher than 1) are now effective again
			</li>
			<li>
				Improve benefits of multi-threaded physics, thanks to bluelightning32  <span style="font-size:12px;">[detail: fewer Interlocked checks when load balancing between threads, so less CPU cache-line contention; less thread spin-up latency for waiting physics threads]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: 40 tweaks and fixes to the new lore locations <span style="font-size:12px;">(but also introduced a few new minor issues, will be fixed in rc4)</span>
	</li>
	<li>
		Tweak: More clearly worded WorldEdit tooltips
	</li>
	<li>
		Tweak: WorldEdit added a dropdown to enable the constrain mode
	</li>
	<li>
		Tweak: WorldEdit /we gn,ge,gs,gw,gu,gd,gl were refactored to the newer command syntax /we g n,e,-x,+x,l etc
	</li>
	<li>
		Tweak: WorldEdit treegen tool now also uses the magic wand for placement and consistency with other tools
	</li>
	<li>
		Tweak: Prevent errors caused by unclean installs. Game now tests for a clean install - if files from an older game version are still in place, it will now error and exit
	</li>
	<li>
		Tweak: Treasure Hunter trader will only give you another map if you don't have the first one
	</li>
	<li>
		Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench
	</li>
	<li>
		Tweak: Added more game credits
	</li>
	<li>
		Fixed: Incorrect hitbox on metal trapdoors
	</li>
	<li>
		Fixed: Unable to place empty glider in normal inventory, glider lost its 2 inventory slots, glider not ground placeable
	</li>
	<li>
		Fixed: New mobs spawning in Homo Sapiens game mode
	</li>
	<li>
		Fixed: Unable to discover more than 1 chapter of game lore
	</li>
	<li>
		Fixed: Some particles not visible in other dimensions   <span style="font-size:12px;">[detail: the Player Environment Awareness Tracker used by OnAsyncClientParticleTick was not working in other dimensions]</span>
	</li>
	<li>
		Fixed: WorldEdit Grow/Shrink was adding/removing one extra block
	</li>
	<li>
		Fixed: Food perish speed on shelf was the square of the speed shown in tooltip
	</li>
	<li>
		Fixed: Prevent BlockEntities from ticking in the WorldEdit blocks preview
	</li>
	<li>
		Fixed: Rare crash relating to music fade-out when leaving Resonance Archives or other lore structures  [Github #4603 #4662]
	</li>
	<li>
		Fixed: Should generally fix all empty/void/missing chunk columns due to entity loading exceptions
	</li>
	<li>
		Fixed: One specific entity loading exception for certain types of FallingBlock during chunk loading  [Github #4649]
	</li>
	<li>
		Fixed: Two rare shutdown crashes after pressing Cancel during game loading
	</li>
	<li>
		Fixed: Tutorial not proceeding past step 5 (collect sticks) in 1.20  [Github #4623]
	</li>
	<li>
		Fixed: Rare crash related to AI pathfinding over tool molds
	</li>
	<li>
		Fixed: Palisadewall were missing remappings
	</li>
	<li>
		Fixed: Issue in WorldEdit where copying and previewing a large area, then switching to a small area, could leave behind "ghost" images around the older preview
	</li>
	<li>
		Fixed: Connecting through localhost to a dedicated server running on the same PC sometimes not detected by the server as being a local connection, due to IPv6
	</li>
	<li>
		Fixed: Crash when changing to second seat on a raft
	</li>
	<li>
		Fixed: Some water block pixels highly visible through thick fog
	</li>
	<li>
		Fixed: Watering can not removing cave-art properly  [Github #4604]
	</li>
	<li>
		Fixed: Crash with watering can having negative percent for some reason
	</li>
	<li>
		Fixed: The Clockmaker's hacked locusts broken in numerous ways
	</li>
	<li>
		Fixed: Locusts not rendering their lamps inside and consequently unable to tell if a locust has been hacked or not
	</li>
	<li>
		Fixed: Blue-ish ambient during temporal storms
	</li>
	<li>
		Fixed: Ladder not collapsing when breaking the bottom-most piece
	</li>
	<li>
		Fixed: /wgen regen command run from the center of the Devastation Area now regenerates both dimensions
	</li>
	<li>
		Fixed: chests closing immediately in other dimensions
	</li>
	<li>
		Fixed: crash the first time using a block, if a player logs in to the game already in another dimension
	</li>
	<li>
		Fixed: Mac OS had very bright colors due to enabling srgb which was supposed to fix blue tint
	</li>
	<li>
		Fixed: Mac OS having inverted colors (blue tint)
	</li>
	<li>
		Fixed: Mac OS crash when the new sound effects were used
	</li>
	<li>
		Fixed: MacOS HUD and GUIs going invisible
	</li>
	<li>
		Fixed: Lots of missing translation entries and various lines not translateable
	</li>
	<li>
		Fixed: Don't crash when placing invalid lanterns on a sailboat
	</li>
	<li>
		API Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles
	</li>
	<li>
		API Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds
	</li>
	<li>
		API Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions
	</li>
	<li>
		API Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable
	</li>
	<li>
		API Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ
	</li>
	<li>
		API Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen
	</li>
</ul>

<p>
	rc.3 Changes:
</p>

<ul>
	<li>
		Tweak: Attenuate insect sounds when inside rooms
	</li>
	<li>
		Fixed: Unknown blocks in newly-generated structures in in 1.20.0-rc.2 (and related exceptions logged to server-worldgen.log log file)
	</li>
	<li>
		Fixed: Might fix UDP connectivity issues
	</li>
</ul>

<p>
	rc.4 Changes:
</p>

<ul>
	<li>
		Tweak: Added long distance elk call also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations
	</li>
	<li>
		Tweak: Charcoal Pit and Charcoal Pile fixes: Firepit can now also be placed non-centered and still fire an entire 11x11x11 pit, now should register solid metal doors as airtight, will ignite combustible pit walls and the charcoal pile collapses when dug instead of left floating (pizza2004 PR)
	</li>
	<li>
		Fixed: Dedicated server started in standby mode (-s) would crash when first client connects
	</li>
	<li>
		Fixed: Multiple issues with UDP connectivity
	</li>
	<li>
		Fixed: "x-pineapple slice" jam now named just "x-pineapple" jam  (pizza2004 PR)
	</li>
	<li>
		Fixed: Berry bush fixes. Missing prune interaction help on berry bushes, pruned berry bushes resetting after harvest, growth timer not reset when a raccoon steals berries (pizza2004 PR)
	</li>
	<li>
		API Tweak: Add color blend mode OverlayCutout (dana PR)
	</li>
	<li>
		API Tweak: Allow for more detailed Jam naming (pizza2004 PR)
	</li>
	<li>
		API Tweak: Allow for modded buckets  (dana PR)
	</li>
	<li>
		API Tweak: Don't hardcode barrel shapes  (dana PR)
	</li>
</ul>

<p>
	rc.5 Changes:
</p>

<ul>
	<li>
		Feature: For server owners: Can now set config <em>/worldconfigcreate double allowClassChangeAfterMonths 6</em> to automatically allow players a class change every 6 real life months. Can also allow a shorter wait time before first class change via <em>/worldconfigcreate double firstClassChangeOffsetMonths -5</em>
	</li>
	<li>
		Tweak: Max world height for survival worlds is now capped to 512, as anything beyond that creates ugly terrain and also breaks the lore locations
	</li>
	<li>
		Tweak: Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable)
	</li>
	<li>
		Tweak: Allow fire clay to be used to construct the beehive kiln
	</li>
	<li>
		Tweak: Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR)
	</li>
	<li>
		Tweak: First Steps Tutorial will now only close when a <em>lit</em> torch is placed
	</li>
	<li>
		Tweak: World configuration setting "Player lives" is now found on the Player spawn &amp; death tab
	</li>
	<li>
		Tweaks and fixes to Localization<span>:</span>
		<ul>
			<li>
				<span>O</span>ar selection box on raft named "Oar rest"
			</li>
			<li>
				Localize damage types in the Damage log tab in chat
			</li>
			<li>
				Fixed condenser/fruit-press block info the word "Container:" not being localized
			</li>
			<li>
				"Search..." placeholder when searching for a multiplayer server now localized
			</li>
			<li>
				minor update in the English text for the introduction dialog, for grammar
			</li>
		</ul>
	</li>
	<li>
		Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel
	</li>
	<li>
		Tweak: UI alignment of [hotkey] included in handbook texts etc
	</li>
	<li>
		Fixed: Bears didn't attack Goats
	</li>
	<li>
		Fixed: Multi-threaded entity physics was broken in -rc.2 to -rc.4 with boats and rafts
	</li>
	<li>
		Fixed: Story location 3 worldgen broken in -rc.2, -rc.3 and -rc.4
	</li>
	<li>
		Fixed: Tutorial page in Handbook non-responsive Start Tutorial button
	</li>
	<li>
		Fixed: Marble and kimberlite cobblestone did not have grid recipes
	</li>
	<li>
		Fixed: Slight texture error on malefactor cloak shoulder
	</li>
	<li>
		Fixed: Bell now also spawns the new mobs
	</li>
	<li>
		Fixed: Colored lanterns not colored when placed on elk or sailboat
	</li>
	<li>
		Fixed: Backwards sailing when looking 90 degrees sideways
	</li>
	<li>
		Fixed: Leather Bracers changed the Malefactor Necklace Texture
	</li>
	<li>
		Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions
	</li>
	<li>
		Fixed: Worldgen structures would not get remapped automatically
	</li>
	<li>
		Fixed: Attempt to fix rare client crash on chunk unloading after death and respawn
	</li>
	<li>
		Fixed: Rare crash when continuing to fire bow rapidly after running out of arrows
	</li>
	<li>
		Fixed: Issues in correctly displaying days and hours to expiry for hosted servers
	</li>
	<li>
		Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR
	</li>
	<li>
		Fixed: (minor) Handbook search fixed a few issues with trimming whitespace etc.
	</li>
	<li>
		Fixed: (minor) one further possible source of exceptions in code if the game is shut down while still starting up
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">390</guid><pubDate>Fri, 13 Dec 2024 22:29:00 +0000</pubDate></item><item><title>v1.20-rc.1 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc1-lore-update-the-journey-r389/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.1, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The primary focus of this update was on delivering the second major chapter in our game's story.  There are 4 new unique story locations that require long distance travel to reach them. Long distance travel is enhanced by two new transport systems - the Elk for land based travel and the Sailboat for traversing bodies of water.<br />
	The team worked really hard on this one. We powered through natural disasters, family emergencies, unforeseen technical challenges, unfulfilled ambitions and various other roadblocks. I probably sound like a broken record by now, but again we seem to have ended up building one of the largest updates so far. Turns out that hiring more game developers does not speed up development, it just makes us all way more ambitious <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	As always, the entire team is deeply grateful for all the feedback, screenshots, gameplay videos, testing and bug reports you have provided to us! Vintage Story would not be the same without your input.<br />
	 
</p>

<p>
	<strong>Can I start playing 1.20 now?</strong><br />
	We are decently confident that your v1.19 or older worlds will not break. If you want to be on the safe side, wait until the stable release. But, please do not now use a world created in any of the <strong>pre-releases</strong> of 1.20 - those pre-release worlds might need manual command entering to get the correct story locations and other corrections, so it will be better to start afresh.<br />
	Old v1.19 worlds should also automatically, retroactively generate the new story locations, and if there are player structures in the way, you will see a dialog appear with instructions on how to manually generate them.<br />
	To get the Elk mount you now need to visit the resonance archive first.
</p>

<p>
	<strong>Can I explore the new lore content now?</strong><br />
	We do have everything in place for you to play through Chapter 2 from start to finish, but it is still a bit rough around the edges. I think it needs another month for it to really be in the place it deserves. For those that don't mind a bit of jank, do have a go! Otherwise, you might to want to wait a few rc releases. We'll keep adding new goodies and polish.<br />
	To get you started with the lore content - <strong>revisit the Resonator</strong> at the Library, listen to it, then revisit the same treasure hunter who gave you the map to the Resonance Archives. Defeating the Eidolon will now also drop a special item to help you in your journey, but it is optional!<br />
	We hope you will be as dazzled as we were when we first saw everything come together! We are excited to hear, watch and read about your experience with the new lore content - we've put a lot of soul into all of it.
</p>

<p>
	<strong>Still unfinished / known issues</strong><br />
	The new lore content still needs polishing and a few small additions, the last story location will likely still get a larger reward, a number of sounds effects are missing, there is potential performance degradation on dedicated servers due to the new server side physics system, we had to disable the coral reefs for now, the sailboat still needs more work, elks cannot be called from unloaded chunks, and we will do more on gameplay balancing and other various loose ends.
</p>

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

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20 - The Journey" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/C5v8NaRVIyk?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong> (of new stuff since <a href="https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/" rel="">pre1</a>)<br />
	<br />
	Added Elk Ownership system<br />
	<img alt="calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20916" data-ratio="100.00" width="460" src="//media.vintagestory.at/monthly_2024_11/calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" />
</p>

<p>
	<br />
	Added 15 new types of elk blankets for a total of 21<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20917" href="//media.vintagestory.at/monthly_2024_11/blankets.png.1d87fc21255462bdf5d9447d28e23019.png" rel=""><img alt="blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20917" data-ratio="14.30" width="1000" src="//media.vintagestory.at/monthly_2024_11/blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" /></a><br />
	<br />
	Added dynamic color grading<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20918" href="//media.vintagestory.at/monthly_2024_11/dyngrading2.gif.8afb3453316dfc3274ef60490f5a6a02.gif" rel=""><img alt="dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20918" data-ratio="49.50" width="1000" src="//media.vintagestory.at/monthly_2024_11/dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" /></a>
</p>

<p>
	Crops now get frosted<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20919" href="//media.vintagestory.at/monthly_2024_11/frostcrop.gif.d0cfd7bf65aec5fc31f3fc922d7917d4.gif" rel=""><img alt="frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20919" data-ratio="55.80" width="1000" src="//media.vintagestory.at/monthly_2024_11/frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" /></a>
</p>

<p>
	<br />
	<br />
	<br />
	<strong>Game updates since v1.19</strong>
</p>

<ul>
	<li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/" rel="">pre.1 devlog post</a>
	</li>
	<li>
		Feature: Added <strong>two special sound effects</strong>
		<ul>
			<li>
				Sound dampening effect when underwater
			</li>
			<li>
				Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk now featurecomplete</strong>
		<ul>
			<li>
				<strong>Elk ownership system</strong>. Attach the medallion to the elk to claim ownership. Can only own one elk at a time. Ownership allows you to see your elk on the map, see its current health and you can call the elk to you using the bone flute.
			</li>
			<li>
				Added interaction help for elk and sailboat
			</li>
			<li>
				<strong>15 new types of blankets </strong>for the Elk
			</li>
			<li>
				Improved swimming behavior of tamed elk. Can no longer dive.
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Continued work on sail boat</strong>
		<ul>
			<li>
				Added additional boat construction "stage" for launching the boat
			</li>
			<li>
				Improved collision of player/creatures &lt;=&gt; sailboat. Entities/Players can no longer walk through it
			</li>
			<li>
				Sailboat info hud now shows who created it (only for pre8+ created boats)
			</li>
			<li>
				Sailboat rear halyard moved forward to avoid clipping through player's head
			</li>
			<li>
				Fixed Boat construction site sliding off when against a wall, fixed creative mode material-less building not working
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Dynamic color grading</strong>. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
	</li>
	<li>
		Feature: <strong>Shield mechanic improvements</strong>
		<ul>
			<li>
				More oomphy shield blocking sounds. Added light &amp; heavy metal shield hit + heavy wood shield hit
			</li>
			<li>
				Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
			</li>
			<li>
				Some high flying projectiles were not correctly blocked by shields
			</li>
			<li>
				Shield block animation now only playes when successfully blocked
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				Added full range of new fired clay colors to shingles.  Different shingle colors can be made in the beehive kiln, in the same manner as bricks
			</li>
			<li>
				Added 'scratched white paint' decor overlay block (creative mode only)
			</li>
			<li>
				Added quad-logs (with and without bark), and corners with extended ends. Extended ends can be covered with another quad-log and chiseled, for longer custom extensions
			</li>
			<li>
				Added 'uneven' style bricks (running, header, and soldier patterns only)
			</li>
			<li>
				Jugs can now be fired in multiple colors in the beehive kiln
			</li>
		</ul>
	</li>
	<li>
		Feature: The new <strong>clay brick chimney</strong>s now emit smoke if there is a burning firepit or pit kiln below
	</li>
	<li>
		Feature: <strong>Second secret mob </strong>now complete and spawning. A few fixes and spawn reduction to the other secret mob.
	</li>
	<li>
		Feature: Added giant water lilies to world generation
	</li>
	<li>
		Feature: Added one new really very large, very rare surface ruin
	</li>
	<li>
		Feature: Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
	</li>
	<li>
		Feature: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Tweak: Improve overall CPU side performance anywhere from 5% to 30% <span style="font-size:12px;">(Technical info: Simply by enabling Dynamic PGO)</span>
			</li>
			<li>
				Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% <span style="font-size:12px;">(Technical info: More CPU cache friendly algorithms for determinining which entities to send to which players, and which of those entities should actively tick. On highly populated servers this can become a bottleneck, e.g. 60 players with 8000 loaded entities = 48000 checks)</span>
			</li>
			<li>
				Fixed: Very large Video-RAM leak when traveling more than 5000 blocks <span style="font-size:12px;">(reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)</span>
			</li>
			<li>
				Fixed: A number of small memory leaks on world leave
			</li>
			<li>
				Tweak: Reduced startup time on certain savegames <span style="font-size:12px;">(Technical info: Greatly improve performance of the block registering/remapping system for savegames with a very high max block id count. E.g. from 6 seconds to 2 seconds. Achieved by greatly reducing the amount of calls to Array.Resize on a very large array)</span>
			</li>
			<li>
				Fixed: Runaway block and item mapping list growth in very old savegames in rare cases, causing 2 to 10 fold loading times and increased RAM usage
			</li>
			<li>
				Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
			</li>
			<li>
				Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks <span style="font-size:12px;">(Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)</span>
			</li>
			<li>
				Fixed: Lag spikes caused by ChunkMapLayer when teleporting
			</li>
			<li>
				Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
			</li>
			<li>
				Fixed: Memory leak in the dialogue system
			</li>
			<li>
				Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
			</li>
			<li>
				Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
			</li>
			<li>
				Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
			</li>
			<li>
				Tweak: Raw fish satiety reduced from 220 to 100
			</li>
			<li>
				Tweak: Path blocks are now reinforcable with the block reinforcement system
			</li>
			<li>
				Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
			</li>
			<li>
				Fixed: Thrown spear when player standing back to a wall was hitting this wall
			</li>
			<li>
				Fixed: Range distance character trait did not affect spears
			</li>
			<li>
				Fixed: Should fix spears damaging creatures multiple times on impact
			</li>
		</ul>
	</li>
	<li>
		Tweak: Animal AI improvements
		<ul>
			<li>
				Fixed: Hopefully a number of cases of animals not running away upon getting hit
			</li>
			<li>
				Fixed: A* Bug - Entities running in circles on halfslabs
			</li>
			<li>
				Fixed: Creatures not getting out of water when they should
			</li>
			<li>
				The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cave ins are now <strong>less predictable</strong>, as they can collapse more blocks and create additional cave ins nearby
	</li>
	<li>
		Tweak: Multiplayer server management improvements
		<ul>
			<li>
				Feature: Added "/group joinpolicy [inviteonly|everyone]" allows ability for everyone to freely join a group. Added "/group join [groupname|groupid]" to join a public group
			</li>
			<li>
				Tweak: /kick command now also accepts a player selector
			</li>
			<li>
				Tweak: /group command should now deliver localized messages to the player
			</li>
			<li>
				Tweak: Improve Audit logging for take/put of contents from many blocks by a player
			</li>
			<li>
				Tweak: Cleaner UI for Server Disconnected Screen
			</li>
			<li>
				Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
			</li>
			<li>
				Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
			</li>
			<li>
				Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
			</li>
			<li>
				Tweak: Localized language handling between client and server improved, if a language does not exist on the server side it now properly falls back to the default one
			</li>
			<li>
				Tweak: Schematics importing is now more robust against broken block codes
			</li>
			<li>
				Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
			</li>
			<li>
				Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
			</li>
			<li>
				Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
			</li>
		</ul>
	</li>
	<li>
		Tweak: Visual fine tuning
		<ul>
			<li>
				Feature: Added <strong>rust decor </strong>to locust nests
			</li>
			<li>
				Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
			</li>
			<li>
				Tweak: Additional visual effect while drunk (vary ambient bloom level)
			</li>
			<li>
				Tweak: Topsoil grass coverage texture is now randomly rotated
			</li>
			<li>
				Tweak: Crops now have a frost overlay
			</li>
			<li>
				Tweak: Improve SSAO quality, particularly the high quality setting
			</li>
			<li>
				Tweak: Can now set LodBiasFar in the graphics settings
			</li>
			<li>
				Tweak: Don't wildly wiggle around offhand torch while knapping
			</li>
			<li>
				Tweak: Water striders now tightly follow the water line
			</li>
			<li>
				Tweak: Disable sideways swivel for swimming land dwellers
			</li>
			<li>
				Tweak: Fine tuned fire particles
			</li>
			<li>
				Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
			</li>
			<li>
				Fixed: Mediterranean cypress in large planter had wrong foliage tinting
			</li>
			<li>
				Fixed: Night vision mask visually conflicting with hoods
			</li>
			<li>
				Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
			</li>
			<li>
				Fixed: Animation jerkiness on the Resonator block
			</li>
			<li>
				Fixed: Animated blocks still animated while paused
			</li>
			<li>
				Fixed: Creatures sideways-swiveled too quickly when turning
			</li>
			<li>
				Fixed: Some animation jerkiness with traders
			</li>
			<li>
				Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
			</li>
			<li>
				Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
			</li>
			<li>
				Fixed: Very jerky fp arm movements on very low fps
			</li>
			<li>
				Fixed: Offcentered down arrow on dropdown GUI elements
			</li>
			<li>
				Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
			</li>
			<li>
				Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
			</li>
			<li>
				Fixed: Firestarter did not play animation when using on pitkiln
			</li>
			<li>
				Fixed: Other drunken player made your own player character wobbly
			</li>
			<li>
				Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
	</li>
	<li>
		Tweak: Handbook improvements
		<ul>
			<li>
				Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
			</li>
			<li>
				Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
			</li>
			<li>
				Handbook did not mention that hot molds will shatter when wet
			</li>
			<li>
				Crash on handbook entry for parchment when hovering over the label-create recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Various chat commands adjustments
		<ul>
			<li>
				Added user warning on "/time speed" commands
			</li>
			<li>
				Can now supply itemstack attributes to /giveitem and /giveblock
			</li>
			<li>
				Added new /we importl &lt;filename&gt; command to import large schematics, this command will not be revert-abel but is a lot faster for very large schematics, further if you select the import tool and choose Replace Mode: Replace all no air it will make the import even faster (ideally there are no block in the area you want to import it into)
			</li>
			<li>
				Added ".cam loadold" to be able to load pre 1.20 paths
			</li>
			<li>
				Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
			</li>
			<li>
				Add "/worldedit microblock setname" to set a name for multiple microblocks
			</li>
			<li>
				Add alias /sc for /serverconfig
			</li>
			<li>
				Add /entity set-angle yaw &lt;degrees&gt; command
			</li>
			<li>
				Add /we gcc command to export CustomLandClaims json for storystructures.json
			</li>
			<li>
				Corrected saving of /serverconfig whitelistmode &lt;on/off/default&gt; changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
	</li>
	<li>
		Tweak: Add more waypoint suggestions
	</li>
	<li>
		Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
	</li>
	<li>
		Tweak: Don't message box the player on thread crash on exit, just log a warning.
	</li>
	<li>
		Tweak: Ingot Molds are now placed in the facing direction
	</li>
	<li>
		Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
	</li>
	<li>
		Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
	</li>
	<li>
		Tweak: Lowered ground storable hitbox for jugs and pots
	</li>
	<li>
		Tweak: Update Trader Buying/Selling lists
	</li>
	<li>
		Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
	</li>
	<li>
		Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
	</li>
	<li>
		Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
	</li>
	<li>
		Tweak: Spiderweb is now combustible
	</li>
	<li>
		Tweak: Falling blocks system improvments
		<ul>
			<li>
				Fixed blocks floating up to the surface
			</li>
			<li>
				Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
			</li>
			<li>
				Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
			</li>
			<li>
				Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
			</li>
			<li>
				Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
			</li>
			<li>
				Fixed: 2 layers of rock above mantle being fully unstable
			</li>
			<li>
				Fixed: exception on massive cave-ins
			</li>
			<li>
				Fixed: falling blocks getting stuck in flowing water
			</li>
			<li>
				Added random falling direction to spread out landslides
			</li>
		</ul>
	</li>
	<li>
		Tweak: linux run.sh now also works when used from a symbolic link
	</li>
	<li>
		Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
	</li>
	<li>
		Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
	</li>
	<li>
		Tweak: NPCs now reveal their name when asked about it.
	</li>
	<li>
		Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
	</li>
	<li>
		Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
	</li>
	<li>
		Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
	</li>
	<li>
		Tweak: Disable render meta blocks mode when entering survival mode
	</li>
	<li>
		Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
	</li>
	<li>
		Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
	</li>
	<li>
		Fixed: Scythe can still destroy grass in trim mode
	</li>
	<li>
		Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
	</li>
	<li>
		Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
	</li>
	<li>
		Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
	</li>
	<li>
		Fixed: Might fix issue #4327 - Everything has a blue-ish tint
	</li>
	<li>
		Fixed: Rare crash related to chiseled block breaking
	</li>
	<li>
		Fixed: Not being able to attach sign to trunks
	</li>
	<li>
		Fixed: Single reported client crash related to Frustum spheres
	</li>
	<li>
		Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
	</li>
	<li>
		Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
	</li>
	<li>
		Fixed: Can remove not removable decor by replacing it with other decor
	</li>
	<li>
		Fixed: Projectile damaging same entity multiple times on hit.
	</li>
	<li>
		Fixed: Plants inside flower pots and planters windwaving inside of rooms
	</li>
	<li>
		Fixed: Missing interaction help for fuel for clay oven
	</li>
	<li>
		Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
	</li>
	<li>
		Fixed: Prevent Translocator breaking with hacked client
	</li>
	<li>
		Fixed: The last rope in a map region not properly getting deleted
	</li>
	<li>
		Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
	</li>
	<li>
		Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
	</li>
	<li>
		Fixed: Salted hides could not be soaked in borax
	</li>
	<li>
		Fixed: Able to pick up thrown drifter stone after reload
	</li>
	<li>
		Fixed: Helmets now hide hoods, scale armor helmets did not align well with eyes, plus various other clipping and texture issues with clothing and armor.
	</li>
	<li>
		Fixed: Bow release sound sometimes not playing
	</li>
	<li>
		Fixed: Pumpkin carving did not work on servers if the server was last started before october
	</li>
	<li>
		Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
	</li>
	<li>
		Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
	</li>
	<li>
		Fixed: Sound error logged rarely related to wind sounds
	</li>
	<li>
		Fixed: Glider open/closed state desync in multiplayer
	</li>
	<li>
		Fixed: Several issues with non-player entities mounting beds
	</li>
	<li>
		Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
	</li>
	<li>
		Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl &lt;filename&gt; command)
	</li>
	<li>
		Fixed: Issues with support beams
		<ul>
			<li>
				Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
			</li>
			<li>
				Water was not able to flow into support beam blocks
			</li>
			<li>
				Support beams placed in water would delete the water
			</li>
		</ul>
	</li>
	<li>
		Fixed: Removed incorrect interaction help on burned out torches
	</li>
	<li>
		Fixed: Meta blocks and crop prop blocks not in creative everything tab
	</li>
	<li>
		Fixed: Terminus teleport not working in laggy server conditions
	</li>
	<li>
		Fixed: Foggy weather no longer working
	</li>
	<li>
		Fixed: Various crashes when disabling survival mod and starting a super flat world
	</li>
	<li>
		Fixed: Adding labels to any wood crates turned them into aged labeled crates
	</li>
	<li>
		Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
	</li>
	<li>
		Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
	</li>
	<li>
		Fixed: Switching ifp mode on/off left some lingering animations that derped things
	</li>
	<li>
		Fixed: Able to reinforce blocks claimed by another player
	</li>
	<li>
		Fixed: Schematics would rotate the yaw of Entities twice
	</li>
	<li>
		Fixed: Filtering items in creative inventory right after loading crashes the game
	</li>
	<li>
		Fixed: Game crashes when reopening creative inventory with right side tabs active
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
	</li>
	<li>
		Feature: The Pathfinding system can now differentiate between types of creature and alter pathfinding behavior accordingly. Set via property aiCreatureType on the BehaviorTaskAI Config. See also enum file EnumAICreatureType
	</li>
	<li>
		Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
	</li>
	<li>
		Refactor: Make all internal fields and methods public in GameMain and ClientMain
	</li>
	<li>
		Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
	</li>
	<li>
		Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
	</li>
	<li>
		Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
	</li>
	<li>
		Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
	</li>
	<li>
		Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
	</li>
	<li>
		Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
	</li>
	<li>
		Tweak: Added CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: DiscDepositGenerator.absAvgQuantity is now public
	</li>
	<li>
		Tweak: Improve performance of SearchBlocks() by 2%
	</li>
	<li>
		Tweak: Do not play the default idle animation on any creature if some other "BlendMode=Average" animation runs. To modders that add entities with animations: You will want to set your standard walk and run animations to BlendMode: "Average"
	</li>
	<li>
		Tweak: Allow custom names for clutter depending on used texture
	</li>
	<li>
		Tweak: Added string&lt;-&gt;AsseLocation conversion thing from Darkhekromant
	</li>
	<li>
		Tweak: /debug expclang now alphabetically sorted
	</li>
	<li>
		Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
	</li>
	<li>
		Tweak: Added EntityPlayer.HeadBobbingAmplitude property
	</li>
	<li>
		Tweak: Shape objects are now json serializable
	</li>
	<li>
		Tweak: Add ability to define multiple cooking recipe in one recipe json file
	</li>
	<li>
		Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
	</li>
	<li>
		Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
	</li>
	<li>
		Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
	</li>
	<li>
		Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
	</li>
	<li>
		Tweak: Can now configure humanoidTraversalCost via json, example implementation in blocktypes/wood/table.json. Added high traversal cost for several blocks such as chairs and tables.
	</li>
	<li>
		Tweak: Added logging of exceptions thrown on instantiating registry objects
	</li>
	<li>
		Tweak: Add ability to runtime toggle aitasks and activity system. Disable via<br />
		/worldconfigcreate bool runAiTasks false<br />
		/worldconfigcreate bool runAiActivities false
	</li>
	<li>
		Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
	</li>
	<li>
		Tweak: Don't crash game if there is a syntax error in a dialogue file
	</li>
	<li>
		Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
	</li>
	<li>
		Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
	</li>
	<li>
		Tweak: Readded Journal.DidDiscoverLore() method for a modder
	</li>
	<li>
		Tweak: Added damage type and damage tier to projectile for future use
	</li>
	<li>
		Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
	</li>
	<li>
		ModMaker Tweaks
		<ul>
			<li>
				Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
			</li>
			<li>
				Removes hardcoding for not allowing dev or other versions.
			</li>
			<li>
				Bug fixing for removing non-existent folders
			</li>
		</ul>
	</li>
	<li>
		Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
	</li>
	<li>
		Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
	</li>
	<li>
		Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
	</li>
	<li>
		Fixed: Memory leak and heavy lag in some cases when using .tfedit
	</li>
	<li>
		Fixed: Entity variable of scope "entity" not working properly
	</li>
	<li>
		Fixed: Deleted almost all json duplicate keys in all assets
	</li>
	<li>
		Fixed: Block lighting bugs with lit schematics or lava
	</li>
</ul>

<p>
	 
</p>

<p>
	<br />
	<strong>Only the game updates since pre.13</strong> (also included in above changes list)
</p>

<ul>
	<li>
		Feature: Added rust decor to locust nests
	</li>
	<li>
		Tweak: Commands: Add /we microblock removedunused command, to remove any unused materials from selected microblocks
	</li>
	<li>
		Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
	</li>
	<li>
		Tweak: Add "/worldedit microblock setname" to set a name for multiple microblocks
	</li>
	<li>
		Tweak: Add alias /sc for /serverconfig
	</li>
	<li>
		Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
	</li>
	<li>
		Falling blocks tweaks
		<ul>
			<li>
				Fixed bug with spawn position of falling block being 0.02 too high, fixes rock floating to the surface
			</li>
			<li>
				Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
			</li>
			<li>
				Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
			</li>
			<li>
				Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
			</li>
			<li>
				Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
			</li>
			<li>
				Added random falling direction to spread out landslides
			</li>
			<li>
				Fixed: 2 layers of rock above mantle being fully unstable
			</li>
			<li>
				Fixed: Exception on massive cave-ins
			</li>
			<li>
				Fixed: Falling blocks getting stuck in flowing water
			</li>
		</ul>
	</li>
	<li>
		Tweak: Prevent Translocator breaking with hacked client
	</li>
	<li>
		Tweak: AI: The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute.
	</li>
	<li>
		Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
	</li>
	<li>
		Tweak: Removed logging for opening and closing of  inventories to the audit log. When items are moved the source and destination is logged already.
	</li>
	<li>
		Tweak: linux run.sh now also works when used from a symbolic link
	</li>
	<li>
		Tweak: Fine tuned fire particles
	</li>
	<li>
		Tweak: add /entity set-angle yaw &lt;degrees&gt; command
	</li>
	<li>
		Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
	</li>
	<li>
		Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
	</li>
	<li>
		Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
	</li>
	<li>
		Tweak: NPCs now reveal their name when asked about it.
	</li>
	<li>
		Tweak: Add /we gcc command to export CustomLandClaims json for storystructures.json
	</li>
	<li>
		Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
	</li>
	<li>
		Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
	</li>
	<li>
		Tweak: Disable render meta blocks mode when entering survival mode
	</li>
	<li>
		Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
	</li>
	<li>
		Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
	</li>
	<li>
		Fixed: Scythe can still destroy grass in trim mode
	</li>
	<li>
		Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
	</li>
	<li>
		Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
	</li>
	<li>
		Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
	</li>
	<li>
		Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
	</li>
	<li>
		Fixed: Might fix issue #4327 - Everything has a blue-ish tint
	</li>
	<li>
		Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
	</li>
	<li>
		Fixed: Rare crash related to chisseld block breaking
	</li>
	<li>
		Fixed: Not being able to attach sign to trunks
	</li>
	<li>
		Fixed: Firestarter doesnot play animation when using on pitkiln
	</li>
	<li>
		Fixed: Other drunken player made your own player character wobbly
	</li>
	<li>
		Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
	</li>
	<li>
		Fixed: Lag spikes caused by ChunkMapLayer when teleporting
	</li>
	<li>
		Fixed: Corrected saving of /serverconfig whitelistmode &lt;on/off/default&gt; changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
	</li>
	<li>
		Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
	</li>
	<li>
		Fixed: Single reported client crash related to Frustum spheres
	</li>
	<li>
		Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
	</li>
	<li>
		Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
	</li>
	<li>
		Fixed: Memory leak in the dialogue system
	</li>
	<li>
		Fixed: Can remove not removable decor by replacing it with other decor
	</li>
	<li>
		Fixed: Projectile damaging same entity multiple times on hit.
	</li>
	<li>
		Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
	</li>
	<li>
		Fixed: Plants inside flower pots and planters windwaving inside of rooms
	</li>
	<li>
		Fixed: Missing interaction help for fuel for clay oven
	</li>
	<li>
		Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
	</li>
	<li>
		Fixed: Play shield block animation only on full block
	</li>
	<li>
		Fixed: Glider open/closed state desync
	</li>
	<li>
		v1.20 related changes
		<ul>
			<li>
				Tweak: Increased <strong>turning and stepping speed</strong> of the tamed elk by about 50%
			</li>
			<li>
				Tweak: Added rough clinker brick blocks (non-chiselable)
			</li>
			<li>
				Tweak: Reduced spawn amounts of the 2 new mobs. More fine tuning on the new mobs. Reduced 2nd mob firing frequency by 0.75s
			</li>
			<li>
				Fixed: Elk call feature not teleporting if it cannot reach the player
			</li>
			<li>
				Fixed: Stone blasting bomb now actually destroys ores as the description claims
			</li>
			<li>
				Fixed: being able to attack elk while mounted on it
			</li>
			<li>
				Fixed: not being able to use reed chest to capture tamed animals
			</li>
			<li>
				Fixed: /tp command now takes mounts into consideration
			</li>
			<li>
				Fixed: Derpy camera/seraph body behavior in ifp mode on raft and sailboat
			</li>
			<li>
				Fixed: Player can hit elk they are riding with arrow, even if they aim high enough to clear elks model
			</li>
			<li>
				Fixed: Player can drag elk with rope while mounted and reach high speed
			</li>
			<li>
				Fixed: Azure blanket had same recipe as Reindeer herder waistband
			</li>
			<li>
				Fixed: Deconstructing boat didn't properly unmount passengers
			</li>
			<li>
				Fixed: Deconstructing boat did not drop attached chest contents
			</li>
			<li>
				Fixed: Chees no longer ripened
			</li>
			<li>
				Fixed: Tamed deers: Do not retaliate against a player if the attack was by a non-player
			</li>
			<li>
				Fixed: Can mount elk on elk via rope
			</li>
			<li>
				Fixed: Can call mortally wounded elk with a flute
			</li>
			<li>
				Fixed: If you mount elk right after death you will be respanded on the elk
			</li>
			<li>
				Fixed: When rope is 4 sections, makeing it shorter crashes the game.
			</li>
			<li>
				Fixed: Red colored damage overlay on entities no longer working
			</li>
			<li>
				API Tweak: Re-add unintentionally removed climbUpSpeed,climbDownSpeed public fields and also allow them to be set via EntityProperties in json
			</li>
		</ul>
	</li>
	<li>
		API Tweak: Add ability to runtime toggle aitasks and activity system. Disable via<br />
		  /worldconfigcreate bool runAiTasks false<br />
		  /worldconfigcreate bool runAiActivities false
	</li>
	<li>
		API Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
	</li>
	<li>
		API Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
	</li>
	<li>
		API Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
	</li>
	<li>
		API Refactor: Seraph left hand attachment point was not at the same spot as the right hand one
	</li>
	<li>
		API Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
	</li>
	<li>
		API Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
	</li>
	<li>
		API Tweak: Readded Journal.DidDiscoverLore() method for a modder
	</li>
	<li>
		API Tweak: Added damage type and damage tier to projectile for future use
	</li>
	<li>
		API Tweak: Don't crash game if there is a syntax error in a dialogue file
	</li>
	<li>
		API Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
	</li>
	<li>
		API Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
	</li>
	<li>
		API Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
	</li>
	<li>
		API Fixed: Deleted almost all json duplicate keys in all assets
	</li>
	<li>
		API Fixed: Block lighting bugs with lit schematics or lava
	</li>
	<li>
		API Fixed: Entity variable of scope "entity" not working properly
	</li>
	<li>
		API Fixed: Memory leak and heavy lag in some cases when using .tfedit
	</li>
	<li>
		ModMaker Tweaks
		<ul>
			<li>
				Allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
			</li>
			<li>
				Removes hardcoding for not allowing dev or other versions.
			</li>
			<li>
				Bug fixing for removing non-existent folders
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">389</guid><pubDate>Wed, 04 Dec 2024 17:52:00 +0000</pubDate></item><item><title>v1.20-pre.1 - Second Story Chapter Preparations</title><link>https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.20.0-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>.
</p>

<p>
	Our main effort went into advancing the game's story which continues right where we have left off in 1.18 - The Resonance Archives. As mentioned in previous posts once 1.20 is finished you will be able to explore 4 unique story locations, with new game defining mechanics to boot! As the devlog title already reveals, the second story chapter <strong>still needs to cook a little longer</strong>, but we are optimistic that we can still complete it this year. Most of the lore-related game mechanics and assets are in the game, but currently disabled from appearing in-world. Once the second story experience can be played through fully without major hitches we will be enabling all lore content. As always, the primary goal of these preview releases is to give modders plenty of time to read and understand the API changes as well as address the myriad of bug reports we usually get from our very helpful early testers in our community.<br />
	<br />
	We continue our tradition of challenging the <em>status quo</em> of what this game engine can do - this time by adding support for mountable creatures and vehicles. You will be able to kit out your brand new trusty elk and sailboats in various ways using precise and intuitive controls. All this is programmed in ways that is very easy for modders to add their own mounts and upgrades. All in all we feel confident this will re-define how you will travel in the world of Vintage Story.
</p>

<p>
	<strong>New or Updated Engine Tech</strong>
</p>

<ul>
	<li>
		<strong>Server side physics</strong>: Gone are the days of bouncy items. All physics simulation (except the player) is now entirely server side and sent over the network using UDP - a quicker method of transferring data. This should bring the benefit of smoother motion of other players, creatures and projectiles - in Singleplayer as well as Multiplayer - as well as reduced CPU usage on the client, especially in situations where there are lots of dropped items.
	</li>
	<li>
		<strong>Entity Part targeting</strong>: Using a new entity behavior, individual parts of an entity can now be targeted and interacted with. This allows for much more intuitive interactions with creatures and other non-block entities.
	</li>
	<li>
		<strong>Entity Multi-Box Physics</strong>: Using a new optional physics behavior, entities can now have multiple collision boxes. This is used for the new sailboat so it does not clip into blocks. It also opens the door for improved physics on creatures that are long and thin, such as deer.
	</li>
	<li>
		<strong>Entity Attachable System</strong>: Can now, through the use of JSON code alone, create an entity to which blocks and items can be attached to. The attached blocks can in turn also implement custom behaviors (in C#) for when they are interacted with while attached on an entity, for example opening a bag that is mounted on a horse.
	</li>
	<li>
		<strong>Entity Animation Cap Upgrade</strong>: An entity used to be limited to 46 boxes that can be animated at the same time, this limit is now raised to up to 1000
	</li>
	<li>
		<strong>World Dimensions</strong>: We have continued working on our dimensions system. More info on this still to come.
	</li>
	<li>
		<strong>Dynamic rope system</strong>: Still a work in progress, but <em>maybe</em> just about stable enough for full integration.
	</li>
	<li>
		<strong>Modding conveniences</strong>: Block, Item and Entity json files can now use file inheritance, to save on config duplication. Additionally for Entities, their behavior configuration can now be defined only once instead of once per client and server. Several improvements were also made on the ModMaker.exe
	</li>
</ul>

<p>
	 
</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. The lore content will also not spawn right now.<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 v1.20 blog post</span> will then come when the first full release candidate (rc.1) is ready<br />
	3. If testing 1.20 on an old world from 1.19 or earlier, we strongly recommend making a backup copy before loading the world in 1.20.<br />
	4. We <strong>do not recommend</strong> starting a new permanent world with 1.20-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 1.20-pre.1 adventures<br />
	5. In general it is a good idea to disable all your previously installed mods, when testing 1.20-pre.1. Until the mods have had a chance to update for 1.20, games with older mods installed will have a strong chance of producing issues or crashes.
</p>

<p>
	<br />
	<strong>Still planned for rc.1</strong><br />
	Completion of all the lore content. More ocean content. Hopefully proper wind affected steering of the sailboat. Finish up various other incomplete features with the sailboat and Elk. Properly document all the world edit changes. Work on all the other unfinished parts of the update. 2-Factor Auth for the game client.<br />
	<br />
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	Mount system: Rideable Elk and Sailboat
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	Sailboat construction system<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" />
</p>

<p>
	Upgraded Raft: now has stowage for the oar and can carry a basket<br />
	<img alt="raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20051" data-ratio="75.20" width="496" src="//media.vintagestory.at/monthly_2024_09/raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" /><br />
	<br />
	Ocean Content: Visual upgrade - murky shader and opaque oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Ocean and Lake Content: Many more underwater plants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20003" href="//media.vintagestory.at/monthly_2024_09/uplants.png.bb8932fd1ff9548f5dcdb73c29372c37.png" rel=""><img alt="uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20003" data-ratio="42.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" /></a>
</p>

<p>
	Ocean Content: Saltwater Coral reefs <strong>(WIP)</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20002" href="//media.vintagestory.at/monthly_2024_09/reefs1.png.6a20fce657adf3a8030149463d5ac526.png" rel=""><img alt="reefs1.thumb.png.cd11ba5a8056f235927a5b0aa102eb09.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20002" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/reefs1.thumb.png.cd11ba5a8056f235927a5b0aa102eb09.png" /></a>
</p>

<p>
	<br />
	Reworked wolf model and animations<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" /><br />
	 
</p>

<p>
	Bricks overhaul. 130+ new variants of brick blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a>
</p>

<p>
	<br />
	The beehive kiln: A new system of baking bricks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19995" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.png.2ff4795ca6f40051dc40f1f19aafe1fc.png" rel=""><img alt="2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19995" data-ratio="115.03" width="652" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" /></a><br />
	<br />
	The most common hot items are now held correctly with the tongs<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/tongs.png.eda0ff168f5410cd6b8c61e55cc9c7dd.png" rel="external nofollow"><img alt="tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19996" data-ratio="150.50" style="width:400px;height:auto;" width="498" src="//media.vintagestory.at/monthly_2024_09/tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" /></a><br />
	<br />
	Hot ground stored items are now also incandescent and shading of held ones is improved.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19997" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.png.d63feb12f1bd97f068055a680f59369f.png" rel=""><img alt="2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19997" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" /></a>
</p>

<p>
	<span> </span><br />
	Added insect life
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.<br />
	<img alt="sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20062" data-ratio="54.58" style="width:262px;height:auto;" width="472" src="//media.vintagestory.at/monthly_2024_09/sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" />  <img alt="sturdybag.png.c006970caa414542d56958bc3034f378.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20063" data-ratio="56.08" style="width:255px;height:auto;" width="455" src="//media.vintagestory.at/monthly_2024_09/sturdybag.png.c006970caa414542d56958bc3034f378.png" /><br />
	<br />
	<img alt="sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20064" data-ratio="54.55" style="width:550px;height:auto;" width="864" src="//media.vintagestory.at/monthly_2024_09/sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" />
</p>

<p>
	Two new types of bombs<br />
	<img alt="scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20006" data-ratio="42.52" style="width:428px;height:auto;" width="651" src="//media.vintagestory.at/monthly_2024_09/scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" /> <img alt="stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20005" data-ratio="52.57" style="width:350px;height:auto;" width="653" src="//media.vintagestory.at/monthly_2024_09/stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" />
</p>

<p>
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	The 100+ world configs are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19477" href="//media.vintagestory.at/monthly_2024_07/tabs.png.98aaff2296fb312661dcdb2f4e564406.png" rel=""><img alt="tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19477" data-ratio="107.45" width="698" src="//media.vintagestory.at/monthly_2024_07/tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" /></a><br />
	<br />
	Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20004" href="//media.vintagestory.at/monthly_2024_09/boom.png.edf06d45b5b8db7acc255ede4c6b1df8.png" rel=""><img alt="boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20004" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" /></a>
</p>

<p>
	Trapdoors are now woodtyped, come in 2 variants each and animated like the door.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20050" href="//media.vintagestory.at/monthly_2024_09/trapdoors.png.e922c58c6fc1773758df3d847a4f86d8.png" rel=""><img alt="trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20050" data-ratio="66.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" /></a>
</p>

<p>
	 
</p>

<p>
	For modders and future game content (hinthint): Entity Activity System with ingame Editor.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20007" href="//media.vintagestory.at/monthly_2024_09/aedit.png.6bebdf2defcd35da3e433505a01da2c0.png" rel=""><img alt="aedit.thumb.png.703f93b5d3d0d9338c24821dac4636c5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20007" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2024_09/aedit.thumb.png.703f93b5d3d0d9338c24821dac4636c5.png" /></a>
</p>

<p>
	<br />
	Lava and Boiling water now kills nearby grass<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20052" href="//media.vintagestory.at/monthly_2024_09/singe.png.1d339bf27190cf514f6325db969eb3cc.png" rel=""><img alt="singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20052" data-ratio="43.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" /></a><br />
	<br />
	More beams for creative mode players - shingled roof, ropes of various thicknesses and chains<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/beams.png.006e0d1ee930e94fab5f5c5df6a92ea4.png" rel="external nofollow"><img alt="beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20053" data-ratio="84.13" style="width:750px;height:auto;" width="891" src="//media.vintagestory.at/monthly_2024_09/beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" /></a>
</p>

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

<ul>
	<li>
		Feature: <strong>Animal Riding system</strong>.

		<ul>
			<li>
				First Mount: The Elk
			</li>
			<li>
				Uses a brand new interaction system that allows one to target individual parts of a creature
			</li>
			<li>
				For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe
			</li>
			<li>
				Can be kitted out with additional storage options and be used like a tool rack for various items
			</li>
			<li>
				If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours.
			</li>
			<li>
				Can ride without holding down a button, using a bridle built for long distance travel
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>The sailboat</strong>
		<ul>
			<li>
				A much larger watercraft compared to the Raft currently in the game
			</li>
			<li>
				Uses brand new physics for the correct simulation of non-square creatures and entities
			</li>
			<li>
				Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water
			</li>
			<li>
				The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat
			</li>
			<li>
				Is not carryable, it must be built step-by-step near water
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Upgraded Raft</strong> They now have stowage space for the oars and one basket
	</li>
	<li>
		Feature: <strong>The bricks and brick firing overhaul</strong>
		<ul>
			<li>
				<strong>Added behive kiln</strong>: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives
			</li>
			<li>
				Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits or crafted from blue clay and flint.
			</li>
			<li>
				Added a huge amount of variety of bricks with different sizes, patterns and colors
			</li>
			<li>
				Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln
			</li>
		</ul>
	</li>
	<li>
		<strong>Experimental Feature: Ropes/Leashes, Attempt #2</strong>
		<ul>
			<li>
				This is a second attempt at getting it gameplay ready, it might get removed again!
			</li>
			<li>
				Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole.
			</li>
			<li>
				A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first
			</li>
			<li>
				Can now lengthen/shorten rope with tool modes when holding rope in hand.
			</li>
			<li>
				Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles.
			</li>
			<li>
				Rope now visually attaches to animal necks and player hands.
			</li>
			<li>
				Fixed multiple issues related to rope
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>1 New Hostile Mob (+one more very soon)</strong><span>:</span> No more information on these for now. These are for you to discover.
	</li>
	<li>
		Feature:<strong> Insects!</strong> Tiny noisy particles that make the world feel more alive
		<ul>
			<li>
				Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months.
			</li>
			<li>
				Added very noisy cicadas to warmer areas
			</li>
			<li>
				Added swarms of mating gnats above wet area lakes
			</li>
			<li>
				Added uncommon coquis to jungle-type areas
			</li>
			<li>
				Added Water strider on water sources
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Tabbed customize world screen. </strong>Makes it alot easier to navigate through the myriad of world configs the game offers nowadays.
	</li>
	<li>
		Feature: <strong>Added solar eclipses</strong>. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two.
	</li>
	<li>
		Feature: Tool and ingot <strong>molds will now shatter</strong> when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour.
	</li>
	<li>
		Feature:<strong> Greatly improved Water visuals</strong>
		<ul>
			<li>
				Feature: New render pass to visualize <strong>water murkiness</strong>. Water surface visual tuning
			</li>
			<li>
				Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans
			</li>
			<li>
				Fixed fog visible inside lakes
			</li>
			<li>
				Should finally, finally also fix ugly noise pattern on water edge foam
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (not survival craftable)
		<ul>
			<li>
				Feature: Added 2x3 gate
			</li>
			<li>
				Feature: Added quad logs
			</li>
			<li>
				Feature: Added plaster washes, white and yellow variants
			</li>
			<li>
				Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'.
			</li>
			<li>
				Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP)
			</li>
			<li>
				Tweak: Added Ruined torchholder model
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (survival craftable)
		<ul>
			<li>
				Tweak: Added four sets of ruins-only brick
			</li>
			<li>
				Feature: Added bamboo fences and gates. Added bamboo piles
			</li>
			<li>
				Feature: Added wooden roofing blocks
			</li>
			<li>
				Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much
			</li>
			<li>
				Tweak: Added electrum lantern. Electrum can now be used in lantern lining
			</li>
			<li>
				Tweak: Added continuous smooth roof plane beams
			</li>
			<li>
				Tweak: Added 'ridge beams' for roofs.  Meant to be used in peaks and valleys, and to cover 'loose ends'
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>master sound slider </strong>to affect the volume of all ingame sounds
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag
			</li>
			<li>
				Tweak: Standard mining bag buff from 10 slots to 12 slots
			</li>
			<li>
				Tweak: Farmland buff - now dries out after 96 hours, instead of 48
			</li>
			<li>
				Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30%
			</li>
			<li>
				Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively
			</li>
			<li>
				Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz
			</li>
			<li>
				Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player
			</li>
			<li>
				Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value.
			</li>
			<li>
				Tweak: Buying price and demand for aged crates by traders reduced
			</li>
			<li>
				Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though.
			</li>
			<li>
				Tweak: Fruit press now requires a metal rod, rather than metal ingot
			</li>
			<li>
				Tweak: Hyena drops reduced
			</li>
			<li>
				Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year.
			</li>
			<li>
				Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work.
			</li>
			<li>
				Tweak: Edible bamboo shoots now spoil faster
			</li>
			<li>
				Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1
			</li>
			<li>
				Tweak: Don't spawn cassava crop in deserts (minrain 0.2 =&gt; 0.28)
			</li>
			<li>
				Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits
			</li>
			<li>
				Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire
			</li>
			<li>
				Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety
			</li>
			<li>
				Tweak: Quern recipe now also require a hammer and chisel
			</li>
			<li>
				Tweak: Bucket crafting recipe now also accepts rope, in addition to twine.
			</li>
			<li>
				Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava
			</li>
			<li>
				Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving
			</li>
			<li>
				Tweak: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle &amp; daub)
			</li>
			<li>
				Tweak: Add flint deposits to limestone.  Add extra-large but rare flint deposits in limestone and chalk
			</li>
			<li>
				Tweak: Cementation Furnace process can now also break refractory brick grating
			</li>
			<li>
				Tweak: Bow aiming accuracy rework
				<ul>
					<li>
						The Ranged accuracy stat should now have a significantly more noticeable impact
					</li>
					<li>
						The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle.
					</li>
				</ul>
			</li>
			<li>
				Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products'
			</li>
			<li>
				Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit
			</li>
			<li>
				Fixed: Clay oven not providing heat to the player
			</li>
			<li>
				Fixed: Tropical wild vines could not be used to make rope.
			</li>
			<li>
				Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New optional survival challenges</strong>
		<ul>
			<li>
				In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket.
			</li>
			<li>
				In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creative mode changes</strong>
		<ul>
			<li>
				Feature: Can now use wrench to offset clutter model
			</li>
			<li>
				Feature: Worldedit overhaul
				<ul>
					<li>
						When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details)
					</li>
					<li>
						Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD)
					</li>
					<li>
						Feature: option for import tool to not update the position on right-click (UPP)
					</li>
					<li>
						Feature: start and end position markers within the selection
					</li>
					<li>
						Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock)
					</li>
					<li>
						Feature: Hotkey for CTRL + Z for undo (can be changed in controls)
					</li>
					<li>
						Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls)
					</li>
					<li>
						Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments
					</li>
					<li>
						Tweak: Moved the step size setting to the main control (top left)
					</li>
					<li>
						Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool
					</li>
					<li>
						Fixed: Magic wand on pressing left mouse button it would destroy blocks
					</li>
					<li>
						Fixed: Preview selection and place issues with the chisel brush tool
					</li>
					<li>
						Fixed: Mirror with beams
					</li>
					<li>
						Fixed: Slanted roofs not rotating properly
					</li>
					<li>
						Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them
					</li>
				</ul>
			</li>
			<li>
				Tweak: Added selectable collider block for chiseling with
			</li>
		</ul>
	</li>
	<li>
		Tweak: Inventory management tuning
		<ul>
			<li>
				Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound)
			</li>
			<li>
				Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory
			</li>
			<li>
				Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway
			</li>
			<li>
				Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this
			</li>
		</ul>
	</li>
	<li>
		Feature: Handbook improvements
		<ul>
			<li>
				Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click
			</li>
			<li>
				Fixed no intuitive way to complete the last tutorial step.
			</li>
			<li>
				Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings
			</li>
			<li>
				Slightly less bad command handbook text formatting, added scale font tag, e.g. &lt;font scale="80%"&gt;  
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creature AI improvements</strong>
		<ul>
			<li>
				Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.
			</li>
			<li>
				Fixed hostile mob target circling behavior working again
			</li>
			<li>
				Attacking hyena pups and moose infants now alarms nearby adults
			</li>
			<li>
				Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly
			</li>
			<li>
				Fixed: Fix 3 major bugs in the A* pathfinding system
				<ul>
					<li>
						Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself
					</li>
					<li>
						Entity considered itself stuck when it wasn't and canceled its current action as a result
					</li>
					<li>
						Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. )
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further <strong>visual fine tuning</strong>
		<ul>
			<li>
				Feature: All Seraph clothing is now in 3D
			</li>
			<li>
				Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding.
			</li>
			<li>
				Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural.
			</li>
			<li>
				Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay.
			</li>
			<li>
				Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes)
			</li>
			<li>
				Tweak: Made snow particles more affected by wind
			</li>
			<li>
				Fixed: Temporal storm glitch effect on blocks went missing in 1.19
			</li>
			<li>
				Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom
			</li>
			<li>
				Fixed: Broken transparency on glass case bookshelf models
			</li>
			<li>
				Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does
			</li>
			<li>
				Fixed: Jitter when doing left click scything and then holding right mouse button.
			</li>
			<li>
				Fixed: Seraph sliding issues while on a wobbly raft
			</li>
			<li>
				Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down
			</li>
			<li>
				Fixed: Fireflies and lightning flash particles not properly glowing
			</li>
			<li>
				Tweak: Fp Animation for pouring liquid metal improved.
			</li>
			<li>
				Tweak: Adjusted tool mold held transforms
			</li>
			<li>
				Tweak: Held anvil and anvil parts now shown as held in both hands.
			</li>
			<li>
				Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark
			</li>
			<li>
				Tweak: First person hands, lag slightly behind when changing view direction, looks more natural
			</li>
			<li>
				Tweak: Remove shinyness effect from iron and lead metal blocks
			</li>
			<li>
				Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage
			</li>
			<li>
				Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming
			</li>
			<li>
				Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?!
			</li>
			<li>
				Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block
			</li>
			<li>
				Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded
			</li>
			<li>
				Fixed: Mitigate super squeezed textures on support beams at the end of the beam
			</li>
			<li>
				Fixed: Chest labels wind waving in some cases
			</li>
			<li>
				Fixed: Misaligned texture on the underside of firewood
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Indoor rain sound</strong> improvements
		<ul>
			<li>
				Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position)
			</li>
			<li>
				Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: Gameserver changes
		<ul>
			<li>
				Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist.
			</li>
			<li>
				Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB
			</li>
			<li>
				Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers)
			</li>
			<li>
				Tweak: Server advertising on the public servers list is no longer enabled by default
			</li>
			<li>
				Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs
			</li>
			<li>
				Tweak: Added server Audit log for PVP damage
			</li>
			<li>
				Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m²
			</li>
			<li>
				Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire
			</li>
			<li>
				Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chat Commands changes
		<ul>
			<li>
				Tweak: Improve command help output for ban command
			</li>
			<li>
				Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions
			</li>
			<li>
				Tweak: Add .debug wireframe landclaim utility as admin
			</li>
			<li>
				Tweak: Add rudimentary command exporter for the wiki .chb expcmds
			</li>
			<li>
				Fixed: Command /we replace-material did not work for beams on chiseled blocks
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance tweaks
		<ul>
			<li>
				Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps-&gt;42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader)
			</li>
			<li>
				Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range)
			</li>
			<li>
				Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth
			</li>
		</ul>
	</li>
	<li>
		Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip)
	</li>
	<li>
		Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location
	</li>
	<li>
		Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode
	</li>
	<li>
		Tweak: Less squishy entity pushing. Made rafts and boats pushable
	</li>
	<li>
		Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved.
	</li>
	<li>
		Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now
	</li>
	<li>
		Tweak: Increase chance of inlog beehive spawning
	</li>
	<li>
		Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log
	</li>
	<li>
		Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot.
	</li>
	<li>
		Tweak: Rename rope item to 'coiled rope'. 
	</li>
	<li>
		Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head
	</li>
	<li>
		Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head.
	</li>
	<li>
		Tweak: Male and female wolf size now vary by +/5%
	</li>
	<li>
		Tweak: Described how lightning rods works in the block description, as it was undocumented.
	</li>
	<li>
		Tweak: Dont raise shield while interacting with something, i.e. right mouse button down
	</li>
	<li>
		Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months.  So male deer will now have some stage of antlers from about 8.5 to 9 months of the year.
	</li>
	<li>
		Tweak: Revert explosion sounds to old style
	</li>
	<li>
		Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load
	</li>
	<li>
		Tweak: Vine sections can now be grid-swapped into end sections, and vice versa.
	</li>
	<li>
		Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course
	</li>
	<li>
		Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message
	</li>
	<li>
		Fixed: Discovery a new story always uncovered 2 chapters at once
	</li>
	<li>
		Fixed: Multiple text formatting bugs when reading lore from the lore item directly
	</li>
	<li>
		Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play
	</li>
	<li>
		Fixed: Raft ambient sound broken when there's multiple rafts/boats around
	</li>
	<li>
		Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit
	</li>
	<li>
		Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway
	</li>
	<li>
		Fixed: Held item dropping incorrect shadow on itself in fp mode
	</li>
	<li>
		Fixed: Entities where not rotated correctly with schematics
	</li>
	<li>
		Fixed: Reed handbasket would sink in water
	</li>
	<li>
		Fixed: Player turning around in overhead mode when entering chat
	</li>
	<li>
		Fixed: Player could cause "Only available in creative mode." spam for last logged in player
	</li>
	<li>
		Fixed: Rare crash in weather system
	</li>
	<li>
		Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized)
	</li>
	<li>
		Fixed: Worldedit control "Override default values" did not reset rain override
	</li>
	<li>
		Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map
	</li>
	<li>
		Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled)
	</li>
	<li>
		Fixed: Clipping textarea in the chisel block Rename Dialog
	</li>
	<li>
		Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price
	</li>
	<li>
		Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
	<li>
		Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
</ul>

<p>
	<br />
	<strong>API / Modding Changes</strong>
</p>

<ul>
	<li>
		Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
	</li>
	<li>
		Feature: Spherical fog system. More info on this feature in another update
	</li>
	<li>
		Feature: Improved <strong>dimensions</strong> support in the game engine and API. More info on all this in a future post
	</li>
	<li>
		Feature: <strong>Allow json file inheritance for blocks, items and entities </strong>using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
	</li>
	<li>
		Feature: <strong>Max animated elements cap is now 230</strong> but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements
	</li>
	<li>
		Feature: <strong>Modmaker Improvements</strong>
		<ul>
			<li>
				Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.).
			</li>
			<li>
				Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
			</li>
			<li>
				Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner
			</li>
			<li>
				Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders
			</li>
			<li>
				Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish.
			</li>
		</ul>
	</li>
	<li>
		Feature: New <strong>entity type property: "behaviorConfigs"</strong>. Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice.
	</li>
	<li>
		Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json
	</li>
	<li>
		Feature: Can now define IgnoreElements for block/item/entity shapes
	</li>
	<li>
		Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json
	</li>
	<li>
		Feature: Can now use step-parented shape overlays for entities. Example: Male elk
	</li>
	<li>
		Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
	</li>
	<li>
		Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
	</li>
	<li>
		Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Clean up BEIngotMold and BEToolMold code
	</li>
	<li>
		Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
	</li>
	<li>
		Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
	</li>
	<li>
		Refactor: Unified Seraph and Trader head sizes and accessories
	</li>
	<li>
		Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
	</li>
	<li>
		Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
	</li>
	<li>
		Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
	</li>
	<li>
		Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
	</li>
	<li>
		Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
	</li>
	<li>
		Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
	</li>
	<li>
		Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms.
	</li>
	<li>
		Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
	</li>
	<li>
		Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
	</li>
	<li>
		Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
	</li>
	<li>
		Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found)
	</li>
	<li>
		Tweak: New particle property LightEmission
	</li>
	<li>
		Tweak: Add "withDrops" property to BehaviorTransformBreak
	</li>
	<li>
		Tweak: Can now use shape overlays for clothing
	</li>
	<li>
		Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
	</li>
	<li>
		Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
	</li>
	<li>
		Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping
	</li>
	<li>
		Tweak: Made IShaderProgram.AssetDomain available to mods
	</li>
	<li>
		Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
	</li>
	<li>
		Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
	</li>
	<li>
		Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
	</li>
	<li>
		Tweak: Mainhand and offhand items can now apply any character stats via statModifier
	</li>
	<li>
		Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
	</li>
	<li>
		Tweak: Made henbox more moddable
	</li>
	<li>
		Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
	</li>
	<li>
		Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
	</li>
	<li>
		Tweak: Made IMPPowered interface public
	</li>
	<li>
		Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
	</li>
	<li>
		Tweak: Added CollectibleObject.SetDurability()
	</li>
	<li>
		Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
	</li>
	<li>
		Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
	</li>
	<li>
		Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
	</li>
	<li>
		Tweak: Added command ".debug sound list" to print all active sounds
	</li>
	<li>
		Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding.
	</li>
	<li>
		Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer.
	</li>
	<li>
		Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
	</li>
	<li>
		Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
	</li>
	<li>
		Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities.
	</li>
	<li>
		Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
	</li>
	<li>
		Fixed: Lod0Shape not applying alt textures
	</li>
	<li>
		Fixed: Should fix exception thrown in some cases when creating a large explosion
	</li>
	<li>
		Fixed: shape.SubclassForStepParenting() did not subclass element names
	</li>
	<li>
		Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
	</li>
	<li>
		Fixed: Event AfterActiveSlotChanged simply crashing when triggered
	</li>
	<li>
		Fixed: Chat sub commands could not use a different privilege then the base command
	</li>
	<li>
		Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
	</li>
	<li>
		Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
	</li>
	<li>
		Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">387</guid><pubDate>Wed, 18 Sep 2024 17:00:00 +0000</pubDate></item><item><title>July 2024 Development Update</title><link>https://www.vintagestory.at/blog.html/news/july-2024-development-update-r388/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span>
</p>

<p>
	Summer development vibes here at the (virtual) Anego Studios HQ! We're full swing into developing the 1.20 update, with most features now fully planned out and in production.
</p>

<p>
	<span style="font-size:20px;">VS Lore, Chapter 2</span><br />
	Most of the team works on the games Lore content, of which I can reveal the least of <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f62d.png" class="ipsEmoji" alt="😭"><br />
	As mentioned in our <a href="https://www.vintagestory.at/blog.html/news/the-state-of-vs-may-2024-r385/" rel="">previous blog post</a>, the main goal of the update is to introduce the second chapter of our story arc. I believe we are about halfway done with the lore part itself and a preview release can come out before its full completion. The first of the 4 locations is nearly complete while the other 3 still requires more code and assets, as they will have some very purpose built mechanics around them.<br />
	<br />
	In addition to that, there will be also 2 new super secret mobs that you'll have to encounter yourself in-game once we release the update. I asked the team if I could showcase it (because its terrifying!), but they prefer to keep it secret for now. <em>Mob reveal waiting time intensifies <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f631.png" class="ipsEmoji" alt="😱"></em>
</p>

<p>
	<span style="font-size:20px;">Mount System</span><br />
	We've put a lot of effort into making the travel experience between the new lore locations as engaging as possible with the addition of a rideable mount and a sailing boat, both of which are now fully functioning. Here's a clip showcasing both.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	The entirety of the mount system is implemented in a highly flexible manner, so we (and modders!) can easily add new attachable accessories, or implement other rideables and boats without the need to adjust the engine code. We'll be looking into adding a ownership system where players can claim a single rideable animal as "owned" which would enable a "call to owner" feature where elks can be called back to you in case you loose it or when it fell in a deep hole, as well as possibly add a marker on your map where your elk currently is. Any fatal injury to the elk will place it in a "mortally wounded" state for up to 24 hours to give you the chance to revive it using poultices. The Elk will come with two types of bridles which is how you select your preferred control scheme of the mount. The first bridle requires you to hold down the forward key to ride, whereas the other is toggle based - press forward once to start riding, press backwards once to stop again. The former allows for precise control, the latter allows you do perform other tasks as you ride. I also make use of the <strong>rope system </strong>to keep elk from wandering off. This does not mean ropes are fully functioning now as most players would hope, but it might be just about mature enough for the use cases as shown in the video. I do still consider the rope system to be in an experimental state.<br />
	<br />
	As for acquiring these mounts, the ship itself can be built bit by bit by the player and will require a significant amount of resources.<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" /><br />
	<br />
	Our trusty elk for now will be purchasable at a trader, and at a later update we plan to add a mount specific taming system. All in all, the new mounts will likely fundamentally change the mid- to endgame experience.<br />
	<img alt="elkings.gif.61f7258ebca2113d5f65046e49d5d2b2.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19481" data-ratio="115.22" width="322" src="//media.vintagestory.at/monthly_2024_07/elkings.gif.61f7258ebca2113d5f65046e49d5d2b2.gif" /><br />
	<br />
	The eagle eyed amongst you might have also noticed I was carrying a new kind of backpack in the video - there will be a new, costlier to craft, leather tier and with it indeed a new tier of backpack, further expanding your carrying capacity.<br />
	<br />
	On a technical level, the elk and sailboat is jam-packed with new engine tech to provide intuitive interactions and solid gameplay. I had to write a multi-selectionbox system for entities, rewrite how entity inventories are handled, rewrite large parts of the mounting system, fix a number of issues that surfaced in the process as well as implement a multiple hitbox system so that players cannot drive their boats into solid blocks. This means even traversing narrow water canals should be no problem for the new boat system.<br />
	<img alt="anticlip2.gif.69e0d487b7a3b07ffdc8845e228a5f13.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19480" data-ratio="106.70" width="463" src="//media.vintagestory.at/monthly_2024_07/anticlip2.gif.69e0d487b7a3b07ffdc8845e228a5f13.gif" /><br />
	<br />
	<span style="font-size:20px;">Oceans</span><br />
	Oceans received some TLC as well. Below screenshot showcases three significant upgrades: The previously announced new murky water shader, distant oceans are now made to look endless (before you'd see chunk borders) and new underwater flora.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Suffice to say, the Oceans are slooowly filling up with content!
</p>

<p>
	<span style="font-size:20px;">Animations Rework</span><br />
	Long term, we will be looking at redoing most if not all animations of our current roster of creatures. Ambroise already got the Wolf redone, but then had to prioritize the upcoming creatures for 1.20<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" /><br />
	 
</p>

<p>
	<span style="font-size:20px;">Bricks Overhaul</span><br />
	This is now in full swing as well. You'll be able to produce Arkaiks lovely new brick types through the addition of a beehive kiln that'll let you fire 20 to 30 block spaces worth of ceramics in one go, and not just bricks. Here's the first iteration of these bricks in the creative inventory.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a>
</p>

<p>
	Here's a piece of in-game concept art on how the beehive kiln will look like, roughly<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_07/kiln.png.8d7751b2c6d8b1d9c5aa57083020421e.png" rel="external nofollow"><img alt="kiln.thumb.png.44c5b189db5ec1216d822e6350a0012f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19479" data-ratio="141.60" style="width:250px;height:auto;" width="530" src="//media.vintagestory.at/monthly_2024_07/kiln.thumb.png.44c5b189db5ec1216d822e6350a0012f.png" /></a><br />
	 
</p>

<p>
	<span style="font-size:20px;">Head and Wearables Uni-Sizing Project</span><br />
	Our Artists were also hard at work at getting the heads of the seraph and trader to the same size, so that wearables are easily interchangeable, allowing us to add greater variety to all current and future (hinthint) humanoids. All seraph clothing is now also full 3D Models instead of a textured overlay - which will make placement of clothing on armor stands much more straightforward to implement. For modders: We've resized the player head model to 5.5x 5y 5z voxels.<br />
	<br />
	<span style="font-size:20px;">#devlog Recap</span><br />
	If you have been following us on Discord, you also might have seen several other small updates which I'll list here as well.
</p>

<p>
	Insects will enrich the world of VS
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	<br />
	At long last dejanked the holding of very hot items, they are now visually held by tongs<br />
	<img alt="2024-07-02_16-50-33.png.0da23ccf7a06289bcacc10437df013e8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19474" data-ratio="97.71" style="width:350px;height:auto;" width="728" src="//media.vintagestory.at/monthly_2024_07/2024-07-02_16-50-33.png.0da23ccf7a06289bcacc10437df013e8.png" /><br />
	<br />
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	The 100+ world settings are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19477" href="//media.vintagestory.at/monthly_2024_07/tabs.png.98aaff2296fb312661dcdb2f4e564406.png" rel=""><img alt="tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19477" data-ratio="107.45" width="698" src="//media.vintagestory.at/monthly_2024_07/tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" /></a><br />
	<br />
	Quad particles will have smooth edges, creating less jarring visual artifacts<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19478" href="//media.vintagestory.at/monthly_2024_07/smoothparticles.png.576b86d8a4ae76e1b1fcd91e322377ca.png" rel=""><img alt="smoothparticles.thumb.png.d7c83798f6c6d0f4160fb7ac8963c73e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19478" data-ratio="110.13" style="width:500px;height:auto;" width="681" src="//media.vintagestory.at/monthly_2024_07/smoothparticles.thumb.png.d7c83798f6c6d0f4160fb7ac8963c73e.png" /></a><br />
	<br />
	<span style="font-size:20px;">Woop!</span><br />
	Beyond that, the list of smaller additions, tweaks, rebalances and fixes is ever growing as well. We're still hopeful to release the update this year. Stay tuned!
</p>
]]></description><guid isPermaLink="false">388</guid><pubDate>Wed, 31 Jul 2024 13:31:00 +0000</pubDate></item><item><title>v1.19.8 Dot the i's and cross the t's</title><link>https://www.vintagestory.at/blog.html/news/v1198-dot-the-is-and-cross-the-ts-r386/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.8, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18709" href="//media.vintagestory.at/monthly_2024_05/image_1.png.b7e2dcee2c05f4936cdde97a0dd847eb.png" rel=""><img alt="image_1.thumb.png.95fe8ddba1f048a793adc753e7bc7745.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18709" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_05/image_1.thumb.png.95fe8ddba1f048a793adc753e7bc7745.png" /></a><br />
	<span style="font-size:12px;">Soviet panel house by Chuchi Gucci, shared on discord #screenshots</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers)
	</li>
	<li>
		Fixed: Clutter bookshelves were not dropping items when repaired with glue
	</li>
	<li>
		Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767
	</li>
	<li>
		Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog
	</li>
	<li>
		Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held
	</li>
	<li>
		Fixed: Left clicking with oars in hands playing attack animation endlessly
	</li>
	<li>
		Fixed: A crock in the auction house crashing the game client when hovered over
	</li>
	<li>
		Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds
	</li>
	<li>
		Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world.
	</li>
	<li>
		Fixed: First person animation for pouring liquid metal improved.
	</li>
	<li>
		Fixed: Server lagspikes after several days of uptime. <span style="font-size:12px;">(Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS)</span>
	</li>
	<li>
		Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. <span style="font-size:12px;">(Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join)</span>
	</li>
	<li>
		Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over
	</li>
</ul>
]]></description><guid isPermaLink="false">386</guid><pubDate>Fri, 17 May 2024 10:49:00 +0000</pubDate></item><item><title>The state of VS, May 2024</title><link>https://www.vintagestory.at/blog.html/news/the-state-of-vs-may-2024-r385/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span>
</p>

<p>
	The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20!<br />
	<img alt="Untitled.jpg.f7b5df57c993ed6caf601933a00a96e1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18593" data-ratio="66.67" style="width:300px;height:auto;" width="750" src="//media.vintagestory.at/monthly_2024_05/Untitled.jpg.f7b5df57c993ed6caf601933a00a96e1.jpg" />
</p>

<p>
	<br />
	<span style="color:#e74c3c;"><span>⚠ </span><strong>Danger Zone</strong></span> <span style="color:#e74c3c;"><span>⚠</span></span><br />
	Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again.
</p>

<p>
	With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience.
</p>

<p>
	Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system.
</p>

<p>
	More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly.<br />
	<br />
	Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20: Riding" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/OHDUWUT1KCo?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it:<br />
	<img alt="boat.png.f180cffc0c2292cc1ebb0a97871b2057.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18595" data-ratio="86.17" style="width:600px;height:auto;" width="753" src="//media.vintagestory.at/monthly_2024_05/boat.png.f180cffc0c2292cc1ebb0a97871b2057.png" /><br />
	<br />
	Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20.
</p>

<p>
	I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself.
</p>

<p>
	But that is not all!<br />
	<br />
	<strong>New insect life &amp; other game juice</strong><br />
	As already showcased, 1.20 will bring at least a bit of new insect life to the world!
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	<span>on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience.</span><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18602" href="//media.vintagestory.at/monthly_2024_05/2024-05-09_16-13-54.png.dee4a1701d44594e9a4401e367f6ea2f.png" rel=""><img alt="2024-05-09_16-13-54.thumb.png.aeee8a58e28c5431ca8321311237f626.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18602" data-ratio="57.90" width="1000" src="//media.vintagestory.at/monthly_2024_05/2024-05-09_16-13-54.thumb.png.aeee8a58e28c5431ca8321311237f626.png" /></a>
</p>

<p>
	<br />
	<br />
	<span><strong>High fidelity animations</strong></span><br />
	Our new animator is hard at work redoing animal animations<br />
	<img alt="Wolf_Snarl_state02.gif.04c4b354251a4bf958d9e4cce05e21cb.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="18601" data-ratio="83.63" width="617" src="//media.vintagestory.at/monthly_2024_05/Wolf_Snarl_state02.gif.04c4b354251a4bf958d9e4cce05e21cb.gif" />
</p>

<p>
	<br />
	<strong>New Mob</strong><br />
	There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art <span><img alt=":P" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/tongue.png" srcset="//media.vintagestory.at/emoticons/tongue@2x.png 2x" title=":P" width="20" /></span><br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_05/ST2.png.0e6b48f7e77190fcf59dbc47eba35c16.png" rel="external nofollow"><img alt="ST2.thumb.png.eb3feb0b9dffaa12363fa30d58d1a089.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18598" data-ratio="100.22" style="width:450px;height:auto;" width="749" src="//media.vintagestory.at/monthly_2024_05/ST2.thumb.png.eb3feb0b9dffaa12363fa30d58d1a089.png" /></a><br />
	<br />
	<strong>More bricks</strong><br />
	We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18599" href="//media.vintagestory.at/monthly_2024_05/bricks.png.48e80ce403f8c3856e65e1479eee1c2f.png" rel=""><img alt="bricks.thumb.png.fa6f4e2e7f0e0c88fa96f6e9d273344b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18599" data-ratio="39.70" width="1000" src="//media.vintagestory.at/monthly_2024_05/bricks.thumb.png.fa6f4e2e7f0e0c88fa96f6e9d273344b.png" /></a><br />
	<br />
	<strong>In Conclusion</strong><br />
	Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to <span><span><span><img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span></span></span><br />
	We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024.
</p>

<p>
	Cheers,<br />
	  Tyron and the VS Team
</p>
]]></description><guid isPermaLink="false">385</guid><pubDate>Thu, 09 May 2024 13:16:00 +0000</pubDate></item><item><title>v1.19.6/7 - Anti-Double-Whammy</title><link>https://www.vintagestory.at/blog.html/news/v11967-anti-double-whammy-r384/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.6 and v1.19.7, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>[Edit:] </strong>Also released v1.19.7 with the following changes:
</p>

<ul>
	<li>
		Fixed: Issues with typing caused by the 1.19.6 drunk typing fix
	</li>
	<li>
		Fixed: First person hands visibly detached while drunk and typing in chat
	</li>
	<li>
		Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends
	</li>
	<li>
		Fixed: Don't crash client on corrupt chunk
	</li>
</ul>

<p>
	Please notice, v1.19.7 is <strong>not compatible</strong> with v1.19.6 or older servers - you will not be able to join unless they are updated.
</p>

<p>
	<br />
	Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the <a href="https://www.youtube.com/watch?v=k2yYh5Cap-Q" rel="external nofollow">grasshoppers</a>, <a href="https://www.youtube.com/watch?v=URVBQjroA4w" rel="external nofollow">coquis</a>, <a href="https://www.youtube.com/watch?v=-AtEC6MpwnU" rel="external nofollow">cicadas</a> and <a href="https://www.youtube.com/watch?v=k4xEXRnFQIo" rel="external nofollow">pond insects</a> coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="18221" href="//media.vintagestory.at/monthly_2024_03/2024-03-31_09-40-38.jpg.4705a75bd2840106c9fc7e4770a72adc.jpg" rel=""><img alt="2024-03-31_09-40-38.thumb.jpg.4c7b97b8138fd86052e8a57afe333777.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18221" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-31_09-40-38.thumb.jpg.4c7b97b8138fd86052e8a57afe333777.jpg" /></a><br />
	<em><span style="font-size:12px;">pretty cool cave</span></em><span style="font-size:12px;"> - shared by Billy Mays in #general</span>
</p>

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

<ul>
	<li>
		Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases
	</li>
	<li>
		Fixed: Multiple visual issues when using a high field of view
	</li>
	<li>
		Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot
	</li>
	<li>
		Fixed: Multiple issues with drunk typing
	</li>
	<li>
		Fixed: "/time add" command allowed negative values
	</li>
	<li>
		Fixed: Cancel button on backup confirm screen not functioning
	</li>
	<li>
		API Fixed: RegisterEventBusListener() delegates called twice in some cases
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">384</guid><pubDate>Sun, 31 Mar 2024 16:58:00 +0000</pubDate></item><item><title>v1.19.5 - YABATP stable</title><link>https://www.vintagestory.at/blog.html/news/v1195-yabatp-stable-r383/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18141" href="//media.vintagestory.at/monthly_2024_03/2024-03-21_18-52-09.png.40f3ae171080c28e8a31290ea398926c.png" rel=""><img alt="2024-03-21_18-52-09.thumb.png.f45f67403bade561274494690fa52fe3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18141" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-21_18-52-09.thumb.png.f45f67403bade561274494690fa52fe3.png" /></a><br />
	<span style="font-size:11px;">Screenshot by MannyXIII, shared on Discord #screenshots</span><br />
	 
</p>

<p>
	<strong>All game updates since v1.19.4</strong>
</p>

<ul>
	<li>
		Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain
	</li>
	<li>
		Tweak: More first person hands animation tuning
		<ul>
			<li>
				Tweak: Adjusted animation for raising your temporal stability
			</li>
			<li>
				Tweak: Bucket now visually stays level when selected
			</li>
			<li>
				Tweak: Improved watering can ready animation
			</li>
			<li>
				Tweak: Adjusted impact and sound frame for smithing
			</li>
			<li>
				Tweak: Watering animation with a watering can now looks better
			</li>
			<li>
				Fixed: Freezing animation no longer continues indefinitely
			</li>
			<li>
				Fixed: Animation Jitter on axehit. Experimental. Might break stuff
			</li>
			<li>
				Fixed: Ready pose for shovel fixed again
			</li>
		</ul>
	</li>
	<li>
		Tweak: Buffed warmth on reindeer herder coats and boots
	</li>
	<li>
		Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised
	</li>
	<li>
		Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts
	</li>
	<li>
		Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues
	</li>
	<li>
		Fixed: Trader wandering off while trading
	</li>
	<li>
		Fixed: Angry bees not stinging the player
	</li>
	<li>
		Fixed: Boars with offspring attacking even when game settings place creatures on passive mode
	</li>
	<li>
		Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4
	</li>
	<li>
		Fixed: Topsoil grass re-growth did not match original worldgen grass
	</li>
	<li>
		Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning
	</li>
	<li>
		Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty
	</li>
	<li>
		Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path
	</li>
	<li>
		Fixed: In <em>Homo Sapiens</em> game mode (or others where lore content is off) locust nests would still spawn
	</li>
	<li>
		Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click
	</li>
	<li>
		Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal
	</li>
	<li>
		Fixed: Properly fix crashes / texture atlas overflow related to labeled crates
	</li>
	<li>
		Fixed: Dyes very chunky looking when inside barrels
	</li>
	<li>
		Fixed: Peanuts and Olives not visible in meals
	</li>
	<li>
		Fixed: Distant tule were colored white-ish
	</li>
	<li>
		Fixed: Multiple smithing and player animation issues
		<ul>
			<li>
				Smithing not registering hits sometimes. Action/Sound not in sync with animation
			</li>
			<li>
				Smithing hit action sometimes executing twice
			</li>
			<li>
				Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer)
			</li>
			<li>
				Some left-mouse actions sometimes looping the animation multiple times
			</li>
			<li>
				Other players' animations no longer running
			</li>
		</ul>
	</li>
	<li>
		Fixed: Iron anvil merging derp and hammering sound not playing
	</li>
	<li>
		Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart
	</li>
	<li>
		Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random
	</li>
	<li>
		Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned
	</li>
	<li>
		Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue
	</li>
	<li>
		Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter
	</li>
	<li>
		Fixed: Clutter bookshelves names not localized in repair chat messages
	</li>
	<li>
		Fixed: various handbook and block HUD info issues:
		<ul>
			<li>
				Aged version of Antler mounts missing from handbook and Creative inventory
			</li>
			<li>
				Falx handbook entry showing mining speed for wood and leaves, when it cannot break either
			</li>
			<li>
				Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe
			</li>
			<li>
				Incorrect help tip on wooden pan [GitHub report #3680]
			</li>
		</ul>
	</li>
	<li>
		Fixed: Various crashes and logged errors
		<ul>
			<li>
				Rare crash when typing during drunken effect
			</li>
			<li>
				Rare startup crash when logging off while sitting (sitting in-game!)
			</li>
			<li>
				Version 1.19.4 crash if pies were placed on clutter tables
			</li>
			<li>
				Very rare crash involving a pot of jam on the point of turning rotten
			</li>
			<li>
				Crash when clicking on a food container while holding a bowl containing Rot
			</li>
			<li>
				Rare but long-standing crash when clay-forming [GitHub #3713 #2284]
			</li>
			<li>
				Very rare crash when chiseling in multiplayer [GitHub #3688]
			</li>
			<li>
				<em>/kick</em> command crashing a dedicated server if no kick reason given
			</li>
			<li>
				Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed)
			</li>
			<li>
				Further attempt to fix very rare crash with EntityItem; added additional debug logging
			</li>
			<li>
				Exception when executing the /stop command immediately after joining a singleplayer world
			</li>
			<li>
				Potential crash with shields if no space for texture etc (GitHub issue 3598)
			</li>
			<li>
				Very rare exception issue logged to file, related to axles
			</li>
			<li>
				Plant container error if the container block does not exist, for example when a mod was removed
			</li>
			<li>
				Shader compile error on Intel internal graphics
			</li>
		</ul>
	</li>
	<li>
		Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional)
	</li>
	<li>
		Fixed: <em>/gm sp</em> command not setting player to spectator mode
	</li>
	<li>
		Fixed: Movespeed command not working: <em>/player [player] movespeed [amount]</em>
	</li>
	<li>
		Fixed: Worldconfig <em>allowLandClaiming</em> not being respected when using <em>/land</em> commands
	</li>
	<li>
		Fixed: WorldEdit mirror functionality issue with chiseled blocks
	</li>
	<li>
		Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German
	</li>
	<li>
		Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel
	</li>
	<li>
		Api Tweak: Don't crash on invalid GroundStack
	</li>
	<li>
		Api Fixed: WorldAPI <em>RegionMapSizeX</em> would return a size off by one since game version 1.12.9. Affected methods are <em>MapRegionIndex2D</em>, <em>MapRegionPosFromIndex2D</em>, <em>MapRegionIndex2DByBlockPos</em>
	</li>
	<li>
		Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns <em>EnumCommandStatus.Error</em> it won't process the command further.
	</li>
</ul>

<p>
	<strong>Changes since <span><span title="(Click and hold to edit title)">v1.19.5-rc.3</span></span></strong>
</p>

<ul>
	<li>
		<span><span title="(Click and hold to edit title)">Tweak: Updated community translations</span></span>
	</li>
	<li>
		Fixed: Very minor memory leak in the worldmap, ore map layer
	</li>
	<li>
		Fixed: Game crashing when smithing on the last point of hammer durability
	</li>
	<li>
		Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal
	</li>
</ul>
]]></description><guid isPermaLink="false">383</guid><pubDate>Fri, 22 Mar 2024 07:39:00 +0000</pubDate></item><item><title>v1.19.5-rc.2/3 - YABATP #2</title><link>https://www.vintagestory.at/blog.html/news/v1195-rc23-yabatp-2-r382/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5-rc.2/3, a unstable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit:] Also released rc.3 to fix more issues with the hammer and other tools!<br />
	<br />
	After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18124" href="//media.vintagestory.at/monthly_2024_03/2023-05-09_22-04-24.png.952f0232ed59a4a218caedaf4821ec40.png" rel=""><img alt="2023-05-09_22-04-24.thumb.png.e323ec35f81c5f27384c470ed576e28a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18124" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2023-05-09_22-04-24.thumb.png.e323ec35f81c5f27384c470ed576e28a.png" /></a><br />
	<span style="font-size:11px;">Screenshot by <span style="margin:0px 0.25rem 0px 0px;padding:0px;border:0px;font-weight:inherit;font-style:inherit;font-family:inherit;vertical-align:baseline;"><span style="margin:0px;padding:0px;border:0px;font-weight:500;font-style:inherit;font-family:inherit;vertical-align:baseline;line-height:1.375rem;">Chuchi Gucci, shared in #screenshots</span></span></span><br />
	 
</p>

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

<ul>
	<li>
		Fixed: Multiple smithing and player animation issues
		<ul>
			<li>
				Smithing not registering hits sometimes. Action/Sound not in sync with animation
			</li>
			<li>
				Smithing hit action sometimes executing twice
			</li>
			<li>
				Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer)
			</li>
			<li>
				Some left-mouse actions sometimes looping the animation multiple times
			</li>
			<li>
				Other players' animations no longer running
			</li>
		</ul>
	</li>
	<li>
		Fixed: Trader wandering off while trading
	</li>
	<li>
		Fixed: Boars with offspring attacking on passive mode
	</li>
	<li>
		Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path
	</li>
	<li>
		Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random
	</li>
	<li>
		Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned
	</li>
	<li>
		Fixed: Distant tule were colored white-ish
	</li>
	<li>
		Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue
	</li>
	<li>
		Fixed: Clutter bookshelves names not localized in repair chat messages
	</li>
	<li>
		Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues
	</li>
	<li>
		Fixed: various handbook and block HUD info issues:
		<ul>
			<li>
				Aged version of Antler mounts missing from handbook and Creative inventory
			</li>
			<li>
				Falx handbook entry showing mining speed for wood and leaves, when it cannot break either
			</li>
			<li>
				Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe
			</li>
			<li>
				Incorrect help tip on wooden pan [GitHub report #3680]
			</li>
		</ul>
	</li>
	<li>
		Fixed: Various crashes
		<ul>
			<li>
				Rare crash when typing during drunken effect
			</li>
			<li>
				Very rare crash involving a pot of jam on the point of turning rotten
			</li>
			<li>
				Crash when clicking on a food container while holding a bowl containing Rot
			</li>
			<li>
				Rare but long-standing crash when clay-forming [GitHub #3713 #2284]
			</li>
			<li>
				Very rare crash when chiseling in multiplayer [GitHub #3688]
			</li>
			<li>
				<em>/kick</em> command crashing a dedicated server if no kick reason given
			</li>
			<li>
				Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed)
			</li>
		</ul>
	</li>
	<li>
		Fixed: Movespeed command not working <em>/player [player] movespeed [amount]</em>
	</li>
	<li>
		Fixed: Worldconfig <em>allowLandClaiming</em> not being respected when using <em>/land</em> commands
	</li>
	<li>
		Fixed: WorldEdit mirror functionality issue with chiseled blocks
	</li>
	<li>
		Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German
	</li>
	<li>
		API Fixed: WorldAPI <em>RegionMapSizeX</em> would return a size off by one since game version 1.12.9. Affected methods are <em>MapRegionIndex2D</em>, <em>MapRegionPosFromIndex2D</em>, <em>MapRegionIndex2DByBlockPos</em>
	</li>
	<li>
		API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns <em>EnumCommandStatus.Error</em> it won't process the command further.
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">382</guid><pubDate>Tue, 19 Mar 2024 07:22:00 +0000</pubDate></item><item><title>v1.19.5-rc.1 - YABATP</title><link>https://www.vintagestory.at/blog.html/news/v1195-rc1-yabatp-r381/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5-rc.1, a unstable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>Y</strong>et <strong>a</strong>nother <strong>B</strong>ugfixing <strong>a</strong>nd <strong>T</strong>uning <strong>P</strong>atch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18036" href="//media.vintagestory.at/monthly_2024_03/2024-03-02_23-46-20.png.b436afa18a97467dc4f0afb62417db5e.png" rel=""><img alt="2024-03-02_23-46-20.thumb.png.76bee1621c780f8688ac43eb9347f021.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18036" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-02_23-46-20.thumb.png.76bee1621c780f8688ac43eb9347f021.png" /></a><br />
	<span style="font-size:11px;">Screenshot by Fishy, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain
	</li>
	<li>
		Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised
	</li>
	<li>
		Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts
	</li>
	<li>
		Tweak: More first person hands animation tuning
		<ul>
			<li>
				Tweak: Adjusted animation for raising your temporal stability
			</li>
			<li>
				Tweak: Bucket now visually stays level when selected
			</li>
			<li>
				Tweak: Improved watering can ready animation
			</li>
			<li>
				Tweak: Adjusted impact and sound frame for smithing
			</li>
			<li>
				Tweak: Watering animation with a watering can now looks better
			</li>
			<li>
				Fixed: Freezing animation no longer continues indefinitely
			</li>
			<li>
				Fixed: Animation Jitter on axehit. Experimental. Might break stuff
			</li>
			<li>
				Fixed: Ready pose for shovel fixed again
			</li>
		</ul>
	</li>
	<li>
		Tweak: Buffed warmth on reindeer herder coats and boots
	</li>
	<li>
		Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues
	</li>
	<li>
		Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional)
	</li>
	<li>
		Fixed: Angry bees not stinging the player
	</li>
	<li>
		Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging
	</li>
	<li>
		Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world
	</li>
	<li>
		Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4
	</li>
	<li>
		Fixed: 1.19.4 crash if pies were placed on clutter tables
	</li>
	<li>
		Fixed: Topsoil grass re-growth did not match original worldgen grass
	</li>
	<li>
		Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning
	</li>
	<li>
		Fixed: Dyes very chunky looking when inside barrels
	</li>
	<li>
		Fixed: Should fix a rare startup crash when logging off sitting
	</li>
	<li>
		Fixed: Anvil merging derp and hammering sound not playing
	</li>
	<li>
		Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart
	</li>
	<li>
		Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter
	</li>
	<li>
		Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598)
	</li>
	<li>
		Fixed: Plant container error if the container block does not exist, for example when a mod was removed
	</li>
	<li>
		Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty
	</li>
	<li>
		Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn
	</li>
	<li>
		Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click
	</li>
	<li>
		Fixed: Peanuts and Olives not visible in meals
	</li>
	<li>
		Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal
	</li>
	<li>
		Fixed: Very rare exception issue logged to file, related to axles
	</li>
	<li>
		Fixed: <em>/gm sp</em> command not setting player to spectator mode
	</li>
	<li>
		Fixed: Shader compile error on Intel internal graphics
	</li>
	<li>
		Fixed: Properly fix crashes / texture atlas overflow related to labeled crates
	</li>
	<li>
		Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel
	</li>
	<li>
		Api Tweak: Don't crash on invalid GroundStack
	</li>
</ul>
]]></description><guid isPermaLink="false">381</guid><pubDate>Wed, 06 Mar 2024 20:13:55 +0000</pubDate></item><item><title>v1.19.4 - Stableified glue!</title><link>https://www.vintagestory.at/blog.html/news/v1194-stableified-glue-r380/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18.
</p>

<p>
	Featured changes include a <strong>rebalancing of loot in ruins</strong> - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17961" href="//media.vintagestory.at/monthly_2024_02/2024-02-25_21-46-49.png.f111258cfc053c3fee85b885c6c634c8.png" rel=""><img alt="2024-02-25_21-46-49.thumb.png.d7c65f346f765445fe5f0ce7d62ffa28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17961" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_02/2024-02-25_21-46-49.thumb.png.d7c65f346f765445fe5f0ce7d62ffa28.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Daag, shared in #screenshots</span>
</p>

<p>
	 
</p>

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

<p>
	<strong>Glue making</strong> mechanic, use glue to repair and obtain ruin clutter<br />
	<a data-fileext="png" data-fileid="17605" href="//media.vintagestory.at/monthly_2024_02/image.png.6b1f3dc73be29ccc6b02bdaa704be0a0.png" rel=""><img alt="image.thumb.png.681fb8951a83da66f9227408955fd92f.png" data-fileid="17605" data-ratio="46.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/image.thumb.png.681fb8951a83da66f9227408955fd92f.png" /></a>
</p>

<p>
	<br />
	<strong>Barrels</strong> finally received the long anticipated model overhaul<br />
	<a data-fileext="jpeg" data-fileid="17588" href="//media.vintagestory.at/monthly_2024_02/barrels.jpeg.cd65e91683e453f3b2c41c8618a76ceb.jpeg" rel=""><img alt="barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" data-fileid="17588" data-ratio="71.90" width="1000" src="//media.vintagestory.at/monthly_2024_02/barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" /></a>
</p>

<p>
	<br />
	<strong>Hides</strong> have new models and textures, and can be placed on the ground<br />
	<a data-fileext="png" data-fileid="17608" href="//media.vintagestory.at/monthly_2024_02/hides.png.e98811dae4b38acd6f5da2b2f75b086f.png" rel=""><img alt="hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" data-fileid="17608" data-ratio="36.70" width="1000" src="//media.vintagestory.at/monthly_2024_02/hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" /></a>
</p>

<p>
	<br />
	<strong>Mouse buttons</strong> are now re-bindable<br />
	<a data-fileext="png" data-fileid="17598" href="//media.vintagestory.at/monthly_2024_02/mouse.png.a256ca2491b3389e78316e572eebef3b.png" rel=""><img alt="mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" data-fileid="17598" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>

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

<p>
	All the changes from <a href="https://www.vintagestory.at/blog.html/news/v1194-rc1-now-with-glue-included-r377/" rel="">1.19.4-rc.1</a>, <a href="https://www.vintagestory.at/blog.html/news/v1194-rc2-now-with-glue-included-2-r378/" rel="">1.19.4-rc.2</a> and <a href="https://www.vintagestory.at/blog.html/news/v1194-rc3-now-with-glue-included-3-r379/" rel="">1.19.4-rc.3</a><span>:</span>
</p>

<ul>
	<li>
		Feature:<strong> Clutter blocks shatter when broken, unless first repaired using glue</strong>

		<ul>
			<li>
				Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair <em>in situ</em>. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering
			</li>
			<li>
				This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable"
			</li>
			<li>
				Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand
			</li>
			<li>
				Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins
			</li>
			<li>
				Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue!
			</li>
			<li>
				Powdered charcoal is made by grinding charcoal on a quern
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> "With great ruins comes great lootability"</strong>
		<ul>
			<li>
				A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground
			</li>
			<li>
				Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them)
			</li>
			<li>
				A new cellar is included in one of the large ruins
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Re-bindable mouse buttons</strong> (as first mentioned in the 1.19.0-rc1 news)
		<ul>
			<li>
				Any keyboard control or macro can now alternatively be configured to a mouse button <span style="font-size:14px;">[Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key.  Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported]</span>
			</li>
			<li>
				In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking
			</li>
			<li>
				Pick block is now re-bindable to any key or mouse button
			</li>
		</ul>
	</li>
	<li>
		Feature: In the Accessibility settings tab, knapping, clayforming, smithing <strong>voxel wireframe colors are now configurable</strong> between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly)
	</li>
	<li>
		Tweak: <strong>Hides</strong> <strong>are now 3D models</strong>, and can be placed on the ground
		<ul>
			<li>
				Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Improved visuals for barrels and troughs</strong>
		<ul>
			<li>
				New barrel models
			</li>
			<li>
				Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper)
			</li>
			<li>
				Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable)
			</li>
			<li>
				Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders
			</li>
			<li>
				Minor tweaks to appearance of both small and large troughs, and rot models
			</li>
			<li>
				Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance improvements: do more, with less!</strong>
		<ul>
			<li>
				Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes:
				<ul>
					<li>
						Reduce server and singleplayer RAM usage around 250MB overall  <span style="font-size:14px;">[detail: Schematics used by ruins and villages are now cached and partly lazy-loaded]</span>
					</li>
					<li>
						Reduce climb in RAM usage on client when moving to new world areas
					</li>
					<li>
						Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods
					</li>
					<li>
						Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (<span style="font-size:12px;">Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation,</span> <span style="font-size:12px;">by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding <em>.clientconfigcreate</em> command, requires game restart to take effect)</span>
					</li>
					<li>
						Minor server-side RAM optimisations when saving or sending chunks
					</li>
					<li>
						Minor RAM optimisations for Microblocks, Clutter etc.
					</li>
					<li>
						Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play
					</li>
					<li>
						Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize")
					</li>
					<li>
						Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe
					</li>
				</ul>
			</li>
			<li>
				Reduce network usage in large-scale multiplayer games  <span style="font-size:14px;">[detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities]</span>
			</li>
			<li>
				Minor optimisations to clayforming
			</li>
			<li>
				Reduced client-side lag spikes from doors in newly loaded chunks
			</li>
			<li>
				Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing</strong>
		<ul>
			<li>
				Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs]
			</li>
			<li>
				Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks
			</li>
			<li>
				Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices
			</li>
			<li>
				Chickens and chicks now take slightly less damage from falls, compared with other creatures
			</li>
			<li>
				Entities (except when fleeing) now strongly avoid pathing through boiling water
			</li>
			<li>
				Moose jump height is reduced to 2 blocks, less than most deer
			</li>
			<li>
				Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid
			</li>
			<li>
				Commodity trader no longer sells square/offset/diamond linen patterns, only normal
			</li>
			<li>
				Cooking pots are shelf-storable
			</li>
			<li>
				Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced
			</li>
			<li>
				Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes'
			</li>
			<li>
				Tule now has plantable roots.  Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate
			</li>
			<li>
				Auto-close the trader dialog and trading window when a player moves out of range of the trader
			</li>
			<li>
				Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry)
			</li>
			<li>
				Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode
			</li>
			<li>
				Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode <span style="font-size:14px;">[note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers]</span>
			</li>
			<li>
				Fixed: <em>.cam</em> command was available to Survival players
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New first person mode tuning</strong>
		<ul>
			<li>
				In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long.
			</li>
			<li>
				Better synced smithing sound and action
			</li>
			<li>
				Added shield block pose when blocking with right hand
			</li>
			<li>
				Added custom animations for the bug net and squeezing honeycombs
			</li>
			<li>
				Added animation for inserting temporal gear with a knife (to restore the player's temporal stability)
			</li>
			<li>
				More sluggish mouse movement and seraph model rotation while swimming
			</li>
			<li>
				Tools now follow the player's cursor more closely in first person mode.
			</li>
			<li>
				Less jarring transition back to tool ready position, after using a tool to hit
			</li>
			<li>
				Impove feel of axe, club and hammer when used as a weapon
			</li>
			<li>
				Adjustments to falx, axe and cleaver first-person animations
			</li>
			<li>
				Adjusted position for held crushed items
			</li>
			<li>
				Adjusted shield transforms and other off-hand transforms
			</li>
			<li>
				Fixes to some animations endlessly repeating after an action
				<ul>
					<li>
						Knife cut animation
					</li>
					<li>
						Chisel ready animation, after switching from chisel to empty slot
					</li>
					<li>
						Using torch to light a firepit, whenever a torch was then held
					</li>
					<li>
						Torch in hand - could endlessly repeat instead of holding it out straight
					</li>
					<li>
						Shield block pose not stopping when placing the shield on an armor stand
					</li>
					<li>
						Player endlessly holstering spear after world reload
					</li>
				</ul>
			</li>
			<li>
				Fixed: Block edge sitting was sometimes triggered in the wrong places
			</li>
			<li>
				Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose
			</li>
			<li>
				Fixed: Hammer and chisel animation working properly again
			</li>
			<li>
				Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand.
			</li>
			<li>
				Fixed: First hit animations on spear now consistent with all subsequent hits
			</li>
			<li>
				Fixed: Shovel ready animation now longer firmly attached
			</li>
			<li>
				Fixed: Idle animations for lanterns and pumpkin fruit
			</li>
			<li>
				Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation
			</li>
			<li>
				Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta
			</li>
		</ul>
	</li>
	<li>
		Tweak: Seraph hair and clothing improvements
		<ul>
			<li>
				Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats
			</li>
			<li>
				Ponytail parts removed from basic seraph model
			</li>
			<li>
				Fixed: hats would show through helmets
			</li>
			<li>
				Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat
			</li>
			<li>
				Fixed: emblems were set to wear on the wrist
			</li>
			<li>
				Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears
			</li>
		</ul>
	</li>
	<li>
		Tweak: Other visual fine tuning
		<ul>
			<li>
				More detailed skulls on human skeletons. Special skeleton has smaller skull
			</li>
			<li>
				Feather item now has a 3D model; improved rot model
			</li>
			<li>
				Beeswax, Fat and Raw fish models now smaller when placed on the ground
			</li>
			<li>
				Improved positioning of some food items (thanks to Sonya!)
			</li>
			<li>
				Bunches or piles of food items generally now held with both hands
			</li>
			<li>
				Pixel-level polish to the layout of block interaction help
			</li>
			<li>
				Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
			</li>
			<li>
				Fixed: Jonas parts positioning in display cases was not correct
			</li>
			<li>
				Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat)
			</li>
			<li>
				Fixed: Many antlers invisible in the handbook
			</li>
			<li>
				Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered
			</li>
			<li>
				Fixed: Incorrect appearance of breadfruit in cooking pot meals
			</li>
			<li>
				Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin
			</li>
			<li>
				Fixed: z-fighting on copper spear
			</li>
			<li>
				Fixed: Mianguan had bad display case transform
			</li>
			<li>
				Fixed: Resonator had missing texture pattern
			</li>
			<li>
				Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen
			</li>
			<li>
				Fixed: Stretched crate label item images
			</li>
			<li>
				Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
			</li>
		</ul>
	</li>
	<li>
		Tweak: Handbook fine tuning
		<ul>
			<li>
				Improved text layout and formatting on Handbook pages
			</li>
			<li>
				Minor improvements to Command Handbook layout
			</li>
			<li>
				The knapping guide makes clear that knapping creates a tool head, not an actual tool
			</li>
			<li>
				Handbook entry for deer explains that they cannot be domesticated, milked or bred
			</li>
			<li>
				Fancy-stitched linens are now included in the handbook
			</li>
			<li>
				Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil
			</li>
			<li>
				Changed order of presentation of information in the descriptive text for wearable items
			</li>
			<li>
				Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation)
			</li>
			<li>
				More use of the current configuration for right mouse button, in any handbook text referencing right-click actions
			</li>
			<li>
				Fixed: link to glass in the greenhouse guide
			</li>
			<li>
				Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description
			</li>
		</ul>
	</li>
	<li>
		Tweak: Positional sounds on moving objects more accurately update their positions
	</li>
	<li>
		Tweak: Improved collision/selection boxes for ancient book pile clutter
	</li>
	<li>
		Tweak: Hot springs now cannot spawn under lakeice or saltwater
	</li>
	<li>
		Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode)
	</li>
	<li>
		Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings
	</li>
	<li>
		Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups
	</li>
	<li>
		Tweak: <em>/db prune</em> command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook
	</li>
	<li>
		Tweak: New <em>/dev bookshelfvariant l[] inc/dec</em> subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey
	</li>
	<li>
		Tweak: Localization and language changes
		<ul>
			<li>
				All trader dialogue is now translatable
			</li>
			<li>
				Added two new translations: Thai and Chinese Traditional.
			</li>
			<li>
				Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents
			</li>
			<li>
				In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency
			</li>
			<li>
				In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages
			</li>
			<li>
				Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text
			</li>
			<li>
				"Melting" transformation for snowballs in handbook now localized
			</li>
			<li>
				Rock instability % in block info now localized
			</li>
			<li>
				Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages
			</li>
			<li>
				Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen
			</li>
			<li>
				Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix)
			</li>
			<li>
				Fixed: Localization crash in <em>TranslationService.PluralFormat</em><span> with certain formatted strings</span>
			</li>
			<li>
				Fixed: Localization strings, if plural format <em>{p...</em> used more than once in the same string it didn't work
			</li>
			<li>
				Update community translations
			</li>
		</ul>
	</li>
	<li>
		Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language
	</li>
	<li>
		Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens
	</li>
	<li>
		Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world
	</li>
	<li>
		Fixed: Ruins with missing textures underwater, in Arctic regions
	</li>
	<li>
		Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3  [note: existing maps might now be fixable using <em>/db prune</em> command or <em>/wgen regen</em> command, see documentation for those commands]
	</li>
	<li>
		Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!)
	</li>
	<li>
		Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates
	</li>
	<li>
		Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken
	</li>
	<li>
		Fixed: Block breaking decal for support beams
	</li>
	<li>
		Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell
	</li>
	<li>
		Fixed: Chickens were eating from large troughs in 1.19, which was unintended
	</li>
	<li>
		Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals.
	</li>
	<li>
		Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow
	</li>
	<li>
		Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen
	</li>
	<li>
		Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge
	</li>
	<li>
		Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed
	</li>
	<li>
		Fixed: Wooden crates did not have their correct capacities for the type of wood
	</li>
	<li>
		Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners
	</li>
	<li>
		Fixed: Scroll rack block info showed the scroll in the wrong slot
	</li>
	<li>
		Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side
	</li>
	<li>
		Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned
	</li>
	<li>
		Fixed: Burned out torch making extinguishing sounds when thrown in water
	</li>
	<li>
		Fixed: Burning entities and items were not extinguished by salt water
	</li>
	<li>
		Fixed: Inconsistent attachment of signs on left and right end of a trunk
	</li>
	<li>
		Fixed various issues with traders:
		<ul>
			<li>
				Modify trader place auction slot to prevent accidental item disappearance with shift-click
			</li>
			<li>
				Resolve trader visual duplication bug for items [thanks to korobya GH PR 34]
			</li>
			<li>
				Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34]
			</li>
			<li>
				Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34]
			</li>
		</ul>
	</li>
	<li>
		Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater
	</li>
	<li>
		Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed 
	</li>
	<li>
		Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error
	</li>
	<li>
		Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents
	</li>
	<li>
		Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all
	</li>
	<li>
		Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues
	</li>
	<li>
		Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports
	</li>
	<li>
		Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already
	</li>
	<li>
		Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names
	</li>
	<li>
		Fixed: Various rare crashes and logged errors
		<ul>
			<li>
				Rare crash when looking at cheese!
			</li>
			<li>
				Crash involving EntityItem
			</li>
			<li>
				Handbook crash when clicking on drops from stony rubble
			</li>
			<li>
				Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading
			</li>
			<li>
				Crash with Command Block in Developer Mode
			</li>
			<li>
				FruitTreeRoot errors in logs at world load
			</li>
			<li>
				Error from Microblocks during snow melt
			</li>
			<li>
				Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource"
			</li>
			<li>
				Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error
			</li>
			<li>
				Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections)
			</li>
			<li>
				Rare crash when destroying a lot of beams on one block
			</li>
			<li>
				Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server
			</li>
			<li>
				Multiplayer game crashing when connecting to a server with mods missing on the client
			</li>
			<li>
				Log spam for attempted drifter spawns when Temporal Stability is disabled in world config
			</li>
			<li>
				Crashes when dying holding sling, bow and certain other items
			</li>
			<li>
				Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break
			</li>
			<li>
				Rare crash relating to Fruit press
			</li>
		</ul>
	</li>
</ul>

<ul>
	<li>
		Fixed: Re-add <em>/land claim</em> abbreviated grow commands (<em>/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw</em>)
	</li>
	<li>
		Fixed: Item id remapper command <em>/iir getid</em> not working
	</li>
	<li>
		Fixed: <em>/db prune</em> did not delete Structure locations, preventing ruins and traders from properly regenerating
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Missing dependencies now listed in the mod manager
	</li>
	<li>
		Tweak: Added a new attachment point on the seraph model for off-hand animations
	</li>
	<li>
		Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation
	</li>
	<li>
		Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta
	</li>
	<li>
		Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing
	</li>
	<li>
		Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example
	</li>
	<li>
		Tweak: Added entity property <em>fallDamageMultiplier</em>
	</li>
	<li>
		Notice: Entity boolean property <em>fallDamage</em> will become obsolete in v1.20 and removed in v1.21. Use <em>fallDamageMultiplier: 0.0</em> instead
	</li>
	<li>
		Fixed: Block patches with NearSeaWater placement now detect salt water properly
	</li>
	<li>
		Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes
	</li>
	<li>
		Fixed: Microblocks not allowing 255 materials
	</li>
	<li>
		Additional minor tweaks relevant only to coded mods:
		<ul>
			<li>
				<em>KeyConfiguration</em> used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247
			</li>
			<li>
				For AITasks, the <em>EntityPartitioning</em> system is now divided more logically into Creatures and Inanimate entities, use <em>EnumEntitySearchType</em> to specify which
			</li>
			<li>
				For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence.  See <a href="https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings" rel="external nofollow">.NET Best Practice Guide</a>.  Vintagestory.API.Util now provides helper methods <em>string.IndexOfOrdinal()</em>, <em>string.StartsWithOrdinal()</em> and <em>string.EndsWithOrdinal()</em> which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method <em>AssetLocation.PathStartsWith()</em>
			</li>
			<li>
				Mods can access and change <em>climbUpSpeed</em> and <em>climbDownSpeed</em> in an entity's <em>BehaviorControlledPhysics</em>
			</li>
			<li>
				Marked <em>UsingHeldItemTransformBefore/After</em> as obsolete
			</li>
			<li>
				Exposed <em>GetRecipeRegistry()</em> in <em>IWorldAccessor</em>
			</li>
			<li>
				<em>BlockEntity.GetBlockInfo()</em> exceptions now trapped and logged, a simple error line is shown in the Block Info HUD
			</li>
			<li>
				Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override <em>BlockEntity.TickingExceptionHandler</em> to change this behavior
			</li>
			<li>
				Exceptions thrown by <em>BlockEntity.FromTreeAttributes()</em> are now logged with position of entity and type
			</li>
			<li>
				Any mod directly accessing <em>BlockEntityMicroBlock.sideAlmostSolid</em> or <em>.sidecenterSolid</em> should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub)
			</li>
			<li>
				Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method <a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs" rel="external nofollow">[example]</a> to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [<a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs#L16" rel="external nofollow">example line of code</a>]
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.19.4-rc.3 (also listed above)
</p>

<ul>
	<li>
		Tweak: Updated to latest community translations
	</li>
</ul>

<ul>
	<li>
		Fixed: .cam command were available to survival players
	</li>
	<li>
		Fixed: Missing mod dependency of a mod dependency crashing the mod manager
	</li>
	<li>
		Fixed: /db prune did not delete Structure locations preventing them from regenerating
	</li>
	<li>
		Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab
	</li>
	<li>
		Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues
	</li>
	<li>
		Fixed: Slow cumulative memory leak on long-running game client
	</li>
	<li>
		Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents
	</li>
	<li>
		Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all
	</li>
	<li>
		Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports
	</li>
	<li>
		Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment
	</li>
	<li>
		Fixed: Freeze and texture atlas leak caused by labeled crates
	</li>
	<li>
		Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
	</li>
</ul>
]]></description><guid isPermaLink="false">380</guid><pubDate>Wed, 28 Feb 2024 09:03:00 +0000</pubDate></item><item><title>v1.19.4-rc.3 - Now with glue included! #3</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc3-now-with-glue-included-3-r379/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.3, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely <a href="https://www.youtube.com/watch?v=y7SOA01WQWs" rel="external nofollow">Korean version of 100 days</a> in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f44b.png" class="ipsEmoji" alt="👋"> <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17926" href="//media.vintagestory.at/monthly_2024_02/2024-02-23_19-00-38.png.88805440f73dad318b3832e4fba314fc.png" rel=""><img alt="2024-02-23_19-00-38.thumb.png.6ac2ce399e00be9b13e4a8f7a5c9fbcb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17926" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_02/2024-02-23_19-00-38.thumb.png.6ac2ce399e00be9b13e4a8f7a5c9fbcb.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Tarian, shared in #screenshots</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices
	</li>
	<li>
		Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures
	</li>
	<li>
		Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water
	</li>
	<li>
		Tweak: Hot springs now cannot spawn under lakeice or saltwater
	</li>
	<li>
		Tweak: Update community translations. Added Thai and Chinese Traditional.
	</li>
	<li>
		Tweak: Localization: Rock instability % in block info now localized
	</li>
	<li>
		Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens
	</li>
	<li>
		Fixed: Inconsistent attachment of signs on left and right end of a trunk
	</li>
	<li>
		Fixed: Burning entities and items were not extinguished by salt water
	</li>
	<li>
		Fixed: Crashes when dying holding sling, bow and certain other items
	</li>
	<li>
		Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break
	</li>
	<li>
		Fixed: Rare crash relating to Fruit press
	</li>
	<li>
		Fixed: Item id remapper command <em>/iir getid</em> not working
	</li>
	<li>
		Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error
	</li>
	<li>
		Fixed: Localization crash in <em>TranslationService.PluralFormat</em> with certain formatted strings
	</li>
	<li>
		Fixed: Localization strings, if plural format <em>{p...</em> used more than once in the same string it didn't work
	</li>
	<li>
		Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix)
	</li>
	<li>
		Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot
	</li>
	<li>
		Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks
	</li>
	<li>
		Fixed: (-rc.2 issue) Clay forming process was messed up
	</li>
	<li>
		Trader fixes:
		<ul>
			<li>
				Modify trader place auction slot to prevent accidental item disappearance with shift-click
			</li>
			<li>
				Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34]
			</li>
			<li>
				Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34]
			</li>
			<li>
				Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34]
			</li>
		</ul>
	</li>
	<li>
		API Tweak: Marked <em>UsingHeldItemTransformBefore/After</em> as obsolete
	</li>
	<li>
		API Tweak: Missing dependencies now listed in the mod manager
	</li>
	<li>
		API Tweak: Exposed <em>GetRecipeRegistry()</em> in <em>IWorldAccessor</em>
	</li>
	<li>
		API Tweak: <em>BlockEntity.GetBlockInfo()</em> exceptions now trapped and logged, a simple error line is shown in the Block Info HUD
	</li>
	<li>
		API Tweak: Added entity property <em>fallDamageMultiplier</em>
	</li>
	<li>
		API Notice: Entity boolean property <em>fallDamage</em> will become obsolete in v1.20 and removed in v1.21. Use <em>fallDamageMultiplier: 0.0</em> instead
	</li>
	<li>
		API Fixed: Block patches with NearSeaWater placement now detect salt water properly
	</li>
</ul>
]]></description><guid isPermaLink="false">379</guid><pubDate>Sun, 25 Feb 2024 19:52:00 +0000</pubDate></item><item><title>v1.19.4-rc.2 - Now with glue included! #2</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc2-now-with-glue-included-2-r378/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.2, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Stable should follow pretty soon.<br />
	 
</p>

<p>
	<strong>Ukraine War</strong><br />
	Two years have passed since the full scale invasion of a sovereign country, in violation of multiple international agreements. Years of humans dying miserably in their homes and trenches. Ukrainians have a right to defend themselves. We must do more to support them. Today, I personally will be donating 10.000 eur to <a href="https://u24.gov.ua/safeskies" rel="external nofollow">United24</a> to protect Ukrainian Skies.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17699" href="//media.vintagestory.at/monthly_2024_02/cy.png.6decda2b9bc6b011c8781e442b893d48.png" rel=""><img alt="cy.thumb.png.acfe2983c9f97d1d682fb8bd9a1deaee.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17699" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2024_02/cy.thumb.png.acfe2983c9f97d1d682fb8bd9a1deaee.png" /></a><br />
	<span style="font-size:12px;">Screenshot by cy, shared in #screenshots</span><br />
	 
</p>

<p>
	<strong>Game updates since rc.1</strong>
</p>

<ul>
	<li>
		Visual fine tuning
		<ul>
			<li>
				Better synced smithing sound and action
			</li>
			<li>
				Fixed stretched crate label item images
			</li>
			<li>
				Fixed z-fighting on copper spear
			</li>
			<li>
				Fixed mianguan had bad display case transform
			</li>
			<li>
				Fixed missing texture pattern on resonator
			</li>
			<li>
				Fixed jarring text/button overflow in Vintagehosting Server Configuration screen
			</li>
		</ul>
	</li>
	<li>
		Performance tuning
		<ul>
			<li>
				Loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods
			</li>
			<li>
				Mitigate rapidly increasing RAM usage and lag spikes resulting from it, particularly when the same chunks had to be redrawn multiple times when blocks within it were modified often. (<span style="font-size:12px;">Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation,</span> <span style="font-size:12px;">by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding <em>.clientconfigcreate</em> command, requires game restart to take effect)</span>
			</li>
			<li>
				Minor server-side RAM optimisations when saving or sending chunks
			</li>
			<li>
				Minor RAM optimisations for Microblocks, Clutter etc
			</li>
			<li>
				Minor optimisations to clayforming
			</li>
			<li>
				Reduced client-side lag spikes from doors in newly loaded chunks
			</li>
			<li>
				Prevented the lag spikes when starting to type in chat or handbook, with RAM mode set to "Aggressively Optimize"
			</li>
			<li>
				Fixed total memory use the debug screen and /stats command showing a too high value, more than what the Task Manager showed
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks
	</li>
	<li>
		Tweak: Added shield block pose when blocking with right hand
	</li>
	<li>
		Tweak: Improved collision/selection boxes for ancient book pile clutter
	</li>
	<li>
		Tweak: Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode
	</li>
	<li>
		Tweak: New <em>/dev bookshelfvariant l[] inc/dec</em> subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey
	</li>
	<li>
		Tweak: Localization and handbook
		<ul>
			<li>
				Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation)
			</li>
			<li>
				More use of the current configuration for right mouse button, in any handbook text referencing right-click actions
			</li>
			<li>
				"Melting" transformation for snowballs in handbook now localized
			</li>
			<li>
				Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages
			</li>
		</ul>
	</li>
	<li>
		Fixed new issues introduced in 1.19.4-rc.1
		<ul>
			<li>
				Mod breakage (including crash on startup) related to modded spears and cleavers
			</li>
			<li>
				In Multiplayer, creatures had unstable positions or jerky movement for some players
			</li>
			<li>
				Smithing action not applied unless mouse button held down for a long time. Smithing not in sync with sound and hit action.
			</li>
			<li>
				Controls settings menu made it difficult to set any of the keyboard controls to just the Shift, Ctrl or Alt key
			</li>
			<li>
				Certain trader dialogues (those with trader or player names) were not displaying correctly
			</li>
		</ul>
	</li>
	<li>
		Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation
	</li>
	<li>
		Fixed: Shield block pose not stopping when placing the shield on an armor stand
	</li>
	<li>
		Fixed: Player endlessly holstering spear after world reload
	</li>
	<li>
		Fixed: Burned out torch making extinguishing sounds when thrown in water
	</li>
	<li>
		Fixed: Various crashes
		<ul>
			<li>
				Rare crash when destroying a lot of beams on one block
			</li>
			<li>
				Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server
			</li>
			<li>
				Multiplayer game crashing when connecting to a server with mods missing on the client
			</li>
		</ul>
	</li>
	<li>
		Fixed: Log spam for attempted drifter spawns when Temporal Stability is disabled in world config
	</li>
	<li>
		Fixed: Re-add <em>/land claim</em> abbreviated grow commands (<em>/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw</em>)
	</li>
	<li>
		Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names
	</li>
</ul>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior
	</li>
	<li>
		Tweak: Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type
	</li>
	<li>
		Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes
	</li>
	<li>
		Fixed: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method <a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs" rel="external nofollow">[example]</a> to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [<a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs#L16" rel="external nofollow">example line of code</a>]
	</li>
	<li>
		Fixed: Some mods crashing due to missing ItemSword class, introduced in 1.19.4-rc.1
	</li>
</ul>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">378</guid><pubDate>Thu, 22 Feb 2024 09:45:00 +0000</pubDate></item><item><title>v1.19.4-rc.1 - Now with glue included!</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc1-now-with-glue-included-r377/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.1, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This is a minor feature update, also including some essential fixes. Some of the dev team were very keen on squeezing in some more nearly finished features and for once Tyron relented and gave free rein, and here is what we came up with! Changes include a <strong>rebalancing of loot in ruins</strong> - obtaining clutter blocks is now more challenging and requires plentiful application of <strong>glue</strong>, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added a new wireframe color setting to the accessibility tab to assist players with color vision impairments.
</p>

<p>
	<em>(Note: this is not a "stable" release. As a release candidate it is for testing and may have issues. Two known new issues discovered in this version are: (1) When smithing on an anvil, in this version the mouse has to be held until after the hammer swing completed and the voxel moved, instead of the previous single tap action. This is a newly introduced bug arising out of the changes to hammer controls connected with using the hammer as a weapon.  (2) In Multiplayer games, the position of animals may jump around or 'rubber-band' for some players.  Both these issues are now fixed in v.1.19.4-rc.2 released on February 22nd)</em>
</p>

<p>
	 
</p>

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

<p>
	<strong>Glue making</strong> mechanic, use glue to repair and obtain ruin clutter<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17605" href="//media.vintagestory.at/monthly_2024_02/image.png.6b1f3dc73be29ccc6b02bdaa704be0a0.png" rel=""><img alt="image.thumb.png.681fb8951a83da66f9227408955fd92f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17605" data-ratio="46.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/image.thumb.png.681fb8951a83da66f9227408955fd92f.png" /></a>
</p>

<p>
	<br />
	<strong>Barrels</strong> finally received the long anticipated model overhaul<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpeg" data-fileid="17588" href="//media.vintagestory.at/monthly_2024_02/barrels.jpeg.cd65e91683e453f3b2c41c8618a76ceb.jpeg" rel=""><img alt="barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="17588" data-ratio="71.90" width="1000" src="//media.vintagestory.at/monthly_2024_02/barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" /></a>
</p>

<p>
	<br />
	<strong>Hides</strong> have new models and textures, and can be placed on the ground<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17608" href="//media.vintagestory.at/monthly_2024_02/hides.png.e98811dae4b38acd6f5da2b2f75b086f.png" rel=""><img alt="hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17608" data-ratio="36.70" width="1000" src="//media.vintagestory.at/monthly_2024_02/hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" /></a>
</p>

<p>
	<br />
	<strong>Mouse buttons</strong> are now re-bindable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17598" href="//media.vintagestory.at/monthly_2024_02/mouse.png.a256ca2491b3389e78316e572eebef3b.png" rel=""><img alt="mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17598" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" /></a>
</p>

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

<ul>
	<li>
		Feature:<strong> Clutter blocks shatter when broken, unless first repaired using glue</strong>

		<ul>
			<li>
				Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair <em>in situ</em>. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering
			</li>
			<li>
				This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable"
			</li>
			<li>
				Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand
			</li>
			<li>
				Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins
			</li>
			<li>
				Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue!
			</li>
			<li>
				Powdered charcoal is made by grinding charcoal on a quern
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> "With great ruins comes great lootability"</strong>
		<ul>
			<li>
				A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground
			</li>
			<li>
				Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them)
			</li>
			<li>
				A new cellar is included in one of the large ruins
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Re-bindable mouse buttons</strong> (as first mentioned in the 1.19.0-rc1 news)
		<ul>
			<li>
				Any keyboard control or macro can now alternatively be configured to a mouse button <span style="font-size:14px;">[Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key.  Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported]</span>
			</li>
			<li>
				In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking
			</li>
			<li>
				Pick block is now re-bindable to any key or mouse button
			</li>
		</ul>
	</li>
	<li>
		Feature: In the Accessibility settings tab, knapping, clayforming, smithing <strong>voxel wireframe colors are now configurable</strong> between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly)
	</li>
	<li>
		Tweak: <strong>Hides</strong> <strong>are now 3D models</strong>, and can be placed on the ground
		<ul>
			<li>
				Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Improved visuals for barrels and troughs</strong>
		<ul>
			<li>
				New barrel models
			</li>
			<li>
				Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper)
			</li>
			<li>
				Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable; tomato)
			</li>
			<li>
				Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders
			</li>
			<li>
				Minor tweaks to appearance of both small and large troughs, and rot models
			</li>
			<li>
				Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance improvements</strong>
		<ul>
			<li>
				Reduce server and singleplayer RAM usage around 250MB overall  <span style="font-size:14px;">[detail: Schematics used by ruins and villages are now cached and partly lazy-loaded]</span>
			</li>
			<li>
				Reduce spikes in RAM usage on client when moving to new world areas
			</li>
			<li>
				Reduce network usage in large-scale multiplayer games  <span style="font-size:14px;">[detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities]</span>
			</li>
			<li>
				Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing</strong>
		<ul>
			<li>
				Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breakage time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs]
			</li>
			<li>
				Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid
			</li>
			<li>
				Commodity trader no longer sells square/offset/diamond linen patterns, only normal
			</li>
			<li>
				Cooking pots are shelf-storable
			</li>
			<li>
				Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced
			</li>
			<li>
				Moose jump height is reduced to 2 blocks, less than most deer
			</li>
			<li>
				Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes'
			</li>
			<li>
				Tule now has plantable roots.  Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate
			</li>
			<li>
				Auto-close the trader dialog and trading window when a player moves out of range of the trader
			</li>
			<li>
				Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry)
			</li>
			<li>
				Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode <span style="font-size:14px;">[note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New first person mode tuning</strong>
		<ul>
			<li>
				In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long.
			</li>
			<li>
				Added custom animations for the bug net and squeezing honeycombs
			</li>
			<li>
				Added animation for inserting temporal gear with a knife (to restore the player's temporal stability)
			</li>
			<li>
				More sluggish mouse movement and seraph model rotation while swimming
			</li>
			<li>
				Tools now follow the player's cursor more closely in first person mode.
			</li>
			<li>
				Less jarring transition back to tool ready position, after using a tool to hit
			</li>
			<li>
				Impove feel of axe, club and hammer when used as a weapon
			</li>
			<li>
				Adjustments to falx, axe and cleaver first-person animations
			</li>
			<li>
				Adjusted position for held crushed items
			</li>
			<li>
				Adjusted shield transforms and other off-hand transforms
			</li>
			<li>
				Fixes to some animations endlessly repeating after an action
				<ul>
					<li>
						Knife cut animation
					</li>
					<li>
						Chisel ready animation, after switching from chisel to empty slot
					</li>
					<li>
						Using torch to light a firepit, whenever a torch was then held
					</li>
					<li>
						Torch in hand - could endlessly repeat instead of holding it out straight
					</li>
				</ul>
			</li>
			<li>
				Fixed: Block edge sitting was sometimes triggered in the wrong places
			</li>
			<li>
				Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose
			</li>
			<li>
				Fixed: Hammer and chisel animation working properly again
			</li>
			<li>
				Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand.
			</li>
			<li>
				Fixed: First hit animations on spear now consistent with all subsequent hits
			</li>
			<li>
				Fixed: Shovel ready animation now longer firmly attached
			</li>
			<li>
				Fixed: Idle animations for lanterns and pumpkin fruit
			</li>
		</ul>
	</li>
	<li>
		Tweak: Seraph hair and clothing improvements
		<ul>
			<li>
				Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats
			</li>
			<li>
				Ponytail parts removed from basic seraph model
			</li>
			<li>
				Fixed: hats would show through helmets
			</li>
			<li>
				Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat
			</li>
			<li>
				Fixed: emblems were set to wear on the wrist
			</li>
			<li>
				Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears
			</li>
		</ul>
	</li>
	<li>
		Tweak: Other visual fine tuning
		<ul>
			<li>
				More detailed skulls on human skeletons. Special skeleton has smaller skull
			</li>
			<li>
				Feather item now has a 3D model; improved rot model
			</li>
			<li>
				Beeswax, Fat and Raw fish models now smaller when placed on the ground
			</li>
			<li>
				Improved positioning of some food items (thanks to Sonya!)
			</li>
			<li>
				Bunches or piles of food items generally now held with both hands
			</li>
			<li>
				Pixel-level polish to the layout of block interaction help
			</li>
			<li>
				Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
			</li>
			<li>
				Fixed: Jonas parts positioning in display cases was not correct
			</li>
			<li>
				Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat)
			</li>
			<li>
				Fixed: Many antlers invisible in the handbook
			</li>
			<li>
				Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered
			</li>
			<li>
				Fixed: Incorrect appearance of breadfruit in cooking pot meals
			</li>
			<li>
				Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin
			</li>
		</ul>
	</li>
	<li>
		Tweak: Handbook fine tuning
		<ul>
			<li>
				Improved text layout and formatting on Handbook pages
			</li>
			<li>
				Minor improvements to Command Handbook layout
			</li>
			<li>
				The knapping guide makes clear that knapping creates a tool head, not an actual tool
			</li>
			<li>
				Handbook entry for deer explains that they cannot be domesticated, milked or bred
			</li>
			<li>
				Fancy-stitched linens are now included in the handbook
			</li>
			<li>
				Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil
			</li>
			<li>
				Changed order of presentation of information in the descriptive text for wearable items
			</li>
			<li>
				Fixed: link to glass in the greenhouse guide
			</li>
			<li>
				Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description
			</li>
		</ul>
	</li>
	<li>
		Tweak: Positional sounds on moving objects more accurately update their positions
	</li>
	<li>
		Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode)
	</li>
	<li>
		Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings
	</li>
	<li>
		Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups
	</li>
	<li>
		Tweak: <em>/db prune</em> command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook
	</li>
	<li>
		Tweak: Localization and language changes
		<ul>
			<li>
				All trader dialogue is now translatable
			</li>
			<li>
				Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents
			</li>
			<li>
				In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency
			</li>
			<li>
				In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages
			</li>
			<li>
				Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text
			</li>
			<li>
				Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen
			</li>
		</ul>
	</li>
	<li>
		Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language
	</li>
	<li>
		Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world
	</li>
	<li>
		Fixed: Ruins with missing textures underwater, in Arctic regions
	</li>
	<li>
		Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3  [note: existing maps might now be fixable using <em>/db prune</em> command or <em>/wgen regen</em> command, see documentation for those commands]
	</li>
	<li>
		Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!)
	</li>
	<li>
		Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken
	</li>
	<li>
		Fixed: Block breaking decal for support beams
	</li>
	<li>
		Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell
	</li>
	<li>
		Fixed: Chickens were eating from large troughs in 1.19, which was unintended
	</li>
	<li>
		Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals.
	</li>
	<li>
		Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow
	</li>
	<li>
		Fixed: Rare crash when looking at cheese
	</li>
	<li>
		Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen
	</li>
	<li>
		Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge
	</li>
	<li>
		Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed
	</li>
	<li>
		Fixed: Wooden crates did not have their correct capacities for the type of wood
	</li>
	<li>
		Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners
	</li>
	<li>
		Fixed: Scroll Rack block info showed the scroll in the wrong slot
	</li>
	<li>
		Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side
	</li>
	<li>
		Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned
	</li>
	<li>
		Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater
	</li>
	<li>
		Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed 
	</li>
	<li>
		Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already
	</li>
	<li>
		Fixed: Various rare crashes and logged errors
		<ul>
			<li>
				Crash involving EntityItem
			</li>
			<li>
				Handbook crash when clicking on drops from stony rubble
			</li>
			<li>
				Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading
			</li>
			<li>
				Crash with Command Block in Developer Mode
			</li>
			<li>
				FruitTreeRoot errors in logs at world load
			</li>
			<li>
				Error from Microblocks during snow melt
			</li>
			<li>
				Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource"
			</li>
			<li>
				Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error
			</li>
			<li>
				Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections)
			</li>
		</ul>
	</li>
</ul>

<p>
	<br />
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Added a new attachment point on the seraph model for off-hand animations
	</li>
	<li>
		Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation
	</li>
	<li>
		Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta
	</li>
	<li>
		Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing
	</li>
	<li>
		Additional minor tweaks relevant only to coded mods:
		<ul>
			<li>
				KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247
			</li>
			<li>
				For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which
			</li>
			<li>
				For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith()
			</li>
			<li>
				Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">377</guid><pubDate>Tue, 13 Feb 2024 14:12:00 +0000</pubDate></item><item><title>v1.19.2/3 Dejank Redux - Stablerer!</title><link>https://www.vintagestory.at/blog.html/news/v11923-dejank-redux-stablerer-r376/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.2/3, 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 contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come!<br />
	<br />
	[Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry!<br />
	[Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17441" href="//media.vintagestory.at/monthly_2024_01/gh.png.d14065c86365cab61837ef2a576578c9.png" rel=""><img alt="gh.thumb.png.50c7e3a664a33b4e66e8d97d74e5767c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17441" data-ratio="71.50" width="1000" src="//media.vintagestory.at/monthly_2024_01/gh.thumb.png.50c7e3a664a33b4e66e8d97d74e5767c.png" /></a><br />
	<span style="font-size:12px;">Greenhouse by Mercatto, shared in #screenshots</span><br />
	 
</p>

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

<ul>
	<li>
		In 1.19.3
		<ul>
			<li>
				Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item
			</li>
			<li>
				Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture)
			</li>
			<li>
				Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs
			</li>
			<li>
				Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection
			</li>
			<li>
				Fixed: Game crash when you die with a drawn bow in hands
			</li>
			<li>
				Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them
			</li>
			<li>
				Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged
			</li>
			<li>
				Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby
			</li>
			<li>
				Fixed: Crate inventory info would not update when placed
			</li>
			<li>
				Fixed: Unable to place knapping surfaces on top of chiseled blocks
			</li>
			<li>
				Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game
			</li>
			<li>
				Fixed: Placement failure of a knapping surface showed an error code instead of translated text
			</li>
			<li>
				Fixed: Linux install.sh not reading the answer for <em>mesa_glthread</em>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls
	</li>
	<li>
		Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion
	</li>
	<li>
		Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (<span style="font-size:14px;">detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first</span>)
	</li>
	<li>
		Tweak: Drifters can now also spawn on top of loose stones
	</li>
	<li>
		Tweak: Brown bears were being found a bit too far into the North
	</li>
	<li>
		Tweak: Basket trap now shows trapped creature info on block HUD info
	</li>
	<li>
		Tweak: Added basket traps "How to Use" info to the Handbook
	</li>
	<li>
		Visual tweaks:
		<ul>
			<li>
				Pony tails and side buns/braids given more adaptability to various headwear
			</li>
			<li>
				Updated clutter bucket to match new bucket model
			</li>
			<li>
				Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling
			</li>
			<li>
				Marketeer clothing set mask returned to undermask form, worn on neck
			</li>
		</ul>
	</li>
	<li>
		Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days"
	</li>
	<li>
		Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows
	</li>
	<li>
		Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...)
	</li>
	<li>
		Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players!
	</li>
	<li>
		Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed <a href="https://www.vintagestory.at/credits.html/" rel="">online</a>
	</li>
	<li>
		Tweak: Linux installation: Clean up install.sh  [<span style="font-size:12px;">details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps,  check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm  ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now),  add prompt to remove old installation if there was one at the install location</span>]
	</li>
	<li>
		Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh)
	</li>
	<li>
		Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences
	</li>
	<li>
		Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit
	</li>
	<li>
		Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer
	</li>
	<li>
		Fixed: Bighorn lambs and Goat kids were not trappable in basket traps
	</li>
	<li>
		Fixed: Dupe glitch when catching tamed animals
	</li>
	<li>
		Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories
	</li>
	<li>
		Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows
	</li>
	<li>
		Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives
	</li>
	<li>
		Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives
	</li>
	<li>
		Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height
	</li>
	<li>
		Fixed: WorldEdit "Override default values" checkbox did not work
	</li>
	<li>
		Fixed: Various rare and not-so-rare crashes:
		<ul>
			<li>
				Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499)
			</li>
			<li>
				Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493)
			</li>
			<li>
				Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496)
			</li>
			<li>
				EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version)
			</li>
			<li>
				Fixed rare crash from RenderDecals if there was a prior exception
			</li>
			<li>
				Fixed rare client crash in Character menu
			</li>
			<li>
				Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning
			</li>
			<li>
				If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chute would only push items into the first slot of a crate
	</li>
	<li>
		Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse.
	</li>
	<li>
		Fixed: Falling block render jitter, falling blocks not doing damage while falling
	</li>
	<li>
		Fixed: Quicklime item invisible in inventory because drawn in strange position
	</li>
	<li>
		Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible
	</li>
	<li>
		Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness
	</li>
	<li>
		Fixed: Headless seraph shadows seen in Immersive First Person mode
	</li>
	<li>
		Fixed: Animation twitching on right mouse down with firestarter on empty firepit
	</li>
	<li>
		Fixed: Some first person animations never stopping when the current held item broke from 0 durability
	</li>
	<li>
		Fixed: Jonas lamps would not illuminate the area when placed by worldgen
	</li>
	<li>
		Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error
	</li>
	<li>
		Fixed: Signs did not rotate with schematics
	</li>
	<li>
		Fixed: Rifts not loaded from savegame
	</li>
	<li>
		Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled
	</li>
	<li>
		Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock
	</li>
	<li>
		Fixed: Missing "killed by" localizations for moose, deer, goat, fox
	</li>
	<li>
		Fixed: Minor typos in en.json English translation
	</li>
	<li>
		Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart
	</li>
	<li>
		Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear
	</li>
	<li>
		Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays
	</li>
	<li>
		API Fixed: DidPlaceBlock() not called on the last block in the stack
	</li>
</ul>
]]></description><guid isPermaLink="false">376</guid><pubDate>Thu, 25 Jan 2024 17:24:00 +0000</pubDate></item><item><title>v1.19.1 Dejank Redux - Stabler!</title><link>https://www.vintagestory.at/blog.html/news/v1191-dejank-redux-stabler-r375/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17376" href="//media.vintagestory.at/monthly_2024_01/2024-01-16_11-33-14.png.cf760bda25856ac4b2f32993ed213b16.png" rel=""><img alt="2024-01-16_11-33-14.thumb.png.23066102ccc85a7deaa10954f4915ff4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17376" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-16_11-33-14.thumb.png.23066102ccc85a7deaa10954f4915ff4.png" /></a><br />
	<span style="font-size:12px;">Some kind of house/barn by nebux, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Tall ferns in planters now respect climate and seasonal tints
	</li>
	<li>
		Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json
	</li>
	<li>
		Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error
	</li>
	<li>
		Fixed: Other players invisible when in Immersive First Person mode
	</li>
	<li>
		Fixed: <em>colorAccurateWorldmap</em> privilege could not be granted by command, now it can (use command <em>/player &lt;yourname&gt; privilege grant colorAccurateWorldmap </em>and note it is case-sensitive!)
	</li>
	<li>
		Fixed: Player privileges revoked by command could not be re-granted
	</li>
	<li>
		Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19
	</li>
	<li>
		Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled)
	</li>
	<li>
		Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game
	</li>
	<li>
		Fixed: A meta block was sometimes found in the trader caravans
	</li>
	<li>
		Fixed: Eidolon having low health
	</li>
	<li>
		Fixed: Tule tufts were climate colored
	</li>
	<li>
		Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency
	</li>
	<li>
		Fixed: Wooden crate sometimes not craftable in favour of wooden path <span style="font-size:14px;">(detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked)</span>
	</li>
	<li>
		Fixed: Occasional crash when using Cleaver
	</li>
	<li>
		Fixed: Butterflies in display cases were slightly askew
	</li>
	<li>
		Fixed: Treasure chests had old crates
	</li>
	<li>
		Fixed: Harts Tongue fern lost its seasonal coloring
	</li>
	<li>
		Fixed: Fox pups now play a death animation
	</li>
	<li>
		Fixed: Broken transparency in clutter hourglass
	</li>
	<li>
		Fixed: Missing translation for lung capacity in world config screen
	</li>
</ul>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">375</guid><pubDate>Fri, 19 Jan 2024 13:35:00 +0000</pubDate></item></channel></rss>
