<?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>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><item><title>v1.19.0 Dejank Redux - Stable!</title><link>https://www.vintagestory.at/blog.html/news/v1190-dejank-redux-stable-r374/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"></span>
</p>

<p>
	<strong>"Windows protected your PC"</strong><br />
	When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe.
</p>

<p>
	<strong>Apple Mac version</strong><br />
	Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the <a href="https://wiki.vintagestory.at/index.php/Installing_the_game_on_MacOS" rel="external nofollow">Wiki</a>. Talking of which, we have made significant strides into improving support for macOS - please do try!
</p>

<p>
	<strong>Is 1.19 done now?</strong><br />
	At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks.
</p>

<p>
	<strong>What's next?</strong><br />
	For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics.<br />
	Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way...<br />
	 
</p>

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

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/gOxrrp2MAug?feature=oembed" title="V1.19 - Dejank redux" width="200"></iframe>
	</div>
</div>

<p>
	<br />
	<span style="font-size:16px;"><strong>Screenshots / Gifs</strong></span>
</p>

<p>
	<strong>Snowballs!</strong> Frosty-fight friends and foes alike
</p>

<p>
	</p><video controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://content.invisioncic.com/r268468/monthly_2023_12/snowballs.mp4.78af0f5d03e0b9328077a9fe3a4c54be.mp4"><a data-fileext="mp4" data-fileid="16915" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16915&amp;key=e39fc5c98ced182d6b637700afae7c91" rel="">snowballs.mp4</a>
	</source></video>
	<br />
	<br />
	Added indoor rain ambience system


<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/cpmR2UIojp8?feature=oembed" title="v1.19:  Indoor rain ambience" width="200"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Overhauled First-person mode</strong>: Now with hands!<br />
	<img alt="newfpmode.webp" data-ratio="74.15" width="499" src="https://cdn.vintagestory.at/gamefiles/other/newfpmode.webp" /><br />
	<br />
	<strong>Cave-in system: </strong>Build support beams to prevent getting buried alive<strong> </strong>(only on by default in the Wilderness Survival mode)<br />
	<img alt="caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" data-fileid="16332" data-ratio="69.82" width="550" src="//media.vintagestory.at/monthly_2023_10/caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" /><br />
	<br />
	<strong>Added 11 species of deer and more!</strong><br />
	<a data-fileext="png" data-fileid="16403" href="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.png.ef11d9f5f5fced69791cd7414b72628d.png" rel=""><img alt="2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" data-fileid="16403" data-ratio="43.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" /></a><br />
	<br />
	<strong>Added 11 types of goats</strong><br />
	<a data-fileext="png" data-fileid="16913" href="//media.vintagestory.at/monthly_2023_12/goats.png.fd16185f18199563d1905aaf4c09f9c8.png" rel=""><img alt="goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" data-fileid="16913" data-ratio="32.70" width="1000" src="//media.vintagestory.at/monthly_2023_12/goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" /></a><br />
	<br />
	<strong>Animal catching</strong>: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough.<br />
	<img alt="acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" data-fileid="16338" data-ratio="51.52" width="693" src="//media.vintagestory.at/monthly_2023_10/acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" /><br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17355" href="//media.vintagestory.at/monthly_2024_01/2024-01-17_21-52-25.png.1f9eb2a68f70f83a9a5c3c31ce80d036.png" rel=""><img alt="2024-01-17_21-52-25.thumb.png.35059c990946885eab420e22428b22cf.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17355" data-ratio="35.30" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-17_21-52-25.thumb.png.35059c990946885eab420e22428b22cf.png" /></a>
</p>

<p>
	<br />
	<strong>Added antlers and horns</strong>, which can be harvested and mounted on walls<br />
	<a href="https://content.invisioncic.com/r268468/monthly_2023_12/horny.png.cd0fcc36922ef223aa3ef8edaa18641c.png" rel="external nofollow"><img alt="horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" data-fileid="16916" data-ratio="78.40" width="956" src="//media.vintagestory.at/monthly_2023_12/horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" /></a>
</p>

<p>
	<br />
	<strong>Fully reworked surface ruins</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17354" href="//media.vintagestory.at/monthly_2024_01/ruins2.png.4aacf69105b39832699884e34c4c4a7f.png" rel=""><img alt="ruins2.thumb.png.4ff4587a6dded5ede0c2493910c3daf4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17354" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/ruins2.thumb.png.4ff4587a6dded5ede0c2493910c3daf4.png" /></a>
</p>

<p>
	<br />
	<strong>Fully reworked underground ruins</strong><br />
	<a data-fileext="png" data-fileid="16919" href="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.png.71de750481a7abb9042b6208235ed8c3.png" rel=""><img alt="2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" data-fileid="16919" data-ratio="64.30" width="1000" src="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" /></a>
</p>

<p>
	<br />
	<strong>Reworked crystal vugs: </strong>Now with colorful coverage all around<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17353" href="//media.vintagestory.at/monthly_2024_01/vugs2.png.64970de764efbd7dc5658fe9cdf5aa14.png" rel=""><img alt="vugs2.thumb.png.6149f65d469c778a51b400fb4ba3fa9d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17353" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2024_01/vugs2.thumb.png.6149f65d469c778a51b400fb4ba3fa9d.png" /></a><br />
	<br />
	<strong>New Accessibility settings</strong><br />
	<a data-fileext="png" data-fileid="16333" href="//media.vintagestory.at/monthly_2023_10/accessibility.png.54efd9070e827e041a97e84e91b187a9.png" rel=""><img alt="accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" data-fileid="16333" data-ratio="43.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" /></a><br />
	<br />
	<strong>Added Command Handbook </strong>(in Creative mode)<br />
	<img alt="chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" data-fileid="16335" data-ratio="88.09" width="596" src="//media.vintagestory.at/monthly_2023_10/chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" /><br />
	<br />
	Added <strong>Scroll racks</strong>, also lets you store Tuning cylinders<br />
	<img alt="scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" data-fileid="16336" data-ratio="78.41" width="491" src="//media.vintagestory.at/monthly_2023_10/scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" /><br />
	<br />
	<strong>World map tweaks</strong>: No longer super revealing by default, but instead it displays your prospecting results<br />
	<img alt="map.gif" data-ratio="62.70" width="1000" src="https://cdn.vintagestory.at/gamefiles/other/map.gif" />
</p>

<p>
	<br />
	<strong>Character selector tweaks</strong>: More canon hair colors, better randomizer and the ability to use your last selection from another world or server<br />
	<img alt="charsel.gif" data-ratio="75.08" width="999" src="https://cdn.vintagestory.at/gamefiles/other/charsel.gif" /><br />
	<br />
	<strong>More chisel power: </strong>Now supports decors and topsoil<br />
	<img alt="chisel.png.034a25757b4d146e3939aa5257d7ebee.png" data-fileid="16337" data-ratio="76.23" width="709" src="//media.vintagestory.at/monthly_2023_10/chisel.png.034a25757b4d146e3939aa5257d7ebee.png" /><br />
	<br />
	Overhauled/new 3D models for troughs, buckets and seeds<br />
	<a data-fileext="png" data-fileid="16339" href="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.png.a5b174f2d98d2861ee87e7d38d9088dc.png" rel=""><img alt="3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" data-fileid="16339" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" /></a><br />
	<br />
	Added Tule and Sedge plants<br />
	<a data-fileext="png" data-fileid="16918" href="//media.vintagestory.at/monthly_2023_12/tule.png.6672130fd0f8af9be995317fffd765de.png" rel=""><img alt="tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" data-fileid="16918" data-ratio="33.40" width="1000" src="//media.vintagestory.at/monthly_2023_12/tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" /></a><br />
	<br />
	Added live preview during schematic import<br />
	<img alt="livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" data-fileid="16402" data-ratio="74.15" width="824" src="//media.vintagestory.at/monthly_2023_10/livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" />
</p>

<p>
	<br />
	Added warning icon to outdated mods<br />
	<a data-fileext="png" data-fileid="16917" href="//media.vintagestory.at/monthly_2023_12/warning.png.ada5d15a042c704f474f02a13d535652.png" rel=""><img alt="warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" data-fileid="16917" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_12/warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" /></a><br />
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: <strong>Overhauled First-person mode</strong>: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held.  (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.)
	</li>
	<li>
		Feature: <strong>Added 11 species of deer and moose and elk</strong>, each has several antler variants. <span style="font-size:12px;">(Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)</span>
		<ul>
			<li>
				Wolves will attack some of the smaller deer species, and all fawns
			</li>
			<li>
				<strong>Deer Antlers!</strong> These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added 11 types of goats</strong>, some are only found at altitude or in warmer climates
	</li>
	<li>
		Feature: <strong>Cave-in system </strong>in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config.
		<ul>
			<li>
				Use wooden beams to stabilize mines and tunnels
			</li>
			<li>
				Falling rock from cave-ins can be very painful!
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Snowballs!</strong> Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water.
	</li>
	<li>
		Feature: Rough implementation of <strong>small wild animal trapping</strong> using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps.
	</li>
	<li>
		Feature: Ability to <strong>catch small tamed animals</strong> (generation 5+) with an empty reed chest. Requires one free backpack slot
	</li>
	<li>
		Feature: Added <strong>Accessibility tab</strong>. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability).
		<ul>
			<li>
				Tweak: Added experimental <em>minbrightness </em>client config, potential use for YouTubers/streamers to prevent pitch-black areas.
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>Command Handbook</strong>. Available in Creative mode through the game pause menu, or type command <em><strong>.chb</strong></em> to open
	</li>
	<li>
		Feature: <strong>Visual fine tuning</strong>
		<ul>
			<li>
				Increased god ray intensity and fine-tuned its shader
			</li>
			<li>
				Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun
			</li>
			<li>
				Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head
			</li>
			<li>
				More haptic menu buttons - the main menu should feel slightly more responsive in actual use
			</li>
			<li>
				Re-worked large trough, small trough and bucket models
			</li>
			<li>
				Crop seeds and grain items now have 3D models
			</li>
			<li>
				Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord)
			</li>
			<li>
				Faster storm dust particles
			</li>
			<li>
				Improved seraph idle animation
			</li>
			<li>
				Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
			</li>
			<li>
				Fixed: LOD popping at very short view distances (32 and 64
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added scroll racks</strong>. Storage space for scrolls, papers and tuning cylinders
	</li>
	<li>
		Feature: <strong>Prospecting pick heatmap: </strong>added tabs to the world map
	</li>
	<li>
		Feature: New more <strong>medieval looking world map </strong>visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "<em>/worldconfigcreate bool colorAccurateWorldmap true</em>" server-wide or "<em>/player [playername] privilege grant colorAccurateWorldmap</em>" for each player
	</li>
	<li>
		Feature: <strong>Chiseling system upgrades</strong>
		<ul>
			<li>
				<strong>Decor overlay support </strong>as well as support for <strong>grass covered topsoil </strong>block. Can use knife to remove decor layers again.
			</li>
			<li>
				Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs
			</li>
			<li>
				When using slabs as input material the game did not correctly count already used material
			</li>
			<li>
				Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material
			</li>
			<li>
				World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil
			</li>
			<li>
				Microblocks, such as the chiselled blocks in ruins, can now be <strong>excavated </strong>from soil. Cobble microblocks drop stones when broken
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Raccoon and Fox pups</strong> now spawn in the world
	</li>
	<li>
		Feature: Can now <strong>ignite extinct torches </strong>on lit torches, firepits, forges, pit kilns, etc.
	</li>
	<li>
		Feature: <strong>Improved character selector</strong>
		<ul>
			<li>
				Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button
			</li>
			<li>
				Greatly reduced strange hair combinations when using the Randomize button
			</li>
			<li>
				Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod)
			</li>
			<li>
				Added 3 new beards
			</li>
			<li>
				The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds)
			</li>
		</ul>
	</li>
	<li>
		Feature: More <strong>streamlined introduction</strong> into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial
	</li>
	<li>
		Feature: Gameplay balancing tweaks and fixes
		<ul>
			<li>
				Tweak: <strong>Boars and Sows are now intensely protective towards their offspring</strong>. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3
			</li>
			<li>
				Tweak: <strong>Bear spawning generally reduced</strong> about 20-25%.  Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places
			</li>
			<li>
				Tweak: <strong>Terra Preta</strong> is no longer generated during worldgen.  High fertility soil will be generated instead.  Terra Preta is now made in the crafting grid, as high fertility soil was previously.  However crafting Terra Preta requires charcoal and bone meal, in addition to compost.  High fertility soil can be included in the recipe, to increase the yield of Terra Preta
			</li>
			<li>
				Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot.
			</li>
			<li>
				Tweak: Double-headed drifters have a little more health now.
			</li>
			<li>
				Tweak: Made arid areas more arid (by further filling up lakes with blocks)
			</li>
			<li>
				Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain
			</li>
			<li>
				Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
			</li>
			<li>
				Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful...
			</li>
			<li>
				Tweak: Polar bears now cannot climb, but can swim faster than other bears
			</li>
			<li>
				Tweak: Wooden paths can now be made with any type of board
			</li>
			<li>
				Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output)
			</li>
			<li>
				Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe
			</li>
			<li>
				Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability.  Anvil recycling recipes made shapeless
			</li>
			<li>
				Tweak: Tin bronze falx damage slightly increased
			</li>
			<li>
				Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons)
			</li>
			<li>
				Tweak: Pickled olives can now be used in pies and the cooking pot.  Peanuts can be used in pies.  Added barrel textures for both.  Soybeans now have a 3d item model
			</li>
			<li>
				Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple)
			</li>
			<li>
				Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal.  <strong>Fancy linen patterns are now a Tailor-exclusive grid recipe</strong> using a normal linen sheet, plus sewing kit.  Fancy linen can be turned back into normal pattern by any class via shears, in grid
			</li>
			<li>
				Tweak: Traders now sell linen by the single sheet
			</li>
			<li>
				Tweak: Adjusted prices for a couple of trader goods.
				<ul>
					<li>
						Linen now much more expensive, also raised Gambeson armor cost to match.
					</li>
					<li>
						Most tools slightly more expensive
					</li>
					<li>
						Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive
					</li>
				</ul>
			</li>
			<li>
				Fixed: Players not receiving fall damage when touching a wall during the fall
			</li>
			<li>
				Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage
			</li>
			<li>
				Fixed: Ingot piles were combustible
			</li>
			<li>
				Fixed: Tree seeds were not combustible
			</li>
			<li>
				Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side)
			</li>
			<li>
				Fixed: Damaged flax crop still giving a full yield of flax fibres
			</li>
			<li>
				Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar
			</li>
			<li>
				Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust<span style="font-size:14px;"> the heal regeneration speed and the hunger speed using commands <em>/worldconfig playerHealthRegenSpeed 1 </em>and <em>/worldconfig playerHungerSpeed 1</em>)</span>
			</li>
			<li>
				Tweak: A config for player health regeneration speed is also available on world creation
			</li>
		</ul>
	</li>
	<li>
		Feature: All <strong>Treasure chests</strong> now have <strong>more valuable loot </strong>in them
	</li>
	<li>
		Feature: Added <strong>one more room to the Resonance Archives</strong>. Various tweaks and fixes
	</li>
	<li>
		Feature: Added <strong>new Music track </strong>"Arctic Winds" for the polar regions
	</li>
	<li>
		Feature: Added <strong>new rain ambient sounds </strong>to rain-exposed glass (glass windows or glass ceilings)
	</li>
	<li>
		Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues <span style="font-size:14px;">(detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed)</span>
	</li>
	<li>
		Feature: New blocks:
		<ul>
			<li>
				cracked ashlar blocks (ashlar was previously stone bricks)
			</li>
			<li>
				deadfungi and spotty mold decor layer blocks
			</li>
			<li>
				some book clutter blocks
			</li>
			<li>
				clothing drying rack clutter
			</li>
			<li>
				added 4 variants of aged firepit clutter
			</li>
			<li>
				added another variant of aged tall display case, another variant of a ruined bed
			</li>
			<li>
				added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
			</li>
			<li>
				new <strong>rock-typed rubble blocks </strong>for the new ruins (Creative mode only at the moment)
			</li>
			<li>
				all types of aged polished rock
			</li>
			<li>
				new crystal layer decor block for all crystal types, used in the new Vugs
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>new Tule plant </strong>beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only.
	</li>
	<li>
		Feature: Added <strong>new Brown Sedge plant</strong> in wet/marshy areas in warmer climates. They drop dry grass
	</li>
	<li>
		Feature: World generation updates
		<ul>
			<li>
				<strong>Fully reworked underground ruins</strong>
			</li>
			<li>
				Added more comprehensive surface villages
			</li>
			<li>
				Removed legacy blocks from trader outposts
			</li>
			<li>
				Fixed topsoil generating underwater inside structures
			</li>
			<li>
				Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0)
			</li>
			<li>
				Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean
			</li>
			<li>
				Trader carts no longer spawn in the Arctic (nor in the Antarctic!)
			</li>
			<li>
				Updated underground lakes to match the new ruins style
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a stack randomizer for all Jonas items
	</li>
	<li>
		Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
	</li>
	<li>
		Feature: <strong>World Edit upgrades</strong>
		<ul>
			<li>
				Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes
			</li>
			<li>
				Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value.
			</li>
			<li>
				New option for Paint brush: Placement %
			</li>
			<li>
				Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only
			</li>
			<li>
				New constraint system. "<em>/we constrain selection</em>" constrains all World Edit operations to the current selection only. "<em>/we constrain none</em>" to return to default behavior
			</li>
			<li>
				New flip system: "<em>/we flip (n|e|s|w|u|d|l|x|y|z)</em>" flips selected area in-place in given direction (cardinal, look direction or axis)
			</li>
			<li>
				Fixed chisel brush icon black instead of white
			</li>
			<li>
				Fixed major derps happening on block entities when using undo/redo after certain operations
			</li>
			<li>
				Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant
			</li>
			<li>
				Added a couple of aliases to <em>/we </em>marked commands (e.g. <em>/we minfo</em>)
			</li>
		</ul>
	</li>
	<li>
		Feature: Added capability for server owners to <strong>compact savegames</strong>
		<ul>
			<li>
				<em>/db vacuum</em>: Recreate savegame to minimize disk space  (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large)
			</li>
			<li>
				<em>/db prune [threshold] confirm</em>: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion)
			</li>
			<li>
				A full compact process looks like this:
				<ul>
					<li>
						<em>/wgen autogen 0</em>    (disable generation of chunks)
					</li>
					<li>
						<em>/db prune 5 confirm</em>    (delete all chunks with less than 5 edits)
					</li>
					<li>
						<em>/db vacuum</em>         (compact database)
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Tweak: New main menu background images, most of which showcase new 1.19 content
	</li>
	<li>
		Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open
	</li>
	<li>
		Tweak: Cosmetics / Easter Eggs
		<ul>
			<li>
				Show appreciation where it's due: new <em>petseraph</em> animation
			</li>
			<li>
				Entities standing on a rotating Quern now rotate as well
			</li>
		</ul>
	</li>
	<li>
		Tweak: Added tarnished steel beams
	</li>
	<li>
		Tweak: Quartz vugs are more like geodes now!
	</li>
	<li>
		Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
	</li>
	<li>
		Tweak: Game text fine tuning
		<ul>
			<li>
				Add item description for knife blade items, to help new players who might think that knife blades are actually knives
			</li>
			<li>
				Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
			</li>
			<li>
				More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
			</li>
			<li>
				Renamed 3 blocks: Crimson King maple =&gt; Crimson maple, Green Spire cypress =&gt; Mediterranean cypress, Stone bricks =&gt; Ashlar blocks
			</li>
			<li>
				Oiled hides mention a bit more on how curing them works
			</li>
			<li>
				When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
			</li>
			<li>
				In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration
			</li>
			<li>
				Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
			</li>
			<li>
				Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
			</li>
			<li>
				Add missing hotkey reminders for other interface settings
			</li>
			<li>
				Dead animals now show in their block info if they got electrocuted
			</li>
			<li>
				Omok table top now no longer displays food perish rate in block info
			</li>
			<li>
				Fixed: Liquid containers showing only first decimal place and thus rounding the value
			</li>
			<li>
				Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room
			</li>
		</ul>
	</li>
	<li>
		Tweak: Audio fine tuning
		<ul>
			<li>
				Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
			</li>
			<li>
				Improved soundscape for glider gliding and Creative-mode flying
			</li>
			<li>
				New eating sound for large animals
			</li>
			<li>
				The Resonator Music is now affected by the music slider, instead of the ambient slider
			</li>
		</ul>
	</li>
	<li>
		Handbook tweaks
		<ul>
			<li>
				Handbook search now ignores diacritics in the search text  (and the same change for searching the Creative inventory)
			</li>
			<li>
				Now also displays if an item can be obtained by harvesting a creature
			</li>
			<li>
				Handbook entry for alum gives some details of where to find it
			</li>
			<li>
				Jonas generator room equipment, and Gasifier, removed from the Handbook
			</li>
			<li>
				Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
			</li>
			<li>
				Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
			</li>
			<li>
				Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
			</li>
			<li>
				Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block
			</li>
			<li>
				Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references
			</li>
		</ul>
	</li>
	<li>
		Tweak: Improved command help
		<ul>
			<li>
				Add client-side <em>.help</em> command
			</li>
			<li>
				Improved formatting of the help output in chat
			</li>
		</ul>
	</li>
	<li>
		Additional command tweaks:
		<ul>
			<li>
				Added commands<em> .debug plrattr [path]</em> and <em>/entity cmd [selector] attr [path]</em> to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability
			</li>
			<li>
				In the <em>/entity</em> command, added a new "id" entity selector, e.g. <em>/entity remove e[id=1234]</em>
			</li>
			<li>
				New <em>/entity cmd &lt;entity&gt; birth</em> command to test entities' multiply behavior (could also feasibly be used by a command block)
			</li>
			<li>
				Added command <em>/entity cmd [selector] rmbh [code]</em> to remove a behavior at runtime
			</li>
			<li>
				Add optional kill radius parameter to command <em>/entity wipeall</em>
			</li>
		</ul>
	</li>
	<li>
		Multiplayer tweaks:
		<ul>
			<li>
				Multiplayer server screens: don't show the server password in clear text
			</li>
			<li>
				Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
			</li>
			<li>
				When privilege <em>allowcharselonce</em> was not granted, show the player an error message instead of opening the dialog to reduce confusion
			</li>
			<li>
				Added ability to individually enable world maps (in games where the map is normally disabled) using <em>/player playername grant allowMap</em>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Removed unused workbench block from game
	</li>
	<li>
		Additional visual tweaks and fixes
		<ul>
			<li>
				Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2
			</li>
			<li>
				Tweak: Don't show &lt; &gt; buttons on books with only 1 page
			</li>
			<li>
				Tweak: Improved sieve item textures
			</li>
			<li>
				Tweak: Added more depth to Dry stone wall textures; visual tweaks
			</li>
			<li>
				Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%
			</li>
			<li>
				Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes
			</li>
			<li>
				Tweak: Malefactor pendant now worn on neck, rather than emblem location
			</li>
			<li>
				Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able
			</li>
			<li>
				Fixed: Redwood beams: wood grain was in the wrong direction
			</li>
			<li>
				Fixed: bed-fency-open clutter block missing textures.
			</li>
			<li>
				Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green
			</li>
			<li>
				Fixed: Water against solid/near-solid Microblocks is now rendered correctly
			</li>
			<li>
				Fixed: Incorrect block breaking overlay on Bamboo
			</li>
		</ul>
	</li>
	<li>
		Lots of WorldEdit fine tuning
		<ul>
			<li>
				Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored
			</li>
			<li>
				Tweak: Add <em>/we exp</em> as alias for <em>/we export</em>
			</li>
			<li>
				Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.)
			</li>
			<li>
				Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow
			</li>
			<li>
				Tweak: Schematic placement preview can now be partially transparent, set this using command <em>.clientconfig previewTransparency v</em> where <em>v</em> is the desired transparency level between 0.0 (solid) and 1.0 (clear)
			</li>
			<li>
				Tweak: Add command to disable right settings panel in the worldedit dialog: use command <em>.we rsp on/off</em>
			</li>
			<li>
				Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area
			</li>
			<li>
				Tweak: Disabled several <em>/we</em> subcommands using the old naming scheme (mfill, mcopy, ...), use <em>/worldconfigcreate bool legacywecommands true/false</em> to toggle them
			</li>
			<li>
				Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog
			</li>
			<li>
				Tweak: Save the FreeMoveAxisLock setting when exiting the game
			</li>
			<li>
				Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import
			</li>
			<li>
				Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import
			</li>
			<li>
				Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed]
			</li>
			<li>
				Fixed: Schematics now also import/export the fluid layer
			</li>
			<li>
				Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed
			</li>
			<li>
				Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water)
			</li>
			<li>
				Fixed: Decors now get properly placed/removed with undo/redo
			</li>
			<li>
				Fixed: Multiple issues related to rotations of decors and fluid layer
			</li>
			<li>
				Fixed: Issues with Mirror, Repeat and Move tool with water and decors
			</li>
			<li>
				Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo)
			</li>
			<li>
				Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities
			</li>
			<li>
				Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false
			</li>
			<li>
				Fixed: Exception on <em>/we shift</em> shorthands (sms, smn,...)
			</li>
			<li>
				Fixed: <em>/we shift n 2</em> would always use 1 as the amount
			</li>
			<li>
				Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied...
			</li>
			<li>
				Fixed: MagicWand selection would cause to insert two historystates upon selection
			</li>
			<li>
				Fixed: WorldEdit selection would not properly update on various tools and undo/redo
			</li>
			<li>
				Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool
			</li>
			<li>
				Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities
			</li>
		</ul>
	</li>
	<li>
		Water physics fine tuning
		<ul>
			<li>
				Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position)
			</li>
			<li>
				Fixed: Water continuing to have surface flow after fully healed
			</li>
			<li>
				Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors
			</li>
			<li>
				Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels
			</li>
		</ul>
	</li>
	<li>
		Tweak: Sound FX (sfx) fine tuning
		<ul>
			<li>
				Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through
			</li>
			<li>
				Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx)
			</li>
			<li>
				Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously)
			</li>
			<li>
				Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly
			</li>
			<li>
				Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision
			</li>
			<li>
				Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx
			</li>
			<li>
				Tweak: Glass blocks now have a unique walk sfx
			</li>
			<li>
				Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx)
			</li>
			<li>
				Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks
			</li>
			<li>
				Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup).
			</li>
			<li>
				Fixed: Hot springs sludge sound not playing
			</li>
			<li>
				Fixed: Water step sound not playing when the liquid block contained other blocks
			</li>
			<li>
				Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time
			</li>
			<li>
				Various fixes to the newly added indoor rain ambient sounds
			</li>
		</ul>
	</li>
	<li>
		Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying <em>"MaxWorldgenThreads": 4</em> (or other numbers in the range 1-6 are possible)
	</li>
	<li>
		Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour
	</li>
	<li>
		Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion
	</li>
	<li>
		Tweak: New command <em>.timelapse &lt;interval-in-days&gt; &lt;duration-in-months&gt;</em> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse  <span style="font-size:14px;">(note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons)</span>
	</li>
	<li>
		Tweak: In Extended Debug mode (<em>.edi</em>), add the Axis directions to the coordinates HUD
	</li>
	<li>
		Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
	</li>
	<li>
		Tweak: Slightly increase the chance for hail
	</li>
	<li>
		Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more.
	</li>
	<li>
		Tweak: The plaques in the Resonance Archives are now translatable into other languages
	</li>
	<li>
		Tweak: Added "<em>/dev settranslateable true</em>" command to mark a looked-at sign block as translateable
	</li>
	<li>
		Tweak: Terminus translocators can now be placed directionally and no longer always face west
	</li>
	<li>
		Tweak: Plaster should be easier to orientate consistent with planks and logs
	</li>
	<li>
		Tweak: Jugs can now be used to make dough
	</li>
	<li>
		Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above.  New thatch model.
	</li>
	<li>
		Tweak: Added more game credits
	</li>
	<li>
		Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise
	</li>
	<li>
		Tweak: Modified hitboxes of several animals
	</li>
	<li>
		Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind
	</li>
	<li>
		Tweak: ItemWrench order rotations by name and remove duplicates from list
	</li>
	<li>
		Tweak: Torch holder light color now the same as a regular torch
	</li>
	<li>
		Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms)
	</li>
	<li>
		Tweak: Localise chat messages about schematics received, and fixmappings
	</li>
	<li>
		Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
	</li>
	<li>
		Tweaks to error handing:
		<ul>
			<li>
				More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory
			</li>
			<li>
				Game client no longer displays Host/Ip when failing to connect to a game server
			</li>
			<li>
				Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
			</li>
			<li>
				Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game
			</li>
		</ul>
	</li>
	<li>
		Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode
	</li>
	<li>
		Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab
	</li>
	<li>
		Tweak: Added "Macro Editor" button to the Controls settings tab
	</li>
	<li>
		Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime
	</li>
	<li>
		Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
	</li>
	<li>
		Fixed: Don't crash on invalid block entities
	</li>
	<li>
		Fixed: Avoid a crash on an incorrectly created crucible itemstack
	</li>
	<li>
		Fixed: Wild vines not rotating correctly with worldedit
	</li>
	<li>
		Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
	</li>
	<li>
		Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile
	</li>
	<li>
		Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
	</li>
	<li>
		Fixed: Butterflies now manage to fly away eventually after getting stuck in water
	</li>
	<li>
		Fixed: Reduce cases of endlessly jumpy dropped items
	</li>
	<li>
		Fixed: Should now properly sync edge sitting animations on players
	</li>
	<li>
		Fixed: Player body pitched awkwardly after landing with a glider
	</li>
	<li>
		Fixed: Unable to complete the Resonance Archives while in immersive first person mode
	</li>
	<li>
		Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center
	</li>
	<li>
		Fixed: Gates sometimes missing collision and selection box <span style="font-size:14px;">[detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block]</span>
	</li>
	<li>
		Fixed: Glider also functioning if inside a backpack (thanks korobya)
	</li>
	<li>
		Fixed: Pixelated background on the Download Mods screen
	</li>
	<li>
		Fixed: Some trader carts did not fully generate
	</li>
	<li>
		Fixed: Should fix watered farmland not updating for other players
	</li>
	<li>
		Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines
	</li>
	<li>
		Fixed: GUI alignment issues when references to hotkeys are mixed in with other text
	</li>
	<li>
		Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button)
	</li>
	<li>
		Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard
	</li>
	<li>
		Fixed: <em>/moddb search</em> also returned non mods, and if no version is specified now installs the latest version instead of the oldest
	</li>
	<li>
		Fixed: <em>.charsel</em> command leaving changed class on the client side if the player did not have permission to change it in the first place
	</li>
	<li>
		Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered
	</li>
	<li>
		Fixed: Incorrect position matching in the <em>/entity</em> command selector (e.g. in <em>/entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]</em>)
	</li>
	<li>
		Fixed: Running server with <em>--standby</em> argument crashes if serverconfig.json does not exist
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: On some systems (MacOS) the sky would load color inverted (red) <span style="font-size:12px;">[Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU]</span>
	</li>
	<li>
		Fixed: Linux Wayland freezing on start up issue
	</li>
	<li>
		Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it
	</li>
	<li>
		Fixed: .map command would not show up in the Commands Handbook
	</li>
	<li>
		Fixed: <em>/wgen regen</em> command erroring on missing structures within the target map region
	</li>
	<li>
		Fixed: Planks block stack combining issues
	</li>
	<li>
		Fixed: Fruitmash would not count as food in large trough for animals
	</li>
	<li>
		Fixed: Unable to squeeze honey into placed bowls
	</li>
	<li>
		Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it.
	</li>
	<li>
		Fixed: Coal pile crash in certain cases
	</li>
	<li>
		Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
	</li>
	<li>
		Fixed: Able to travel very fast with gliders and roads of ladders
	</li>
	<li>
		Fixed: Various cases where chiseled blocks were not detected as room-enclosing
	</li>
	<li>
		Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds
	</li>
	<li>
		Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements
	</li>
	<li>
		Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance
	</li>
	<li>
		Fixed: Books went vertical when placed on the ground
	</li>
	<li>
		Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning
	</li>
	<li>
		Fixed: Should fix a reported client side crash with the Mycelium block entity
	</li>
	<li>
		Fixed: Another Memory leak when leaving and reopening single player worlds
	</li>
	<li>
		Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks
	</li>
	<li>
		Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room
	</li>
	<li>
		Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode
	</li>
	<li>
		Fixed: Game no longer automatically requesting to download unmet dependencies on startup
	</li>
	<li>
		Fixed: Multiple engine-related exceptions when trying to load an outdated mod
	</li>
	<li>
		Fixed: 3rd person mode against walls no longer renders the inside of seraph brains
	</li>
	<li>
		Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation)
	</li>
	<li>
		Fixed: Avoid potential server side endless loop during a broken/invalid item use action
	</li>
	<li>
		Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen
	</li>
	<li>
		Fixed: Fruit trees part of schematics on worldgen would log a lot of errors <span style="font-size:11px;">[Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default]</span>
	</li>
	<li>
		Fixed: Chute rotations for schematics/worldedit
	</li>
	<li>
		Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists)
	</li>
	<li>
		Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds
	</li>
	<li>
		Fixed: Chutes/Hoppers not able to push items on one side of the trunk
	</li>
	<li>
		Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded
	</li>
	<li>
		Fixed: Commands prefix shown on help subcommands
	</li>
	<li>
		Fixed: Players were omitting knockback when hit, since 1.18.2
	</li>
	<li>
		Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit
	</li>
	<li>
		Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space
	</li>
	<li>
		Fixed: Chiseled blocks in schematics would not rotate the texture
	</li>
	<li>
		Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block
	</li>
	<li>
		Fixed: /wgen pos structures not working for underground ruins
	</li>
	<li>
		Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks
	</li>
	<li>
		Fixed: /time stop and /time resume commands now working
	</li>
	<li>
		Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable.  z-fighting on back of Falx mold.
	</li>
	<li>
		Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil
	</li>
	<li>
		Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts
	</li>
	<li>
		Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent
	</li>
	<li>
		Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya
	</li>
	<li>
		Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya
	</li>
	<li>
		Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks
	</li>
	<li>
		Fixed: Added translations for pomegranate, lychee, and breadfruit pies.  Added ability to pickle olives, and translations for their derivatives.  Fixed some transforms.
	</li>
	<li>
		Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly
	</li>
	<li>
		Fixed: Crash when chiseling meta objects such as "collider" cubes
	</li>
	<li>
		Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops
	</li>
	<li>
		Fixed: Treasure Hunter trader unable to buy player-crafted iron &amp; leather shield; additionally Treasure Hunter trader will now buy an iron &amp; leather shield in any color
	</li>
	<li>
		Fixed: Various helmets and other headgear obscuring facial hair when it should not
	</li>
	<li>
		Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly
	</li>
	<li>
		Fixed: Z-fighting on underside of chimney block
	</li>
	<li>
		Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation
	</li>
	<li>
		Fixed: Crash when right clicking an entity with unlit torch
	</li>
	<li>
		Fixed: Game crashing on the mod manager with invalid mods
	</li>
	<li>
		Fixed: Gate and Oldworld tapestry not triggering lore discovery
	</li>
	<li>
		Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
	</li>
	<li>
		Fixed: Game crashing when trying to break green bamboo with an axe
	</li>
	<li>
		Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them
	</li>
	<li>
		Fixed: Peanuts could not be used in the cooking pot.
	</li>
	<li>
		Fixed: Wrong material with rotated chisel blocks in schematics/ruins
	</li>
	<li>
		Fixed: Some meats were not displaying correct incontainer textures
	</li>
	<li>
		Fixed: Seawater missing incontainer translation
	</li>
	<li>
		Fixed: Bees no longer attack arrows, spears and armor stands
	</li>
	<li>
		Fixed: Metal nails and strips had incorrect smelting properties
	</li>
	<li>
		Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel
	</li>
	<li>
		Fixed: Copying glider schematic gave an extra copy
	</li>
	<li>
		Fixed: Sieve could have durability completely repaired by placing on ground
	</li>
	<li>
		Fixed: Pickled vegetables in soup did not have translations
	</li>
	<li>
		Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes
	</li>
	<li>
		Fixed: Most potted flowers, and potted bamboo saplings missing windwave
	</li>
	<li>
		Fixed: Forest floor had incorrect texture on bottom face
	</li>
	<li>
		Fixed: Cured fish not showing in creative inventory
	</li>
	<li>
		Fixed: Ingots had incorrect shelf transform
	</li>
	<li>
		Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8
	</li>
	<li>
		Fixed: Clutter bookshelves not correctly rotated
	</li>
	<li>
		Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil
	</li>
	<li>
		Fixed: Renamed some clutter blocks to fit convention.
	</li>
	<li>
		Fixed: Hot springs no longer spawning steam particles
	</li>
	<li>
		Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4
	</li>
	<li>
		Fixed: Content in trough when rotting not changing into rotten content variant
	</li>
	<li>
		Fixed: Strange dark shading in the main menu, most noticeable in hover texts
	</li>
	<li>
		Fixed: <em>.debug find</em> command now returns accurate coordinates
	</li>
	<li>
		Fixed: <em>.blockitempngexport inv</em> and similar export commands created images with a black background instead of transparency
	</li>
	<li>
		Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress
	</li>
	<li>
		Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook
	</li>
	<li>
		Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown.
	</li>
	<li>
		Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior
	</li>
	<li>
		Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
</ul>

<p>
	<br />
	<strong>Vintagehosting</strong>
</p>

<ul>
	<li>
		Feature: Added ability to delete the complete hosting setup, improved logging
	</li>
	<li>
		Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt)
	</li>
	<li>
		Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
	</li>
	<li>
		Tweak: Can now set or remove a server password
	</li>
	<li>
		Fixed: Timeout issues when changing server version
	</li>
	<li>
		Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size)
	</li>
	<li>
		(Internal: Significant progress towards Vintagehosting mod support)
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: Mini Dimensions initial support. For technical details see <a data-fileext="txt" data-fileid="16406" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16406&amp;key=93b6ec6758d603d1f79aa19e8a50b293" rel="">movchunks public notes.txt</a>
	</li>
	<li>
		Feature: Support for <strong>connected textures</strong> for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json)
	</li>
	<li>
		Feature: Eliminated all <strong>texture atlas limitations</strong>, i.e. mods that add a lot of blocks no longer have glitched graphics
	</li>
	<li>
		Feature: Added <strong>Block randomizer</strong>. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location
	</li>
	<li>
		Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material
	</li>
	<li>
		Feature: <strong>Wearable gear animations support. </strong>Models configured with a step parent and backdrop shape can now be animated in VSMC
	</li>
	<li>
		Feature: Added a somewhat more Blender-compatible animations mode (via <em>version:1 </em>attribute for each animation)
	</li>
	<li>
		Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite
	</li>
	<li>
		Feature: <strong>Entity code remapper</strong>, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json]
	</li>
	<li>
		Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file
	</li>
	<li>
		Tweak: Can use stack randomizers to get resolved when used as a mob drop
	</li>
	<li>
		Tweak: Allow shipping of .dll files inside a mod's <em>native/</em> folder
	</li>
	<li>
		Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set
	</li>
	<li>
		Tweak: Added api.Event.OnEntityLoaded event
	</li>
	<li>
		Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes
	</li>
	<li>
		Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around
	</li>
	<li>
		Tweak: Game will now print a warning on duplicate animation codes
	</li>
	<li>
		Tweak: Avoid game crashing from improperly configured liquid containers
	</li>
	<li>
		Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file:
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">[....]
	eyeHeight: 1.7,
	attributes: {
		inventory: [
			{ type: "item", code: "blade-blackguard-iron" },
			{ type: "item", code: "armor-body-improvised-wood" }
		],
[...]</span></pre>
	</li>
	<li>
		Tweak: Added "ServerIdentifier" GUID to serverconfig.json
	</li>
	<li>
		Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions
	</li>
	<li>
		Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true"
	</li>
	<li>
		Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods
	</li>
	<li>
		Tweak: Allow use of meta-layer block in the randomizer block
	</li>
	<li>
		Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument
	</li>
	<li>
		Tweak: Worldgen village generator can now define min/maxquantity per schematic group
	</li>
	<li>
		Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used.  e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ],
	</li>
	<li>
		Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom)
	</li>
	<li>
		Tweak: Can read own entity debug info via command .debug self
	</li>
	<li>
		Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass
	</li>
	<li>
		Tweak: Bows can now define custom aim animations via aimAnimationCode attribute
	</li>
	<li>
		Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation
	</li>
	<li>
		Tweak: Cleanup XML documentation (mainly missing/old parameter names)
	</li>
	<li>
		Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen]
	</li>
	<li>
		Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer
	</li>
	<li>
		Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility
	</li>
	<li>
		Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value
	</li>
	<li>
		Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID
	</li>
	<li>
		Tweak: Minor Mini Dimensions code improvements:
		<ul>
			<li>
				Players now prevented from flying above height y = 20,480
			</li>
			<li>
				EntityPos now contains rudimentary dimension support
			</li>
			<li>
				Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768
			</li>
			<li>
				Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game
			</li>
			<li>
				Fixed startup crash if ImportTool is already active, and TestShip y-position jitter
			</li>
		</ul>
	</li>
	<li>
		Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor
	</li>
	<li>
		Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock)
	</li>
	<li>
		Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds
	</li>
	<li>
		Tweak: Entity hud info box now shows entity code in extended debug info mode
	</li>
	<li>
		Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility
	</li>
	<li>
		Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there
	</li>
	<li>
		Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures:
		<pre><span>    content: { type: "item", code: "pressedmash-*" },
    ...
    textureCode: "*"</span></pre>
		textureCode will now turn into <em>"content-{domain:pathofcollectible}"</em>, so add <em>"contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" },</em> to use a custom texture for the content in the trough
	</li>
	<li>
		Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations.
	</li>
	<li>
		Tweak: Add a number of missing translations for our community translators
	</li>
	<li>
		Tweak: Flour, egg, measuring rope, and quicklime are now 3d items
	</li>
	<li>
		Tweak: Beeswax, fat, and flax fibers are now ground-storable
	</li>
	<li>
		Tweak: Necklace models are now positioned to show outside of armor
	</li>
	<li>
		Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls
	</li>
	<li>
		Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma
	</li>
	<li>
		Fixed: Exception thrown in the logging system when a Block failed to load
	</li>
	<li>
		Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
	</li>
	<li>
		Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
	</li>
	<li>
		Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops
	</li>
	<li>
		Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=&gt;MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh()
	</li>
	<li>
		Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract
	</li>
	<li>
		Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt
	</li>
	<li>
		Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info
	</li>
	<li>
		Refactor: Fox entity types now in one file instead of six.
	</li>
	<li>
		Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these
	</li>
	<li>
		Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null
	</li>
	<li>
		Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones
	</li>
	<li>
		Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future
	</li>
	<li>
		Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json
	</li>
	<li>
		Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape()
	</li>
	<li>
		Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention()
	</li>
	<li>
		Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface
	</li>
	<li>
		Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup
	</li>
	<li>
		Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example:<br />
		creatureDiet: {<br />
		    foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"],<br />
		    foodTags: ["fruitmash"],<br />
		    skipFoodTags: ["rice", "parsnip"]<br />
		},
	</li>
	<li>
		Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
	</li>
	<li>
		Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation
	</li>
	<li>
		Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
	</li>
	<li>
		Fixed: Character class starting items that are not wearable were not being given
	</li>
	<li>
		Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
	</li>
	<li>
		Fixed: IServerAPI.ServerIp property crashing on dedicated servers
	</li>
	<li>
		Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm:
	</li>
	<li>
		Fixed: Call to unload chunks did not trigger UnloadChunk event
	</li>
	<li>
		Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range)
	</li>
	<li>
		Fixed: MaxAnimatedElements setting not set to 46 (was 36)
	</li>
	<li>
		Fixed: Modded sky.png not getting loaded
	</li>
	<li>
		Fixed: Clutter block crashing game if a texture was missing, now prints an error
	</li>
	<li>
		Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox
	</li>
	<li>
		Fixed: When on IServerPlayer.Disconnect() is called it would crash the client
	</li>
	<li>
		Fixed: Multiple instance detection by using a named mutex (since net7)
	</li>
	<li>
		Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
	</li>
	<li>
		Fixed: Underground ruins would not spawn with decors/overlays
	</li>
	<li>
		Fixed: Loading order issues when modding in new cave art
	</li>
	<li>
		Fixed: Game crash when only partially specifying the held sound set
	</li>
	<li>
		Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func&lt;T&gt;, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp()
	</li>
	<li>
		Fixed: BeginSubs and BeginSubcommands would not add the aliases properly
	</li>
	<li>
		Fixed: WorldReady server startup event not being triggered
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.19.0-rc.8 (also listed above)
</p>

<ul>
	<li>
		Tweak: New main menu background images, most of which showcase new 1.19 content
	</li>
	<li>
		Tweak: Omok table top now no longer displays food perish rate in block info
	</li>
	<li>
		Tweak: Quartz vugs are more like geodes now!
	</li>
	<li>
		Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
	</li>
	<li>
		Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation
	</li>
	<li>
		Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
	</li>
	<li>
		Fixed: Shingles and other objects in piles sometimes invisible after being placed
	</li>
	<li>
		Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile
	</li>
	<li>
		Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason)
			</li>
			<li>
				Tweak: Board recipe now accommodates both plank variants (ns/ud)
			</li>
			<li>
				Tweak: Adjusted range of the reed trap sfx
			</li>
			<li>
				Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled
			</li>
			<li>
				Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants
			</li>
			<li>
				Fixed: Minor memory leak in main menu
			</li>
			<li>
				Fixed: Display case link not clickable in Handbook
			</li>
			<li>
				Fixed: Snow layer walk sfx playing twice
			</li>
			<li>
				Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing<br />
				 
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">374</guid><pubDate>Wed, 17 Jan 2024 18:21:00 +0000</pubDate></item><item><title>v1.19.0-rc.7/8 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc78-dejank-redux-r373/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-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 release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support
</p>

<p>
	Stable approaching.... slowly.... #3
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17322" href="//media.vintagestory.at/monthly_2024_01/2024-01-08_00-47-13.png.10b2ccdae5f0e216c570227bd59499de.png" rel=""><img alt="2024-01-08_00-47-13.thumb.png.1579de02a7eca56eda09f011c953833f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17322" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-08_00-47-13.thumb.png.1579de02a7eca56eda09f011c953833f.png" /></a><span style="font-size:12px;"> </span><br />
	<span style="font-size:12px;">Screenshot and Build by Galejro</span>
</p>

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

<ul>
	<li>
		Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations.
	</li>
	<li>
		Tweak: Add a number of missing translations for our community translators
	</li>
	<li>
		Tweak: Flour, egg, measuring rope, and quicklime are now 3d items
	</li>
	<li>
		Tweak: Beeswax, fat, and flax fibers are now ground-storable
	</li>
	<li>
		Tweak: Necklace models are now positioned to show outside of armor
	</li>
	<li>
		Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls
	</li>
	<li>
		Tweak: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it.  .NET Runtime 7 is required of course  <span style="font-size:14px;">[Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal]</span>
	</li>
	<li>
		Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
	</li>
	<li>
		Fixed: Vintagehosting Join Server not working when used with a password
	</li>
	<li>
		Fixed: <em>--setconfig</em> argument not working
	</li>
	<li>
		Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4
	</li>
	<li>
		Fixed: Content in trough when rotting not changing into rotten content variant
	</li>
	<li>
		Fixed: Strange dark shading in the main menu, most noticeable in hover texts
	</li>
	<li>
		Fixed: Issues with the new HRTF setting and Music
	</li>
	<li>
		Fixed: <em>.debug find</em> command now returns accurate coordinates
	</li>
	<li>
		Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac
	</li>
	<li>
		Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful...
	</li>
	<li>
		Fixed: <em>.blockitempngexport inv</em> and similar export commands created images with a black background instead of transparency
	</li>
	<li>
		Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate!
			</li>
			<li>
				Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth
			</li>
			<li>
				Fixed: Goat sound <em>bleatweird</em> not playing
			</li>
			<li>
				Fixed: Goats' running animation now at normal speed when catching up with other goats.
			</li>
			<li>
				Fixed: Gasifier not igniteable with torch
			</li>
			<li>
				Fixed: Translocators having invisible rubble blocks
			</li>
			<li>
				Fixed: Crate recipes handbook derp (API: was a bug in all recipes using <em>CopyAttributesFrom</em>)
			</li>
			<li>
				Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload,
			</li>
			<li>
				Fixed: Basket trap recipe derp in Handbook
			</li>
			<li>
				Fixed: Interaction issues with the basket trap
			</li>
			<li>
				Fixed: Cleaver not working properly anymore
			</li>
			<li>
				Fixed: Game crash when exporting block/item pngs
			</li>
			<li>
				Fixed: Bighorn sheep stepheight change from rc.6 not properly applied
			</li>
			<li>
				Fixed: Restore faster single-player game startup time
			</li>
			<li>
				Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [<span style="font-size:14px;">Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs</span>]<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<s>Api Tweak: new server event <em>OnWorldgenStartup </em>added, which will be triggered after <em>EnumServerRunPhase.WorldReady</em> and before <em>RunGame</em>.</s> Reverted in rc8
	</li>
	<li>
		Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated)<br />
		 
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">373</guid><pubDate>Sun, 14 Jan 2024 12:06:00 +0000</pubDate></item><item><title>v1.19.0-rc.6 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc6-dejank-redux-r372/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-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>
	Stable approaching.... slowly.... #2<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17215" href="//media.vintagestory.at/monthly_2024_01/image.png.2bd13c0f9b6a04f01c5a7907e853535b.png" rel=""><img alt="image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17215" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Anclet</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Tweak: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Switching it off (the default) should address some users' sound issues
	</li>
	<li>
		Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal.  Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit.  Fancy linen can be turned back into normal pattern by any class via shears, in grid
	</li>
	<li>
		Tweak: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned...
	</li>
	<li>
		Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2
	</li>
	<li>
		Tweak: Goat and bighorn sheep spawning adjustments.  Added handbook text for goats, describing the general topography and climate in which to find them
	</li>
	<li>
		Tweak: When right-clicking with a lit torch on another lit torch it no longer places the torch on the ground (happened after lighting a torch)
	</li>
	<li>
		Fixed: (1.19.0-rc.5 issue) Handbook crashes for any block or item with linen in the recipe
	</li>
	<li>
		Fixed: (1.19.0-rc.5 issue) Restore linen to the handbook
	</li>
	<li>
		Fixed: Log spam when breaking a vessel "Missing mapping for texture code ..."
	</li>
	<li>
		Fixed: Unable to squeeze honey into placed bowls
	</li>
	<li>
		Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references
	</li>
	<li>
		Fixed: Antler mounts and Scroll racks would have no clickable link in the handbook for the planks in their recipes
	</li>
	<li>
		Fixed: Error log and missing handbook entries "Unable to resolve loot vessel drop x, item wont drop", this also caused Tuning cylinders and other items to have a drop by vessel or not, depending on a random chance
	</li>
	<li>
		Fixed: Potential chunk/region borders in worldgen when continuing certain pre-1.19 save games in 1.19
	</li>
	<li>
		Fixed: Crash when trying to light a torch in hand from another fire source while another player or animal walks in front of you [Github issue #3362]
	</li>
	<li>
		Fixed: WorldEdit copy would always apply every remapping, causing issues with the bookshelf
	</li>
	<li>
		Fixed: Raccoons not eating honeycomb and berries (and similar fix for any other creatures which can eat loose items in their seekfoodandeat behavior)
	</li>
	<li>
		Fixed: Raccoons not fleeing from angry bees
	</li>
	<li>
		Fixed: Fixed error log about troughs when trough targeted by a wolf (or any other animal that may not have a "creatureDiet")
	</li>
	<li>
		Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
	</li>
	<li>
		Fixed: <em>/wgen regen</em> command failing sometimes (caused by a race condition, when deleting the existing map region)
	</li>
	<li>
		Fixed: BlockRandomizer with certain blocks (eg. Locustnest) would cause issues and result in missing blocks or not properly finish placing the schematic causing <em>mingroup</em> distance not to work properly
	</li>
	<li>
		Fixed: Crate breaking decal was not being rotated when the crate is placed rotated
	</li>
	<li>
		Fixed: Very rare AI pathfinder crash on servers involving crates
	</li>
	<li>
		Fixed: Minor VRAM leak in crates
	</li>
	<li>
		Fixed: Flint not storable in mining bags
	</li>
	<li>
		Fixed: Some stones dropping from the new ruins had stacksize 0
	</li>
	<li>
		Fixed: Linux game client requiring a newer version of glibc (2.34 instead of 2.28), causing the game to no longer start on some Linux distros
	</li>
	<li>
		API Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation
	</li>
	<li>
		API Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
	</li>
	<li>
		API Fixed: Linen (and similar modded blocks) drawn correctly again
	</li>
	<li>
		API Fixed: Character class starting items that are not wearable were not being given
	</li>
	<li>
		API Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
	</li>
</ul>
]]></description><guid isPermaLink="false">372</guid><pubDate>Sat, 06 Jan 2024 21:57:40 +0000</pubDate></item></channel></rss>
