<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/page/4/?d=2</link><description>News: News</description><language>en</language><item><title>v1.19.0-rc.5 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc5-dejank-redux-r371/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.5, 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....
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17177" href="//media.vintagestory.at/monthly_2024_01/image.png.220f3b8985e5b85b26962b161df22691.png" rel=""><img alt="image.thumb.png.62e22730f72b719cec78303af91508af.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17177" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/image.thumb.png.62e22730f72b719cec78303af91508af.png" /></a><br />
	<span style="font-size:11px;">Screenshot by PeskyHuman, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Added almost all types of aged polished rock (except full basalt and shale)
	</li>
	<li>
		Tweak: Traders now sell linen by the single sheet.
	</li>
	<li>
		Tweak: Loose gears when placed now no longer move around or shift texture with each added gear past 2
	</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: Clothing trader had reversed linen prices, buying it for more than they were selling it.
	</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: Coal pile crash in certain cases
	</li>
	<li>
		Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
	</li>
	<li>
		Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
	</li>
	<li>
		Tweak: Game client no longer displays Host/Ip when failing to connect to a game server
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Removed tiling cobblestone test blocks
			</li>
			<li>
				Fixed: Game crashing when chiselling collider blocks
			</li>
			<li>
				Fixed: Wrong rotation on placed linen
			</li>
			<li>
				Fixed: Error log spam caused by trough
			</li>
			<li>
				Fixed: Worldedit export command "/we exp filename" would always send the schematic to the client
			</li>
			<li>
				Fixed: TOPTS and other servers could crash if multiple teleports in rapid succession
			</li>
			<li>
				Fixed: Trough not showing suitable fodder list in block info for content using wildcard
			</li>
		</ul>
	</li>
</ul>

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

<ul>
	<li>
		Api Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures:
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">    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>
		Api Fixed: Exception thrown in the logging system when a Block failed to load
	</li>
	<li>
		Api Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
	</li>
	<li>
		Api Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
	</li>
	<li>
		Api Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops<br />
		 
	</li>
</ul>
]]></description><guid isPermaLink="false">371</guid><pubDate>Wed, 03 Jan 2024 16:42:00 +0000</pubDate></item><item><title>v1.19.0-rc.2/3/4 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc234-dejank-redux-r370/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.2/3/4, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Christmas day bugfix release. Happy holidays!<br />
	<br />
	[Edit:] Also released rc.3 to fix a crash on startup with SSAO disabled<br />
	[Edit 26.12.:] Also released rc.4 to fix a server error log spam and the Vintagehosting server settings screen no longer working<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17036" href="//media.vintagestory.at/monthly_2023_12/serbian.png.c208977bc35517e06f1ea20038af3d1f.png" rel=""><img alt="serbian.thumb.png.c2e9599f28b18a80082bafdec2fc5823.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17036" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_12/serbian.thumb.png.c2e9599f28b18a80082bafdec2fc5823.png" /></a><br />
	<span style="font-size:11px;">Serbian type furnace by SirKey, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Fixed: Trader outposts generating with legacy doors
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Fixed: Player data corruption and consequent crash when landing with glider
			</li>
			<li>
				Fixed: Hay was not flagged 'grass', and so no animals would eat it
			</li>
			<li>
				Fixed: Missing crafting recipe for antler mounts and basket traps
			</li>
			<li>
				Fixed: Ewes and sows not giving birth
			</li>
			<li>
				Fixed: Dark outline around first person hands and items caused by SSAO
			</li>
			<li>
				Fixed: Typo in world config screen
			</li>
			<li>
				Fixed: Should fix entities invisible on Mac, hopefully for real this time
			</li>
			<li>
				API fixed: Randomizer block using chance values below 100% no longer leave behind themselves on missed chance, but turn to air
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">370</guid><pubDate>Mon, 25 Dec 2023 15:32:00 +0000</pubDate></item><item><title>v1.19.0-rc.1 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc1-dejank-redux-r369/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-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>
	<span style="font-size:14px;">(<strong>Note:</strong> for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning<em> "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". </em>Don't worry, the game is safe! The reason is essentially that this rc1 release is too new for Windows Defender to recognise it: we are working with Microsoft on this and it should improve as time passes. If you get the popup warning, to install the release, please click "More info" and then allow it to continue.)</span>
</p>

<p>
	 
</p>

<p>
	One broken central heating system, one leaking roof due to ice buildup and one appendectomy later (and that's only Tyron!) the team are at long last able to bring you our next major update! As mentioned in the <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">1.19.0-pre.1 blog post</a>, our goal for this update was the polishing of existing game mechanics and some clean up of the game engine code. As usual, we also added just one or two new features into the game at the same time. In total this resulted in about 450 features, tweaks and fixes. A heartfelt thank you goes out to everyone who tested the pre-releases of 1.19 - your feedback is very valuable to us!<br />
	<br />
	We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f384.png" class="ipsEmoji" alt="🎄"><br />
	 
</p>

<p>
	<strong>Can I start playing 1.19 now?</strong><br />
	We are decently confident that your old (or new) worlds will not break. If you want to be on the safe side though, wait until the stable release.<br />
	<br />
	<strong>Still unfinished</strong><br />
	Wild animal trapping needs tuning and we'll likely add re-bindable mouse buttons to the game controls settings before stable. The new first- person mode will also very likely receive further tuning.
</p>

<p>
	<strong>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>
	 
</p>

<p>
	<strong>Screenshots</strong> (of new stuff since <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">pre.1</a>)<br />
	<br />
	Added 11 types of goats<br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" data-fileid="16913" data-ratio="32.70" width="1000" src="//media.vintagestory.at/monthly_2023_12/goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" /></a>
</p>

<p style="margin-bottom:0px;">
	<br />
	<strong>Snowballs!</strong> Frosty-fight friends and foes alike
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo" style="width:50%;height:50%;">
		<source type="video/mp4" src="https://content.invisioncic.com/r268468/monthly_2023_12/snowballs.mp4.78af0f5d03e0b9328077a9fe3a4c54be.mp4"><a class="ipsAttachLink" 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>


<p>
	All underground ruins fully reworked<br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" 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>
	Added antlers and horns, which can be harvested and mounted on walls<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_12/horny.png.cd0fcc36922ef223aa3ef8edaa18641c.png" rel="external nofollow"><img alt="horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16916" data-ratio="78.40" style="width:500px;height:auto;" width="956" src="//media.vintagestory.at/monthly_2023_12/horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" /></a>
</p>

<p>
	Added indor rain ambience system
</p>

<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>
	Added Tule and Sedge plant<br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" data-fileid="16918" data-ratio="33.40" width="1000" src="//media.vintagestory.at/monthly_2023_12/tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" /></a>
</p>

<p>
	Added warning icon to outdated mods<br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" data-fileid="16917" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_12/warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" /></a>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">1.19.0-pre.1 devlog post</a>
	</li>
	<li>
		Feature: <strong>Added 11 types of goat</strong>s
	</li>
	<li>
		Feature: Added <strong>new Music track </strong>"Arctic Winds" for the polar regions
	</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: <strong>Added 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 mounts
	</li>
	<li>
		Feature: Added <strong>new rain ambient sounds </strong>to rain-exposed glass (glass windows or glass ceilings)
	</li>
	<li>
		Feature: Added new <strong>rock-typed rubble blocks </strong>for the new ruins (creative mode only at the moment)
	</li>
	<li>
		Feature: Added <strong>one more room to the Resonance Archives</strong>. Various tweaks and fixes
	</li>
	<li>
		Feature: Rough implementation of <strong>wild animal trapping</strong> (WIP)
	</li>
	<li>
		Feature: Added 3 new beards in the character selection screen
	</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 will 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: Microblocks, such as the chiselled blocks in ruins, can now be <strong>excavated </strong>from soil. Cobble microblocks drop stones when broken
	</li>
	<li>
		Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
	</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>
		Tweak: Gameplay balancing
		<ul>
			<li>
				Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3
			</li>
			<li>
				Tweak: Bear spawning generally reduced about 20-25%.  Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places
			</li>
			<li>
				Tweak: Terra Preta 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: 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>
		</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: Visual fine tuning
		<ul>
			<li>
				Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework)
			</li>
			<li>
				Tweak: Fixed godray ray directions. Before, the rays would not exactly start from the center of the sun. Increased god ray intensity and fine-tuned its shader
			</li>
			<li>
				Tweak: More haptic menu buttons
			</li>
			<li>
				Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%. Added 4 variants of aged firepit clutter.
			</li>
			<li>
				Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes.
			</li>
			<li>
				Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
			</li>
			<li>
				Fixed: Water against solid/near-solid Microblocks is now rendered correctly
			</li>
			<li>
				Fixed: Incorrect block breaking overlay on Bamboo
			</li>
			<li>
				Fixed: LOD popping at very short view distances (32 and 64)
			</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 and loose stones (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 stones and ores, and 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: 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 ~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 firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed
	</li>
	<li>
		Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
	</li>
	<li>
		Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives
	</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: Added "/dev settranslateable true" command to mark a looked at sign block as translateable
	</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  (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)
	</li>
	<li>
		Tweak: In Extended Debug mode (<em>.edi</em>), add the Axis directions to the coordinates HUD
	</li>
	<li>
		Tweak: 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>
		Tweak: Don't crash on invalid block entities
	</li>
	<li>
		Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
	</li>
	<li>
		Tweak: Avoid a crash on an incorrectly created crucible itemstack
	</li>
	<li>
		Tweak: Slightly increase the chance for hail
	</li>
</ul>

<ul>
	<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>
		Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
	</li>
	<li>
		Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
	</li>
	<li>
		Tweak: Add missing hotkey reminders for other interface settings
	</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: 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: Can now lower the first person hands to one's liking in Settings -&gt; Interface  
	</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: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
	</li>
	<li>
		Tweak: Added command <em>/entity cmd [selector] rmbh [code]</em> to remove a behavior at runtime
	</li>
</ul>

<ul>
	<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 deer and several other animals.  Wolves will now attack some of the smaller deer species, and fawns
	</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: Dead animals now show in their block info if they got electrocuted
	</li>
	<li>
		Tweak: Falling rock from cave-ins now very painful
	</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: Add optional kill radius parameter to command /entity wipeall
	</li>
	<li>
		Tweak: Localise chat messages about schematics received, and fixmappings
	</li>
	<li>
		Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
	</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: 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: 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>
		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: 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: 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]<br />
		 
	</li>
</ul>

<p>
	<strong>API Changes</strong>
</p>

<ul>
	<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>
		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>
		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>
		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-pre.10
</p>

<ul>
	<li>
		Tweak: Added managed/total memory to /stats and debug screen
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Tweak: All neck wearables are now 3d format.
	</li>
	<li>
		Tweak: add detailed OS information to VSCrashReporter
	</li>
	<li>
		Fixed: secondary exception if game crashes on startup for another cause, see Github #3326
	</li>
	<li>
		Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298
	</li>
	<li>
		Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype"
	</li>
	<li>
		Fixed: Client crash when joining a dedicated server
	</li>
	<li>
		Fixed: Shader compile errors on Mac<br />
		 
	</li>
</ul>
]]></description><guid isPermaLink="false">369</guid><pubDate>Tue, 05 Dec 2023 14:38:00 +0000</pubDate></item><item><title>v1.19.0-pre.1 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.0-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>
	We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br />
	<br />
	As with our previous updates, we continue our tradition of challenging the <em>status quo</em> of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community!<br />
	<br />
	<strong>Juicy Engine Tech a-plenty</strong><br />
	This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow.
</p>

<ul>
	<li>
		<strong>Mini Dimension System</strong>: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for <strong>multiblock vehicles </strong>and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: <a class="ipsAttachLink" 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>
		<strong>Unlimited textures</strong>: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again!  This multi-atlas system was partially included since the game's early days and is now finally complete.
	</li>
	<li>
		<strong>New First-person mode: </strong>Took a lot of tuning, but visible hands are finally a thing now
	</li>
	<li>
		<strong>Wearable animation support</strong>: Items that the player wears can now be animated. This is important for some clothing types such as skirts.
	</li>
	<li>
		<strong>Animation system v2</strong>: A new data format, more compatible to other animation formats, such as the one made with <a href="https://www.blender.org/" rel="external nofollow">Blender</a> <span style="font-size:12px;">(use with Blender still relies on a community made converter, however)</span>
	</li>
	<li>
		<strong>Connected textures</strong>: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks
	</li>
	<li>
		<strong>Chat commands code rewrite</strong>: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature.  In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete!
	</li>
	<li>
		<strong>World Edit commands consistency overhaul</strong>: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still.
	</li>
	<li>
		<strong>Chiseling system upgrades</strong>: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil.
	</li>
</ul>

<p>
	<strong>Please note</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, incomplete features, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot19" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <a href="https://www.vintagestory.at/blog.html/news/v1190-rc1-dejank-redux-r369/" rel="">new v1.19 blog post</a> will then come when the first full release candidate (rc.1) is ready<br />
	3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19.
</p>

<p>
	<strong>Still planned for rc.1</strong><br />
	Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished.<br />
	 
</p>

<p>
	<span style="font-size:16px;"><strong>Screenshots / Gifs</strong></span><br />
	<br />
	<strong>Overhauled First-person mode</strong>: Now with hands! WIP<br />
	<img alt="newfpmode.webp" 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" class="ipsImage ipsImage_thumbnailed" 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>WIP (Antlers still missing)<br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" 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>
</p>

<p>
	<strong>Animal catching</strong>: Domesticated animals can be picked up with a basket<br />
	<img alt="acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16338" data-ratio="51.52" width="693" src="//media.vintagestory.at/monthly_2023_10/acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" /><br />
	<br />
	<strong>Fully reworked ruins. </strong>Very much still a work in progress (WIP), they don't all fully spawn yet.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16341" href="//media.vintagestory.at/monthly_2023_10/ruins.png.bfb003389af6bb70a06b01f5dcce1ca9.png" rel=""><img alt="ruins.thumb.png.4872679e3183c1ee400a920b79e64d8f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16341" data-ratio="54.80" width="1000" src="//media.vintagestory.at/monthly_2023_10/ruins.thumb.png.4872679e3183c1ee400a920b79e64d8f.png" /></a>
</p>

<p>
	<strong>New Accessibility settings</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" data-fileid="16333" data-ratio="43.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" /></a>
</p>

<p>
	<strong>Added Command Handbook </strong>(in Creative mode)<br />
	<img alt="chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16335" data-ratio="88.09" width="596" src="//media.vintagestory.at/monthly_2023_10/chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" />
</p>

<p>
	<br />
	Added <strong>Scroll racks</strong>, also lets you store Tuning cylinders<br />
	<img alt="scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" class="ipsImage ipsImage_thumbnailed" 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. (WIP)<br />
	<img alt="map.gif" src="https://cdn.vintagestory.at/gamefiles/other/map.gif" />
</p>

<p>
	<strong>Character selector tweaks</strong>: More canon hair colors, better randomizer and the ability to use your last selection from another world / server<br />
	<img alt="charsel.gif" style="width:800px;height:auto;" src="https://cdn.vintagestory.at/gamefiles/other/charsel.gif" />
</p>

<p>
	<br />
	<strong>More chisel power: </strong>Now supports decors and topsoil<br />
	<img alt="chisel.png.034a25757b4d146e3939aa5257d7ebee.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16337" data-ratio="76.23" style="width:509px;height:auto;" 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 class="ipsAttachLink ipsAttachLink_image" 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" class="ipsImage ipsImage_thumbnailed" data-fileid="16339" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" /></a>
</p>

<p>
	<br />
	Added live preview during schematic import<br />
	<img alt="livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16402" data-ratio="74.15" width="824" src="//media.vintagestory.at/monthly_2023_10/livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" /><br />
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: <strong>Overhauled First-person mode</strong> (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held
	</li>
	<li>
		Feature: <strong>Added moose, elk, and 11 species of deer</strong>, each has several antler variants. <span style="font-size:12px;">(based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)</span>
	</li>
	<li>
		Feature: <strong>Cave-in system </strong>in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels!
	</li>
	<li>
		Feature: Added <strong>Accessibility tab</strong>. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness.
		<ul>
			<li>
				Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab
			</li>
			<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>
				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>
				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>
				Added more depth to Dry stone wall textures. Visual tweaks
			</li>
			<li>
				Redwood beams: wood grain was in the wrong direction
			</li>
			<li>
				Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green
			</li>
			<li>
				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. Fixed bed-fency-open clutter block missing textures
			</li>
			<li>
				Faster storm dust particles
			</li>
			<li>
				Improved seraph idle animation
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added scroll racks</strong>. Storage space for scrolls, papers and tuning cylinders
	</li>
	<li>
		Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks
	</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] 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>
		</ul>
	</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: <strong>Raccoon and Fox pups</strong> now spawn in the world
	</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.
			</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: Gameplay balancing tweaks and fixes
		<ul>
			<li>
				Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies.
			</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 debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain
			</li>
			<li>
				Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
			</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: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage
			</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 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: 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>
		</ul>
	</li>
	<li>
		Feature: Added a worldconfig option to change the health regeneration speed: "<em>/worldconfig playerHealthRegenSpeed 1</em>".  Also available on world creation
	</li>
	<li>
		Feature: Can now <strong>ignite extinct torches </strong>on lit torches, firepits, forges, pit kilns, etc.
	</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 /we marked commands
			</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
			</li>
			<li>
				<em>/db prune [threshold] confirm</em>: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that <strong>this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas</strong>
			</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>
		Feature: All <strong>Treasure chests</strong> have now <strong>more valuable loot </strong>in them
	</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 the game for the first time, 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: Added a stack randomizer for all Jonas items
	</li>
	<li>
		Tweak: Can now shift+left click armor and wearables into the character inventory
	</li>
	<li>
		Tweak: Show appreciation where it's due: new <em>petseraph</em> animation (untested)
	</li>
	<li>
		Tweak: Entities standing on a rotating Quern now rotate as well
	</li>
	<li>
		Tweak: Added tarnished steel beams
	</li>
	<li>
		Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
	</li>
	<li>
		Tweak: World info hover box now only shows the differences from the default configuration
	</li>
	<li>
		Tweak: Game text fine tuning
		<ul>
			<li>
				Fixed: Liquid containers showing only first decimal place and thus rounding the value
			</li>
			<li>
				Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
			</li>
			<li>
				Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
			</li>
			<li>
				Tweak: Renamed 3 blocks: Crimson King maple=&gt;Crimson maple, Green Spire cypress=&gt;Mediterranean cypress, Stone bricks =&gt;Ashlar blocks
			</li>
			<li>
				Tweak: Oiled hides mention a bit more on how curing them works
			</li>
			<li>
				Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
			</li>
			<li>
				Tweak: Multiplayer server screens: don't show the server password in clear text
			</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>
				Improved soundscape for glider gliding and Creative-mode flying
			</li>
			<li>
				Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
			</li>
			<li>
				The Resonator Music is now affected by the music slider, instead of the ambient slider
			</li>
			<li>
				New eating sound for large animals
			</li>
		</ul>
	</li>
	<li>
		Handbook tweaks
		<ul>
			<li>
				Tweak: Handbook search now ignores diacritics in the search text  (and the same change for searching the Creative inventory)
			</li>
			<li>
				Tweak: Now also displays if an item can be obtained by harvesting a creature
			</li>
			<li>
				Tweak: Handbook entry for alum gives some details of where to find it
			</li>
			<li>
				Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook
			</li>
			<li>
				Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
			</li>
			<li>
				Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
			</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 ability to individually enable world maps (in games where the map is normally disabled) using <em>/player playername grant allowMap</em>
			</li>
			<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>
		</ul>
	</li>
	<li>
		Tweak: 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>
	<li>
		Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
	</li>
	<li>
		Tweak: When privilege <em>allowcharselonce</em> was not granted, show the player an error message instead of opening the dialog to reduce confusion
	</li>
	<li>
		Tweak: Removed unused workbench block from game
	</li>
	<li>
		Tweak: Don't show &lt; &gt; buttons on books with only 1 page
	</li>
	<li>
		Fixed: Pixelated background on the Download Mods screen
	</li>
	<li>
		Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
	</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>
		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: 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: /moddb search 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 /entity 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>
</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>
		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 class="ipsAttachLink" 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>
		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: 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>
		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>
		Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
	</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>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">367</guid><pubDate>Sat, 28 Oct 2023 14:11:00 +0000</pubDate></item><item><title><![CDATA[v1.18.14/15 - Leaky server plug & community meetup]]></title><link>https://www.vintagestory.at/blog.html/news/v1181415-leaky-server-plug-community-meetup-r368/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.14/15, a stable release, can now be downloaded in the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>.<br />
	<br />
	[Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f383.png" class="ipsEmoji" alt="🎃"><br />
	<br />
	As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f389.png" class="ipsEmoji" alt="🎉"><br />
	That means, we might be a bit <strong>slow processing support tickets from 12th to 15th</strong> of October. But also, if you are in the London area, you can <strong>come say hello IRL</strong> on October 13th, 2.00 to 3.00 pm, we will gather on east side of <a href="https://maps.app.goo.gl/siJSimJdCKnWfDTe7" rel="external nofollow">Royal Victoria Square</a>! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX.  In the morning on this day we will also be hanging around EGX ourselves!
</p>

<p>
	In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this.<br />
	<br />
	The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16127" href="//media.vintagestory.at/monthly_2023_10/2023-10-02_13-22-30.png.48b0d8a0f7a01b550989089da5d7b165.png" rel=""><img alt="2023-10-02_13-22-30.thumb.png.4f0121f10c6685645b58534676f7593a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16127" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/2023-10-02_13-22-30.thumb.png.4f0121f10c6685645b58534676f7593a.png" /></a><br />
	<span style="font-size:12px;">Secret attic research room by anyanana, shared on discord</span>
</p>

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

<ul>
	<li>
		Fixed: Liquid contents in buckets invisible
	</li>
	<li>
		Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux
	</li>
</ul>
]]></description><guid isPermaLink="false">368</guid><pubDate>Tue, 03 Oct 2023 17:09:00 +0000</pubDate></item><item><title>v1.18.11/12/13 - Leaky world reload plug</title><link>https://www.vintagestory.at/blog.html/news/v118111213-leaky-world-reload-plug-r366/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.11/12/13, a stable release, can now be downloaded in the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>.
</p>

<p>
	In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game.<br />
	<br />
	<strong>[Edit:]</strong> Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges.<br />
	<strong>[Edit:]</strong> Also released 1.18.13 to fix 2 bugs with the Windows installer
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15969" href="//media.vintagestory.at/monthly_2023_09/2023-08-24_17-46-47.png.5e19f58a9e4386972ab79cfaf64dde3a.png" rel=""><img alt="2023-08-24_17-46-47.thumb.png.294b32c82f4e874dec15b2d9b8889d97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15969" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_09/2023-08-24_17-46-47.thumb.png.294b32c82f4e874dec15b2d9b8889d97.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Jet, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default.  Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use.
	</li>
	<li>
		Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows
	</li>
	<li>
		Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game
	</li>
	<li>
		Fixed: Wooden club and spear link not clickable in the Starter Guide
	</li>
	<li>
		Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync
	</li>
	<li>
		Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental!
	</li>
</ul>
]]></description><guid isPermaLink="false">366</guid><pubDate>Mon, 18 Sep 2023 15:37:00 +0000</pubDate></item><item><title>v1.18.9/1.18.10 - Stable Idle Server RAM Saver</title><link>https://www.vintagestory.at/blog.html/news/v118911810-stable-idle-server-ram-saver-r365/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.9, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	[Edit:] Also released 1.18.10 to fix an issue with the installers and removed a untested fix.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15796" href="//media.vintagestory.at/monthly_2023_09/2023-08-25_23-58-09.png.af0dfa26fadc6672243c209e923f0276.png" rel=""><img alt="2023-08-25_23-58-09.thumb.png.21bd7826e8b7d906a95a24cf01e02c01.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15796" data-ratio="62.50" width="1000" src="//media.vintagestory.at/monthly_2023_09/2023-08-25_23-58-09.thumb.png.21bd7826e8b7d906a95a24cf01e02c01.png" /></a><br /><span style="font-size:12px;">Screenshot by Galejro, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul><li>
		New since 1.18.9-rc.1
		<ul><li>
				Tweak: Minor held item info tweaks. (Removed Light absorption info, added clutter notice to clutter block)
			</li>
			<li>
				Fixed: Should fix a rare crash with lightning strikes in creative worlds
			</li>
			<li>
				Fixed: Support beam placement derp when used on chiseled blocks
			</li>
			<li>
				Fixed: Rafts sinking while moving (caused by the speed changes in 1.18.9-rc.1)
			</li>
			<li>
				Fixed: All liquids in container no longer halftransparent
			</li>
			<li>
				Fixed: Not able to read current value via /worldconfig if its one created via /worldconfigcreate
			</li>
		</ul></li>
	<li>
		Feature: Game servers can now be launched in <strong>standby mode</strong> (via command line argument <em>-s</em>). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -&gt; 25 MB). This can be used in conjunction with the "Players last online" counter of the <em>/stats</em> command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands <em>/stop</em> and <em>/stats</em> are available.
	</li>
	<li>
		Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use <em>/worldconfig droppedItemsTimer</em> command and specifying the time in seconds
	</li>
	<li>
		Tweak: Increased raft speed by 33%
	</li>
	<li>
		Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present)
	</li>
	<li>
		Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060)
	</li>
	<li>
		Fixed: More farmland moisture level oddities
	</li>
	<li>
		Fixed: Weird visual artifacts in the foliage tinting during certain times of year
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: Massive lag spikes when loading or searching in the public servers list
	</li>
	<li>
		Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028)
	</li>
	<li>
		Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060)
	</li>
	<li>
		Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issues
	</li>
</ul>]]></description><guid isPermaLink="false">365</guid><pubDate>Fri, 01 Sep 2023 09:17:00 +0000</pubDate></item><item><title>v1.18.9-rc.1 - Idle Server RAM Saver</title><link>https://www.vintagestory.at/blog.html/news/v1189-rc1-idle-server-ram-saver-r364/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.9-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Work on v1.19 is underway! It will likely be a smaller update than usual, but also completed sooner than usual. In the mean time, there are more important changes that we would like to release as part of 1.18 still.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15764" href="//media.vintagestory.at/monthly_2023_08/silos.png.e4cfd36e69fb0aed5ec5f7eb72e7557b.png" rel=""><img alt="silos.thumb.png.7c9cdab65b3eb8d0f122077a6cf6b7b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15764" data-ratio="52.90" width="1000" src="//media.vintagestory.at/monthly_2023_08/silos.thumb.png.7c9cdab65b3eb8d0f122077a6cf6b7b2.png" /></a><br /><span style="font-size:12px;">Functional silos by ElvisAlligator, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Feature: Game servers can now be launched in <strong>standby mode</strong> (via command line argument <em>-s</em>). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -&gt; 25 MB). This can be used in conjunction with the "Players last online" counter of the <em>/stats</em> command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands <em>/stop</em> and <em>/stats</em> are available.
	</li>
	<li>
		Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use <em>/worldconfig droppedItemsTimer</em> command and specifying the time in seconds
	</li>
	<li>
		Tweak: Increased raft speed by 33%
	</li>
	<li>
		Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present)
	</li>
	<li>
		Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060)
	</li>
	<li>
		Fixed: More farmland moisture level oddities
	</li>
	<li>
		Fixed: Weird visual artifacts in the foliage tinting during certain times of year
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: Massive lag spikes when loading or searching in the public servers list
	</li>
	<li>
		Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028)
	</li>
	<li>
		Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060)
	</li>
	<li>
		Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issue
	</li>
</ul>]]></description><guid isPermaLink="false">364</guid><pubDate>Fri, 25 Aug 2023 09:28:04 +0000</pubDate></item><item><title>v1.18.8 - net7 migration completed</title><link>https://www.vintagestory.at/blog.html/news/v1188-net7-migration-completed-r363/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.8, a stable 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>
	As mentioned in the previous <a href="https://www.vintagestory.at/blog.html/news/v1188-rc1-the-plunge-to-net7-r362/" rel="">devlog post</a> we are migrating from the .net4 to the .net7 framework. It was a half year long parallel project that is now finally ready. Thank you to everyone who tested our net7 testing releases, that was immensely helpful!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15623" href="//media.vintagestory.at/monthly_2023_08/2023-08-08_16-17-55.png.2e085e2d3ea50a0b53f4d8e33bdba8fc.png" rel=""><img alt="2023-08-08_16-17-55.thumb.png.126bcbce3ea382cf6f08e1b6493dd402.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15623" data-ratio="52.90" width="1000" src="//media.vintagestory.at/monthly_2023_08/2023-08-08_16-17-55.thumb.png.126bcbce3ea382cf6f08e1b6493dd402.png" /></a><br /><span style="font-size:12px;">Screenshot by ElvisAlligator, shared in #screenshots on Discord </span><br />
	 
</p>

<p>
	<strong>Game updates (compared to 1.18.7)</strong>
</p>

<ul><li>
		Changes in 1.18.8.rc.1
		<ul><li>
				Feature: VS now runs under the .net7 framework, improving overall performance
			</li>
			<li>
				Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game)
			</li>
			<li>
				Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server
			</li>
			<li>
				Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21])
			</li>
		</ul></li>
	<li>
		Changes since 1.18.8-rc.1
		<ul><li>
				Fixed: Able to refuel the terminus teleporter by breaking and placing it (thanks korobya)
			</li>
			<li>
				Fixed: Able to freely transport boiling water from hotsprings. Will now turn into normal water instead.
			</li>
			<li>
				Fixed: Should fix water not rendering on AMD cards with dynamic shadows disabled
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">363</guid><pubDate>Wed, 09 Aug 2023 10:48:00 +0000</pubDate></item><item><title>v1.18.8-rc.1 - The plunge to net7</title><link>https://www.vintagestory.at/blog.html/news/v1188-rc1-the-plunge-to-net7-r362/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.8-rc.1, an unstable 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>
	As mentioned in the previous devlog we've decided to push forward the .net7 migration of our game. To recap, .net (also written .NET but we think lowercase looks nicer!) is the software framework that we use to create the game and its latest incarnation, .net7, brings wide ranging performance optimizations that we are looking to capitalize on. This update 1.18.8 is functionally nearly identical to game version 1.18.7 except we have upgraded from net4 to net7.  Players running this have been reporting large performance boosts... Note that it may require a download of the latest .net from Microsoft (<a href="https://dotnet.microsoft.com/en-us/download/dotnet/7.0" rel="external nofollow">https://dotnet.microsoft.com/en-us/download/dotnet/7.0</a>) if you do not have that already. <s><span><span>Vintagehosting (our server hosting service) does not yet support 1.18.8 but we hope to get that ready in a day or two. </span></span></s>Vintagehosting support for 1.18.8 is also in testing phase. If you run into issues please downgrade to 1.18.7.
</p>

<p>
	This .net7 project had its roots in a proof-of-concept made in a couple of days by some of our community members. One of them now works for Anego Studios overseeing the net7 migration! I estimate it took us roughly 450 man hours to fully support it. One software library the modding community depended on wasn't even available for net7 until late this spring. As always, the devil is in the detail<span><span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f41b.png" class="ipsEmoji" alt="🐛"><br />
	You would not believe how many issues we ran into when preparing this for public release. Glad to have this mostly complete now - let's squeeze out every last bit of performance from this engine!</span></span><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15550" href="//media.vintagestory.at/monthly_2023_07/Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.png.44d5fa2e6c0943ebac6015750023d651.png" rel=""><img alt="Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.thumb.png.b75ff857d6124d901d08e7c8d7bc85be.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15550" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_07/Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.thumb.png.b75ff857d6124d901d08e7c8d7bc85be.png" /></a><br /><span style="font-size:12px;">Screenshot by -=Kai=- (Conquest of Blocks), shared in #screenshots on Discord </span><br />
	 
</p>

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

<ul><li>
		Feature: VS now runs under the .net7 framework, improving overall performance
	</li>
	<li>
		Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game)
	</li>
	<li>
		Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server
	</li>
	<li>
		Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21])
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">362</guid><pubDate>Mon, 31 Jul 2023 12:45:00 +0000</pubDate></item><item><title>v1.18.7 - That'll buff it out</title><link>https://www.vintagestory.at/blog.html/news/v1187-thatll-buff-it-out-r361/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.7, a stable 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>
	This update contains a number of high priority fixes that make another 1.18 release worthwhile.
</p>

<p>
	<strong>Anego Studios Status update</strong><br />
	After the hectic release of 1.18 most off us went off the gas pedal, took some time off to recharge and enjoy the summer days. Most of the team has now returned from their holidays and activity is picking up again. As for me personally, there are a number of loose ends that I need to tie up before I can fully focus on actual game content again. I started on some updates on our <a href="https://github.com/anegostudios/vsmodelcreator" rel="external nofollow">model creator</a> so that our artists can work to the best of their abilities, as well as some improvements to our world edit commands for Elvas, our builder. At the same time th3Dilli is finishing up the .net7 version of the game and so we are looking into perhaps making the plunge to .net7 as a minor update to 1.18. The release is however tightly coupled to also supporting .net7 on our Vintagehosting servers which is now in testing phase, while (again) at the same time we are in the final phases having principal mod support for Vintagehosting, which also requires a couple of updates on the game client for convenient mod management.
</p>

<p>
	On another front I am currently attempting to delegate more work that I have been doing so far, which is also a time intensive process. The first step in that direction was to promote Vallen to community manager and disabling my direct messages on discord, as about 50% of all DMs were things that can be handled via support tickets. I'm also looking into handing over development of Vintagehosting as well as a potential rewrite of the model creator.<span> Redram has been churning out some very interesting mechanical power and animal models, but we don't know yet into which release those will go.</span> Radfast has embarked on a grand journey deep into the game engine code, possibly never to be seen again <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f602.png" class="ipsEmoji" alt="😂">. Should he re-emerge on the other side then the game engine will have an epic new feature that I shall not disclose for now <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f61b.png" class="ipsEmoji" alt="😛"><br />
	Elvas is currently doing a full rework on our existing surface ruins, but I also cannot tell when that will make it into the game - soon or later for sure <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" /></p>

<p>
	The next story event is in planning phase as well, I personally hope we can prepare some of it already as part of the 1.19 update - we still need to figure out what to prioritize, as we already have a gigantic list of things we would want to address as part of a dejank update.
</p>

<p>
	And lastly, most of the team, including myself, will meet for the first time in real life in London this October. We'll also take a peek at the EGX Event that happens around that time, and we'll likely also invite every one of you to come say hello. More information on that later. While taking quite some time organize, I believe it will greatly benefit us in the long term.<br /><br />
	In short, lots of things happening!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15504" href="//media.vintagestory.at/monthly_2023_07/image-58(1).png.326395ec440206a489aab06eba47d597.png" rel=""><img alt="image-58(1).thumb.png.3bf29d22577da48aca27f2297fc6f8e9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15504" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_07/image-58(1).thumb.png.3bf29d22577da48aca27f2297fc6f8e9.png" /></a><br /><span style="font-size:12px;">Screenshot by Ave_Maria, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Tweak: Can now eat honey comb directly
	</li>
	<li>
		Tweak: Added logging to identify issue with missing textures on toolracks
	</li>
	<li>
		Tweak: Show all processes on Linux and Mac too with /debug threadpoolstate
	</li>
	<li>
		Fixed: Completely broken visuals on some items stored on the ground, such as shoes
	</li>
	<li>
		Fixed: Block ticking not working at all in some cases in large worlds
	</li>
	<li>
		Fixed: Do not spawn massive amounts of threads during worldgen on CPUs with high core count. Should fix high cpu usage on CPUs with 20+ cores (and my game servers running at the same time)
	</li>
	<li>
		Fixed: .reload textures command not working and producing invisible chunks on redraw
	</li>
	<li>
		Fixed: Farmland had incorrect moisture level calculation from rainfall (thanks Amzd!)
	</li>
	<li>
		Fixed: Game server freezing completely on certain chunks from old savegames
	</li>
	<li>
		Fixed: Landform scale world config missing translation entries and using wrong default values
	</li>
	<li>
		Fixed: Able to build a coke oven from any material
	</li>
	<li>
		Fixed: Copying positions to clipboard should be disallowed if allowCoordinateHud is off and not with allowMap being off
	</li>
	<li>
		Fixed: /time add command result message only returning invalid language key
	</li>
	<li>
		Fixed: Coal burning only in layers (2 items) instead of per single coal
	</li>
	<li>
		Fixed: When only one coal was left in a coal pile you could not pick it up
	</li>
	<li>
		Fixed: .charsel leaving changed class on the client side if the player did not have permission to change it in the first place
	</li>
</ul>]]></description><guid isPermaLink="false">361</guid><pubDate>Mon, 24 Jul 2023 07:46:00 +0000</pubDate></item><item><title>v1.18.6 Stable security patch</title><link>https://www.vintagestory.at/blog.html/news/v1186-stable-security-patch-r360/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Hopefully the last release for 1.18.x unless something is critical enough to fix.
</p>

<p>
	Optionally, a .NET 7.0 build of this version is also available on <a href="https://info.vintagestory.at/v118-net7#1.18.6" rel="external nofollow">info.vintagestory.at</a>. It offers better and smoother performance and - in the vanilla game - no disadvantages that we are aware of.  If you play a modded game, a very small number of the available mods for 1.18.6 will currently not load in the .NET 7.0 version, try your favourite mods and see! Gameplay in single player and multiplayer is identical between the .NET 7.0 build and the regular stable release. There are micro-differences in startup and shutdown which are hardly noticeable, for example in the way that it switches in and out of fullscreen mode.<br />
	Modders: if your mod is coded and uses any GUI, please see the API Tweak mentioned below, this should help you to create a 1.18.6 version of your mod which works in the same way under both stable and .NET 7.0 releases.
</p>

<p>
	In future, we plan for upcoming 1.19.x and later versions of Vintage Story to be released in .NET 7.0 only, so this .NET 7.0 build can be seen as a sneak preview of that!<br /><span>As a reminder, .NET is the software framework that players must have installed to run the game. Its latest incarnation, .NET 7.0, provides us with noticeable performance and stability gains for the game. Our .NET 7.0 page provides a link where you can download .NET 7.0 from Microsoft if you don't have it already. NET 7.0 also greatly helps Mac and Linux compatibility, we are pleased to see large performance benefits on Linux, and we are working on getting back to the game being fully playable on Mac OS as well.</span>
</p>

<p>
	<span>As for 1.19 - we still plan that one to be focused on De-jank. That means finishing up some loose ends, adding a few small new features and one major new feature (which will be a surprise!), as well as reworking a few of the not yet optimally designed mechanics. Stay tuned!</span>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15287" href="//media.vintagestory.at/monthly_2023_06/2023-06-23_20-35-11.png.81a60466e18a4e996b32de7bf73a24fa.png" rel=""><img alt="2023-06-23_20-35-11.thumb.png.10ec3f03a210ac23da71208a66f81091.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15287" data-ratio="48.00" width="1000" src="//media.vintagestory.at/monthly_2023_06/2023-06-23_20-35-11.thumb.png.10ec3f03a210ac23da71208a66f81091.png" /></a><br /><span style="font-size:12px;">Screenshot by alostgrue, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Added a number of missing translation entries
	</li>
	<li>
		Fixed: Avoid a rift ward crash
	</li>
	<li>
		Fixed: Sign/Label typing oddities (text didnt autobreak)
	</li>
	<li>
		Fixed: Using 1-click mod install while a game world is loaded caused undefined behavior. Now gracefully exits the game world first.
	</li>
</ul><p>
	 
</p>

<p>
	Also includes all the fixes from 1.18.6-rc.1 and 1.18.6-rc.2:
</p>

<ul><li>
		Tweak: Polar bears now cannot climb, but can swim faster than other bears
	</li>
	<li>
		Tweak: Polar bears visually lower in the water when swimming
	</li>
	<li>
		Tweak: (cosmetic) Bear respiratory rate slower when sleeping, sitting or standing still, depending on size of bear
	</li>
	<li>
		Tweak: Handbook display of baking result now shows "(in oven)" not "(in firepit)"Tweak: Additional optional parameter for command<span> </span><em>/debug logticks</em><span> </span>to include off-thread data in results
	</li>
	<li>
		Tweak: Changed command<span> </span><em>/entity cmd [selector] wipeall</em> to<span> </span><em>/entity wipeall</em> as it does not require a selector
	</li>
	<li>
		Tweak: v1.18.5 had fixed the server privileges escalation issue only by ~90%. This version should be 100% secure now on that aspect. 1.18.6 clients require servers to be on 1.18.6 as well.<span> </span><span style="font-size:12px;">(Technical info: Completely reworked client&lt;-&gt;server handshake)</span>
	</li>
	<li>
		Tweak: Added capability to disable player-2-player collisions (<em>/worldconfigcreate bool player2PlayerCollisions false</em>)
	</li>
	<li>
		Tweak: Added frameprofiling capability for server threads to help find a performance leak likely in one of the threads. Add command<span> </span><em>/debug threadpoolstate</em>
	</li>
	<li>
		<strong>Fixed: Crocks, bowls, and other food containers were losing cellar protection if picked up in 1.18.5</strong>
	</li>
	<li>
		Fixed: Stone, wood and brick slabs placed vertically adjacent to snow could show Unknown (?) texture
	</li>
	<li>
		Fixed: Bears stuck in running animation forever (when chasing a creature which is in a hole the bear cannot fit into)
	</li>
	<li>
		Fixed: Electrum plate could not be smithed
	</li>
	<li>
		Fixed: Drifter drops are no longer affected by weight; drifter info no longer shows Low Weight (or any weight at all!) - so you should generally now receive more loot (on average) from killing drifters
	</li>
	<li>
		Fixed: Bees not being aggressive since 1.18.2
	</li>
	<li>
		Fixed: Night Vision Mask duplication by putting in more then one gear as fuel
	</li>
	<li>
		Fixed: Decor blocks and also sometimes entities (armor stands etc.) were missing from any structures rotated by worldgen prior to placement
	</li>
	<li>
		Fixed: Axe breaking while felling a tree left floating leaves
	</li>
	<li>
		Fixed: Bucket with alcohol portion showing up in handbook
	</li>
	<li>
		Fixed: Player in bed rotation being backwards
	</li>
	<li>
		Fixed: Raft animations getting broken when pressing too many keys
	</li>
	<li>
		Fixed: Metal parts not centered in GUI
	</li>
	<li>
		Fixed: When unmounting a mountable (raft/bed) placed by someone else, the server did not unmount the using player, when seen by others
	</li>
	<li>
		Fixed: It was possible to read coordinates in other ways in games with worldmap disabled
	</li>
	<li>
		Fixed: Prospecting Pick results (and other chat window output localised to the individual player) are now shown in English if the player's own language is missing the translation
	</li>
	<li>
		Fixed: Extended picking range when mouse is not grabbed (thanks to @noelle-lavenza) [details: Github issue #42]
	</li>
	<li>
		Fixed: Log spam from EntityPhysics after a mod caused an exception in called entity code (for example, if an entity died during physics ticking due to walking into fire or lava, and a mod could not interpret that death reason)
	</li>
	<li>
		Fixed: Rare crash in Clay Oven
	</li>
	<li>
		Fixed:<span> </span><em>/land claim grant|revoke</em><span> </span>crashing the game if the claim had not yet been loaded
	</li>
	<li>
		Fixed: Rare client crash in CullVisibleFacesWithDecor due to multithreading
	</li>
	<li>
		Fixed:<span> </span><em>/wgen testmap rockstrata</em><span> </span>not working
	</li>
	<li>
		<strong>API Tweak: Deprecate methods in GuiElement with Bitmap parameters, please use equivalent overloads with BitmapExternal</strong>  (this helps to prepare your mod for .NET 7.0, so that re-coding a mod for .NET 7.0 may then not be necessary: note that System.Drawing.Bitmap does not exist in .NET 7.0)
	</li>
	<li>
		API Feature: IServerAPI.AddServerThread() allows mods to create ServerThreads: advantages are that thread pause, shutdown and tick profiling are managed by the server
	</li>
	<li>
		API Tweak: IContainedMeshSource can now return a null mesh to ask the caller to make a default mesh instead; and the container block may be smarter about drawing the textures of IContainedMeshSource items (needs testing!)
	</li>
	<li>
		API Fixed: Some icons no longer centered in GUI dropdown (#2645)
	</li>
	<li>
		API Fixed: Game could crash if a mod uses OnTestBlockAccess with any result other than Granted (Github issue #2761)
	</li>
</ul>]]></description><guid isPermaLink="false">360</guid><pubDate>Wed, 28 Jun 2023 18:53:00 +0000</pubDate></item><item><title>v1.18.6-rc.2 - hunting the performance leak</title><link>https://www.vintagestory.at/blog.html/news/v1186-rc2-hunting-the-performance-leak-r359/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6-rc.2, a unstable 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>
	We are currently hunting down a small-ish performance leak on the loose, which should not impact most players, but has a significant impact on our Vintagehosting servers, as the problem is multiplied hundredfolds there. That is the reason I am a bit wary of going stable still.
</p>

<p>
	This is probably also a good opportunity to give you a small update on the current state of the game. Th3Dilli and radfast have been tirelessly working on 1.18.6 bugfixes, further performance tweaks, .NET 7.0 preparations as well as developing a new build pipeline for .NET 7.0 releases.  Meanwhile the rest of the team is starting to work on 1.19.  It is very likely that 1.19 will become the version where we fully migrate to .NET 7.0 and drop the .Net 4 builds.  As a reminder, .NET is the software framework that players use to run the game and its latest incarnation, .NET 7.0, will provide us with noticeable performance and stability gains for the game. It will also help Mac and Linux compatibility, we are pleased to see that the .NET 7.0 test builds appear to be back to being fully playable on Mac OS, and have large performance benefits on Linux.
</p>

<p>
	As for myself, I had to take some time off to visit family, tend after my attention-hungry garden and to generally go touch some nature after spending a long cold Latvian winter in front the screen <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">. That being said though, I've been itching to get back into some coding again!
</p>

<p>
	As for 1.19 - we still plan that one to be focused on De-jank. That means finishing up some loose ends, adding a few small new features, as well as reworking a few of the not yet optimally designed mechanics. Stay tuned!<br /><br />
	In other news, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/3988-vallen/?do=hovercard" data-mentionid="3988" href="https://www.vintagestory.at/profile/3988-vallen/" rel="">@Vallen</a> has made an excellent series on YouTube explaining <a href="https://www.youtube.com/playlist?list=PLQzDSnrhrcyyThLgOYs0HE_TM5fvkHdnq" rel="external nofollow">Vintage Story Bit by Bit</a> - check it out!
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/M5nNUnOZKSc?list=PLQzDSnrhrcyyThLgOYs0HE_TM5fvkHdnq" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

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

<ul><li>
		Tweak: Handbook display of baking result now shows "(in oven)" not "(in firepit)"
	</li>
	<li>
		Tweak: Polar bears visually lower in the water when swimming
	</li>
	<li>
		Tweak: Polar bears now cannot climb, but can swim faster than other bears
	</li>
	<li>
		Tweak: (cosmetic) Bear respiratory rate slower when sleeping, sitting or standing still, depending on size of bear
	</li>
	<li>
		Tweak: Additional optional parameter for command <em>/debug logticks</em> to include off-thread data in results
	</li>
	<li>
		Tweak: Changed command <em>/entity cmd [selector] wipeall</em> to <em>/entity wipeall</em> as it does not require a selector
	</li>
	<li>
		Fixed: Bears stuck in running animation forever (when chasing a creature which is in a hole the bear cannot fit into)
	</li>
	<li>
		Fixed: It was possible to read coordinates in other ways in games with worldmap disabled
	</li>
	<li>
		Fixed: <em>/land claim grant|revoke</em> crashing the game if the claim had not yet been loaded
	</li>
	<li>
		Fixed: Rare client crash in CullVisibleFacesWithDecor due to multithreading
	</li>
	<li>
		Fixed: Axe breaking while felling a tree left floating leaves
	</li>
	<li>
		Fixed: Extended picking range when mouse is not grabbed (thanks to @noelle-lavenza) [details: Github issue #42]
	</li>
	<li>
		Fixed: Night Vision Mask duplication by putting in more then one gear as fuel
	</li>
	<li>
		Fixed: Metal parts not centered in GUI
	</li>
	<li>
		Fixed: Bucket with alcohol portion showing up in handbook
	</li>
	<li>
		Fixed: Player in bed rotation being backwards
	</li>
	<li>
		Fixed: Raft animations getting broken when pressing too many keys
	</li>
	<li>
		Fixed: Drifter drops are no longer affected by weight; drifter info no longer shows Low Weight (or any weight at all!)
	</li>
	<li>
		Fixed: <em>/wgen testmap rockstrata</em> not working
	</li>
	<li>
		API Feature: IServerAPI.AddServerThread() allows mods to create ServerThreads: advantages are that thread pause, shutdown and tick profiling are managed by the server
	</li>
	<li>
		API Tweak: Deprecate methods in GuiElement with Bitmap parameters, please use equivalent overloads with BitmapExternal  (might help to prepare your mod for .NET 7.0 already, so that re-coding for .NET 7.0 may then not be necessary: note that System.Drawing.Bitmap does not exist in .NET 7.0)
	</li>
	<li>
		API Tweak: IContainedMeshSource can now return a null mesh to ask the caller to make a default mesh instead; and the container block may be smarter about drawing the textures of IContainedMeshSource items (needs testing!)
	</li>
	<li>
		API Fixed: Some icons no longer centered in GUI dropdown (#2645)
	</li>
	<li>
		API Fixed: Game could crash if a mod uses OnTestBlockAccess with any result other than Granted (Github issue #2761)
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">359</guid><pubDate>Fri, 23 Jun 2023 08:01:20 +0000</pubDate></item><item><title>v1.18.6-rc.1 Security patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1186-rc1-security-patch-2-r358/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6-rc.1, a unstable 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>
	Slightly overdue update, apologies for the delay.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15087" href="//media.vintagestory.at/monthly_2023_06/2023-05-31_08-33-17.png.328ed055e62b3b430f99de4af2bbd284.png" rel=""><img alt="2023-05-31_08-33-17.thumb.png.79583a10fa2069b239f14d54014f9d9a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15087" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2023_06/2023-05-31_08-33-17.thumb.png.79583a10fa2069b239f14d54014f9d9a.png" /></a><br /><span style="font-size:12px;">Screenshot/Build by Belmont#8652</span><br />
	 
</p>

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

<ul><li>
		Tweak: v1.18.5 fixed the server privileges escalation issue only by ~90%. This version should be 100% secure now on that aspect. 1.18.6 clients require servers to be on 1.18.6 as well. <span style="font-size:12px;">(Technical info: Completely reworked client&lt;-&gt;server handshake)</span>
	</li>
	<li>
		Tweak: Added frameprofiling capability for server threads to help find a performance leak likely in one of the threads. Add command <em>/debug threadpoolstate</em>
	</li>
	<li>
		Tweak: Added capability to disable player-2-player collisions (<em>/worldconfigcreate bool player2PlayerCollisions false</em>)
	</li>
	<li>
		Fixed: Crocks, bowls, and other food containers losing cellar protection if picked up in 1.18.5
	</li>
	<li>
		Fixed: Stone, wood and brick slabs placed vertically adjacent to snow could show Unknown texture
	</li>
	<li>
		Fixed: When unmounting a mountable (raft/bed) placed by someone else, the server did not unmount the using player when seen by others
	</li>
	<li>
		Fixed: Log spam from EntityPhysics after a mod caused an exception in called entity code (for example, if an entity died during physics ticking due to walking into fire or lava, and a mod could not interpret that death reason)
	</li>
	<li>
		Fixed: Rare crash in Clay Oven
	</li>
	<li>
		Fixed: Bees not being aggressive since 1.18.2
	</li>
	<li>
		Fixed: Prospecting Pick results (and other chat window output localised to the individual player) are now shown in English if the player's own language is missing the translation
	</li>
	<li>
		Fixed: Electrum plate could not be smithed
	</li>
	<li>
		Fixed: Decor blocks and also sometimes entities (armor stands etc.) were missing from any structures rotated by worldgen prior to placement
	</li>
</ul>]]></description><guid isPermaLink="false">358</guid><pubDate>Thu, 01 Jun 2023 07:57:46 +0000</pubDate></item><item><title>v1.18.4/1.18.5 Security patch, further server perf tweaks</title><link>https://www.vintagestory.at/blog.html/news/v11841185-security-patch-further-server-perf-tweaks-r357/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.4&amp;5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:] </strong>Also released 1.18.5 to fix issues isolated to some players.<br /><br />
	Dear players, please update to this version, it fixes a number of issues in 1.18.3.
</p>

<p>
	<strong>Multiplayer games:  </strong>There is a server privileges security issue in 1.18.3 (and earlier game versions) which can affect especially the admins and other staff of multiplayer servers. It will not affect anything outside the multiplayer game and so far we have not gotten reports that this security issue has actually been abused by anyone, but even so we now advise everyone playing multiplayer to update to 1.18.5.  Will tell more info about the issue in a couple of days.  Note: a 1.18.5 client will require a 1.18.5 server to connect to.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14985" href="//media.vintagestory.at/monthly_2023_05/SPOILER_image.png.6b82d40a38856a0424cfc5ebfa859997.png" rel=""><img alt="SPOILER_image.thumb.png.636dbe3606fd09047247e6dc34bf8b81.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14985" data-ratio="72.30" width="1000" src="//media.vintagestory.at/monthly_2023_05/SPOILER_image.thumb.png.636dbe3606fd09047247e6dc34bf8b81.png" /></a><br /><span style="font-size:12px;">Screenshot by Mercatto#6367</span>
</p>

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

<ul><li>
		v1.18.5
		<ul><li>
				Tweak: Improve server connect failure message when connecting to a v1.18.3 server or older
			</li>
			<li>
				Fixed: Occasional berry bush crashes on the client, in 1.18.4
			</li>
			<li>
				Fixed: /serverconfig MaxChunkRadius and certain other config commands not working in 1.18.4 (reports a hosted mode error)
			</li>
		</ul></li>
	<li>
		v1.18.4 and 1.18.5:
	</li>
	<li>
		Tweak: Barrel HUD info better formatted
	</li>
	<li>
		Tweak: More performance improvements, mainly affecting server performance for each game tick
		<ul><li>
				Greatly improve chest, crate, storage jar, barrel and other containers (<span style="font-size:11px;">details: skip perishable checks on empty containers or containers holding only non-perishables, retrieve climate data only once per container instead of once per contents item</span>)
			</li>
			<li>
				Improve WeatherSystem updates
			</li>
			<li>
				Improve BEBerryBush (<span style="font-size:11px;">details: cache a number of block attribute values</span>)
			</li>
			<li>
				Improve BEFarmland slightly
			</li>
			<li>
				Fruit tree ticking substantially faster (especially at chunk-loading)
			</li>
			<li>
				For 1000+ dropped items, items go into a dormant state unless a player is nearby (<span style="font-size:11px;">you may notice distant items being a bit "sleepy" if many items have been dropped</span>)
			</li>
			<li>
				Improve entitypartitioning
			</li>
			<li>
				Improve entityspawner: now better especially for butterflies (<span style="font-size:11px;">faster rejection of unsuitable spawn blocks: butterflies like flowers!</span>)
			</li>
			<li>
				Entity physics: improve trigger-insideblock
			</li>
			<li>
				Entity physics: improve locomotors (<span style="font-size:11px;">skip some player-specific code for non-player creatures</span>)
			</li>
		</ul></li>
	<li>
		Tweak: Fruit trees in Dormant state can tolerate 3 degrees more cold without dying
	</li>
	<li>
		Tweak: Peach trees fruit slightly earlier (normally between cherry and pear)
	</li>
	<li>
		Tweak: Instead of always being "low" weight or full weight, newly spawned wild creatures spawn with random weight, usually "decent" weight then adjusted for one week worth of potential hunger so typically "low" weight in winter/arctic regions
	</li>
	<li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Attempt to resolve player ghosting issue in multiplayer, or at least provide warnings in client log to help track this issue
	</li>
	<li>
		Tweak: Add more debug tools for ticking blocks / grass growth to debug issues with grass not growing
	</li>
	<li>
		Fixed: Barrel HUD info with rot or other non-liquid contents always showed as Empty in 1.18.3
	</li>
	<li>
		Fixed: Barrel now correctly redrawn on client as unsealed as soon as the sealed period finishes
	</li>
	<li>
		Fixed: Items dropped by the player on death did not always have the correct timer as set in <em><strong>droppedItemsOnDeathTimer</strong></em>, until the chunk was unloaded and reloaded
	</li>
	<li>
		Fixed: Dropped cattails and other floating items drift sideways in water in 1.18.2 and 1.18.3
	</li>
	<li>
		Fixed: Players not taking damage from standing in fire in 1.18.3
	</li>
	<li>
		Fixed: Writing to books and parchment could crash the game when cursor moved right when already at the end of the last page
	</li>
	<li>
		Fixed: Books duplicating newlines when additional text pasted
	</li>
	<li>
		Fixed: Coke oven door losing its lock and reinforcement, if opened/closed
	</li>
	<li>
		Fixed: Torch holder losing reinforcement, if a torch is added or removed
	</li>
	<li>
		Fixed: Blocks generally losing reinforcement, if water flowed through them
	</li>
	<li>
		Fixed: Very rare crash when creating coal pile or charcoal pile rapidly
	</li>
	<li>
		Fixed: Linux: run.sh not getting executed on some Linux distros without running the script inside a shell
	</li>
	<li>
		Fixed: Linux: Move mesa_glthread to the install.sh and prompt if the user wants to enable it
	</li>
	<li>
		Fixed: Rare crash in /player role command and certain other commands instead of an error response in chat
	</li>
	<li>
		Fixed: When using tutorial sub commands without a selected tutorial it crashed the game
	</li>
	<li>
		Fixed: Phantom errors being reported after Cancel / Force Quit button pressed during game startup, for example "<em>Mods must not get assets before AssetsLoaded stage</em>" error
	</li>
	<li>
		Fixed: Crash when running .blockitempngexport for certain new clutter items
	</li>
	<li>
		Fixed: When building beams and the build was cancelled due to not enough beams it would overwrite the initial block with a empty beam block
	</li>
	<li>
		Fixed: Replaceable blocks are not replaced by a beam (like grass)
	</li>
	<li>
		Fixed: Damage log, death messages and killed-by info now show the player name instead of the projectile like for example throwable stone or by creature
	</li>
	<li>
		Fixed: Fancy bed opened/closed appearance now the correct way round
	</li>
	<li>
		Fixed: Mushroom soup and stew no longer invisible in bowls and cooking pots, and mushroom ingredients named correctly
	</li>
	<li>
		Fixed: Obscure bug where farmland moisture levels did not always reflect recent rainfall
	</li>
</ul><p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">357</guid><pubDate>Thu, 18 May 2023 10:04:00 +0000</pubDate></item><item><title><![CDATA[v1.18.2 & 1.18.3 Lore Update: The Resonance Archives - stable server perf tweaks]]></title><link>https://www.vintagestory.at/blog.html/news/v1182-1183-lore-update-the-resonance-archives-stable-server-perf-tweaks-r356/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2/3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:] </strong>Also release 1.18.3 to fix a few critical issues.<br /><br />
	The recent performance changes look to be stable enough, here's a stable release!  This also includes fixes to a few longer-standing issues. Should you run into serious issues please report them to us. Thanks!    [<span style="font-size:12px;">Known issue in 1.18.3: barrels holding rot / compost / preserved foods or other solid contents may show "Empty" on the HUD: the barrel contents are actually still there if you right-click on the barrel</span>]
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14970" href="//media.vintagestory.at/monthly_2023_05/cosmos.png.ca0959a6cfc0f2462a0f903328fec991.png" rel=""><img alt="cosmos.thumb.png.f24f2e9963fc2e1a8b2b4b40c1523aef.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14970" data-ratio="60.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/cosmos.thumb.png.f24f2e9963fc2e1a8b2b4b40c1523aef.png" /></a><br /><span style="font-size:12px;">Screenshot by KORMOT, EATER OF COSMOS#9983</span>
</p>

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

<ul><li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1182-rc1rc2-lore-update-the-resonance-archives-server-perf-tweaks-r354/" rel="">rc.1/2 release notes</a> and <a href="https://www.vintagestory.at/blog.html/news/v1182-rc3rc4-lore-update-the-resonance-archives-server-perf-tweaks-ctd-r355/" rel="">rc.3/4 release notes</a> (except the minor Resonance Archives fixes, those will return in a future update)
	</li>
	<li>
		Tweak: Configurable timer for dropped inventory on death, default 10 minutes, editable in /assets/game/entities/humanoid/player.json entry droppedItemsOnDeathTimer
	</li>
	<li>
		Tweak: Block Interaction Help displays only permitted interactions when looking at claimed blocks [example: don't show wrench interactions for clutter blocks in the Resonance Archives]
	</li>
	<li>
		Tweak: Smelting temperature of Nickel reduced to 1325°C  (within the capability of coke)
	</li>
	<li>
		Tweak: For Electrum and Cupronickel, smelting properties added to ingots, metalbits, and metalplates
	</li>
	<li>
		Tweak: Bucket contents localization in English lang file uses our new pluralisation format, other languages could too <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
	</li>
	<li>
		Fixed: Occasional crash on collecting resin for players who chose the Tailor or Blackguard classes - thanks to @NoelleLavenza for contribution
	</li>
	<li>
		Fixed: Butterflies generally never spawning in previous 1.18 game versions (except perhaps in high summer)
	</li>
	<li>
		Fixed: Rare client crash with System.IO.FileNotFoundException when connecting to a game with large numbers of modded blocks
	</li>
	<li>
		Fixed: Crashes when writing to parchment or book if cursor moved to the end of the page
	</li>
	<li>
		Fixed: Very rare crash when creating coal pile or charcoal pile rapidly
	</li>
	<li>
		Fixed: No more logged BETransient errors for tallgrass-eaten-snow
	</li>
	<li>
		Fixed: Coke oven door losing its lock and reinforcement, if opened/closed
	</li>
	<li>
		Fixed: Torch holder losing reinforcement, if a torch is added or removed
	</li>
	<li>
		Fixed: Wrench orientable blocks do not lose reinforcement when rotated
	</li>
	<li>
		Fixed: Water and other weak/non-solid blocks being unintentionally reinforcable (this also fixes the issue where water flowing through a reinforced block removed the reinforcement)
	</li>
	<li>
		Fixed: Correct Block Interaction Help for buckets, including reinforcement info if relevant
	</li>
	<li>
		Fixed: Barrels now display block reinforcement info if reinforced
	</li>
	<li>
		Fixed: Pluralisation format now works correctly in strings with multiple parameters
	</li>
	<li>
		Fixed: Serious lag during clayforming (especially in multiplayer or with relevant mods)
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">356</guid><pubDate>Fri, 12 May 2023 14:13:00 +0000</pubDate></item><item><title>v1.18.2-rc.3/rc.4 Lore Update: The Resonance Archives - server perf tweaks ctd.</title><link>https://www.vintagestory.at/blog.html/news/v1182-rc3rc4-lore-update-the-resonance-archives-server-perf-tweaks-ctd-r355/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2-rc.3 &amp; rc.4, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:]</strong> Also release rc.4 to fix a multiplayer crash issue and add some missing localization.<br /><br />
	This update focusses some more on server performance and should fix one or two significant issues introduced in rc.1 / 2.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14947" href="//media.vintagestory.at/monthly_2023_05/winterhuntingb.png.742a87cefa27b1e101971e23943c2cae.png" rel=""><img alt="winterhuntingb.thumb.png.45a263dd8ce166c46e722dac67e6f559.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14947" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/winterhuntingb.thumb.png.45a263dd8ce166c46e722dac67e6f559.png" /></a><br /><span style="font-size:12px;">"winter hunting", shared by outlaw#9502 on discord</span>
</p>

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

<ul><li>
		Tweak: Added ability for server owners to blacklist client side mods. Add "ModIdBlackList": ["modid1","modid2"], to server config.
	</li>
	<li>
		Tweak: Further performance tweaks for large numbers of entities / large numbers of item drops.  Cumulatively these <em>approximately </em>half the overall amount of time per tick spent on ticking entities:
		<ul><li>
				Entity ticking: improve dropped items and other passive entities (details: these now use a CachingCollisionTester as well, and various minor tweaks)
			</li>
			<li>
				Entity ticking: significant reduction in tick time for dropped items
			</li>
			<li>
				Significant reduction in server tick time when large numbers of entities (e.g item drops) have to be despawned
			</li>
			<li>
				Entity AI ticking: no performance drop when large numbers of dropped items are nearby creatures
			</li>
			<li>
				Entity AI ticking: improvement to task-startexecute-idle and task-startexecute-stayclosetoentity
			</li>
			<li>
				Entity ticking: reduce general ticking overhead (~3-10ms average for 10k entities on average hardware, occasionally more)
			</li>
			<li>
				Entity ticking: greatly reduce time for behavior-timeddespawn and behavior-floatupwhenstuck
			</li>
			<li>
				Entity physics: improvements in locomotors (details: refactor EntityPlayer-only code into a new locomotor PlayerEntityInAir)
			</li>
			<li>
				Entity physics: Stats "walkspeed" checks are now checked only by player entities
			</li>
		</ul></li>
	<li>
		Tweak: Despawn time of dropped items can now be reduced by editing the asset file item.json without affecting the timer for dropped items during player death (the timer for dropped items on death is now hardcoded to 10 minutes)
	</li>
	<li>
		Tweak: Added missing English-language localizations for the trait names and various aged chests
	</li>
	<li>
		Tweak: Added new localization keys for gamemode settings, seed growth in days, beehive population size, lantern linings, and various hotkeys
	</li>
	<li>
		Tweak: Mouse scroll on number input fields works now in the same direction as the buttons (up = Turn the wheel upward (away from you) =&gt; increases the number)
	</li>
	<li>
		Fixed: Number input fields could mess up the output when using mouse scroll + (SHIFT/CTRL)
	</li>
	<li>
		Fixed: Client-side trader dialogue crashes in 1.18.2-rc1 and rc2
	</li>
	<li>
		Fixed: Client-side crashes for some players joining multiplayer after other players are already present on the server, in 1.18.2-rc3
	</li>
	<li>
		Fixed: Very rare crash with charcoal and other art pigments in hand
	</li>
	<li>
		Fixed: Handbook links to Display Cases now work (link shown on items which can be stored in Display Cases)
	</li>
	<li>
		Api Tweak: Added onshelfTransform to '.tfedit' for the Shelf and Bookshelfs
	</li>
	<li>
		Api Tweak: Display case, shelf, bookshelf, ground storage, tool/mold rack now update live when editing in the transform editor
	</li>
	<li>
		Api Tweak: When switching tabs in tfedit the applied transforms are now reset: only clicking Close &amp; Apply retains the changes
	</li>
</ul><ul><li>
		Api Technical notes for code modders (1):   For performance, the <strong><em>EntityPartitioning</em></strong> system now holds only Interactable entities in partitions.  GetNearestEntity() and WalkEntities() deprecated and replaced with GetNearestInteractableEntity() and WalkInteractableEntities() to make this clear.  Player GameMode or NoClip changes therefore now require the EntityPlayer's partition be updated because its IsInteractable state may have changed, for example if the mode was changed to / from Spectator mode.  Changes to GameMode settings therefore now have to call EntityPlayer.UpdatePartitioning().  If your mod creates an entity whose IsInteractable status depends on the entity's current properties then you may need to implement a similar method in your entity, when those properties change.
	</li>
	<li>
		Api Technical notes for code modders (2):  <strong><em>server.LoadedEntities</em></strong> is now a CachingConcurrentDictionary instead of a ConcurrentDictionary and is now marked internal, not intended to be directly accessed by mods.  If your code directly accesses server.LoadedEntities (unlikely) then you may need to recompile your code for 1.18.2-rc3.  In any case we recommend not accessing server fields directly, instead use the API, specifically IServerWorldAccessor.LoadedEntities.   <strong>There is no API change.  Mods which are already using the API as intended should be unaffected and will not need to recompile.  </strong>For more details see the updated XML documentation for IServerWorldAccessor.LoadedEntities.  An example of intended use of the API by mods to access the loaded entities, this example code will still work and is unaffected by the change discussed here: 
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">        ICollection</span><span class="tag">&lt;Entity&gt;</span><span class="pln"> entities;
        if (api.Side == EnumAppSide.Server) entities = (api as ICoreServerAPI).World.LoadedEntities.Values;
        else entities = (api as ICoreClientAPI).World.LoadedEntities.Values;</span></pre>
	</li>
	<li>
		<p>
			Api Technical notes for code modders (3):  "walkspeed" stats relate to the armor and character class changes to a player's walking speed.  If your coded mod uses <em><strong>Entity.Stats "walkspeed"</strong></em> for a non-player entity, for example NPCs, you might need to make changes similar to the code changes to EntityPlayer in this update.  For example override Entity.GetWalkSpeedMultiplier in your entity.  Example code:
		</p>

		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">        public override double GetWalkSpeedMultiplier(double groundDragFactor = 0.3)
        {
            double mul = base.GetWalkSpeedMultiplier(groundDragFactor);
            mul *= Stats.GetBlended("walkspeed");

            return mul;
        }</span></pre>

		<p>
			 
		</p>
	</li>
</ul>]]></description><guid isPermaLink="false">355</guid><pubDate>Tue, 09 May 2023 06:37:00 +0000</pubDate></item><item><title>v1.18.2-rc.1/rc.2 Lore Update: The Resonance Archives - server perf tweaks</title><link>https://www.vintagestory.at/blog.html/news/v1182-rc1rc2-lore-update-the-resonance-archives-server-perf-tweaks-r354/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	[Edit:] Also release rc.2 to address multiple issues
</p>

<p>
	The large influx of active players has put 1.18 servers under heavy load - in this update we have tried to reduce the load by using more optimal algorithms and optionally utilize use more CPU cores. Server owners that suffer from bad tickrates - do try this version, open your servermagicnumbers.json and set <em>"MaxPhysicsThreads: 4", </em>or similar (suggested range 2-8, depending on the number of CPU threads available).
</p>

<p>
	Players still on game version 1.18.1 <em>should</em> be able to play normally on a 1.18.2-rc.1 or 1.18.2-rc.2 server - they connect OK and we have not received reports of any issues in this configuration.
</p>

<p>
	If you experience unusually wonky physics or entity spawning, do let us know!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14928" href="//media.vintagestory.at/monthly_2023_05/2023-04-29_21-40-18.png.5abacf5a8ee82cdce739a40a84b0d0c4.png" rel=""><img alt="2023-04-29_21-40-18.thumb.png.cad000f704b1519172b01dee7625b812.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14928" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/2023-04-29_21-40-18.thumb.png.cad000f704b1519172b01dee7625b812.png" /></a><br /><span style="font-size:12px;">Screenshot by Credones#5878</span>
</p>

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

<ul><li>
		rc.2 changes
		<ul><li>
				Tweak: Landform scale is now a configurable parameter in the customize world screen
			</li>
			<li>
				Tweak: "Standard Survival" Playstyle default value changes: Reduce upheaval rate (40%-&gt;30%), Reduce landform scale (120%-&gt;100%). This will affect new worlds only.  Existing worlds should remain unaffected.
			</li>
			<li>
				Tweak: Linux: Enable mesa_glthread on systems that should support it via run.sh (AMD/Intel GPUs)
			</li>
			<li>
				Tweak: Graceful server shutdown and exit in almost all situations. ?May improve dark chunks issue
			</li>
			<li>
				Fixed: Rotation of ground storable when using WorldEdit rotate (included schematics placed rotated by worldgen)
			</li>
			<li>
				Fixed: Rare TreasureMap crash
			</li>
		</ul></li>
	<li>
		Tweak: Tongs recipe uses rope instead of twine
	</li>
	<li>
		Tweak: Metal plaques now material metal, and not combustible.
	</li>
	<li>
		Tweak: Ink and Quill can be ground stored
	</li>
	<li>
		Tweak: Improved in-game guidance on understanding prospecting results
	</li>
	<li>
		Tweak: Seaweed bends and sways nicely
	</li>
	<li>
		Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping
	</li>
	<li>
		Tweak: Lit torches placed below water (by player or by worldgen) will be extinguished
	</li>
	<li>
		Tweak: Water in 2-deep (or more) lakes can flow sideways (similar to 1-deep ponds) if a bank is broken
	</li>
	<li>
		Tweak: Holes in water below the surface of lakes can normally now heal, if enough source blocks are around
	</li>
	<li>
		Tweak: Re-added flavor text for Hunter class.
	</li>
	<li>
		Tweak: If Resonance Archives entrance would be below sea-level, raise it up to sea-level
	</li>
	<li>
		Tweak: Added extra check for a privilege <em>"ignoremaxclients"</em> that can be added to let privileged players (for example, staff) join multiplayer servers despite the max clients limit
	</li>
	<li>
		Tweak: For commands, more informative error message if wrong subcommand typed in a command which can also be used with no subcommands, such as /time
	</li>
	<li>
		Tweak: Performance tweaks
		<ul><li>
				<strong>Added Multithreading support to entity physics</strong>. Experimental, server-side only. Can enable up to 8 physics threads in total (including the main thread), default is 1, i.e. multithreading disabled. Enable by setting <em>"MaxPhysicsThreads"</em> in servermagicnumbers.json to 2 or higher.  (The game will ignore settings higher than 8.)   Related to this change, <em>/logticks </em>output for controlled physics is formatted differently now.
			</li>
			<li>
				Server: Significantly improve server entityspawner performance
			</li>
			<li>
				Server and client: reduce entity tick time for task-startexecute-fleeentity, and seekentity and stayclosetoentity tasks
			</li>
			<li>
				Server and client: entity physics: improve per-tick time for knockback check and trigger-insideblock
			</li>
			<li>
				Small improvement in multiplayer server-side tick performance generally, when sending blockEntity updates to many clients
			</li>
			<li>
				Small improvement in server and client-side performance, when spawning each entity
			</li>
			<li>
				Reduce the lag-spike on creating new ground-storage piles
			</li>
			<li>
				Grass block updates slightly improved [details: use ExchangeBlock in place of SetBlock]
			</li>
		</ul></li>
	<li>
		Fixed: Support beams deleting existing blocks
	</li>
	<li>
		Fixed: Beams sometimes disappearing from sight if their base block is behind the player
	</li>
	<li>
		Fixed: Gravel/sand falling when placing ruins and other schematics (leading to a falling gravel sound when entering new world areas)
	</li>
	<li>
		Fixed: Rotations for crate, anvil, chute, display case, trunk, labeled chest, doors, and <strong>chiselled blocks</strong> when used in schematics and worldedit - this includes when these blocks are used in Trader caravans, because caravans can be randomly rotated when worldgen places them
	</li>
	<li>
		When chiselled blocks are rotated in a schematic, their materials textures (for example, log textures) should also now be correctly rotated <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
	</li>
	<li>
		Fixed: Player underwater was not suffocating if lanterns or ladders in same space
	</li>
	<li>
		Fixed: Manually placing water will now place correctly if placed in the same space as an existing partial solid block
	</li>
	<li>
		Fixed: Wording mistake in a short story.
	</li>
	<li>
		Fixed: Missing name for aged chests
	</li>
	<li>
		Fixed: Might mitigate the fruit tree crash? :shrug:
	</li>
	<li>
		Fixed: On client shutdown, very rare ThreadAbortException in chunkTesselator thread
	</li>
	<li>
		Fixed: "/help we" now lists out the directional subcommands correctly
	</li>
	<li>
		Fixed: Potential rare bug with blockEntities removed on server not being removed client-side
	</li>
	<li>
		Fixed: Setting player roles did not sync to client
	</li>
	<li>
		Fixed: Missing translations in the moddb util
	</li>
	<li>
		Fixed: Able to circumvent drunkenness / low stability chat text distortion
	</li>
	<li>
		Fixed: "The Invention" music track never playing
	</li>
	<li>
		Fixed: Unknown block in some clutter handbook pages
	</li>
	<li>
		Fixed: Unknown blocks in some chests in the Resonance Archives
	</li>
	<li>
		Fixed: World edit command results sent to the wrong player
	</li>
	<li>
		Fixed: A new crash in BehaviorPillar? :shrug:
	</li>
	<li>
		Fixed: Server side exception that kicks the player when talking to traders
	</li>
	<li>
		Fixed: Multiple visual issues with the new seraph clothing pieces
	</li>
	<li>
		Fixed: Unused herbs (angelica.png, ...) trying to resolve images and causing errors on startup
	</li>
	<li>
		Fixed: server.sh not showing command results
	</li>
	<li>
		Fixed: Multiple minor issues with the Resonance Archives
	</li>
	<li>
		Api Tweak: Behaviors and AITasks now have an optional AfterInitialize() method, can be used to fetch info from other behaviors for the same entity after the other behaviors are guaranteed initialized
	</li>
	<li>
		Api Fixed: Typo in MultiBlock.OnBlockInteractStop() called *Step methods instead of *Stop
	</li>
</ul><p>
	 
</p>

<ul><li>
		Api Technical Notes for modders:  Entity physics, including updates to <em>entity.OnGround</em> and <em>.Swimming</em> flags, now happens after all other entity behaviors have been ticked but before the next entity tick.  Entity physics can be multithreaded: several threads will process entity physics in parallel, at the appropriate time in the overall game tick.  Please ensure that your implementations of <em>Entity.OnFallToGround()</em>, <em>Entity.OnCollideWithLiquid()</em>, <em>Entity.OnExitedLiquid()</em> are all globally threadsafe.  "Globally" threadsafe means, changes to the fields or properties of the calling entity itself are OK (for one single entity, these methods cannot be called at the same time for the same entity on different threads, and other entity behavior code will not be running during physics updates).  But global data stored in a non-threadsafe way (for example, a single <em>Dictionary</em> in your mod holding all swimming entities, unless it is a <em>ConcurrentDictionary</em>) should not be modified inside these physics methods, on a server.  Likewise setting blocks, spawning new entities or entityItems (drops) or other changes with global effects on the server in these physics methods (or in any other code which extends entity physics) is not a good idea.  If necessary, use <em>server.EnqueueMainThreadTask()</em> to safely set blocks, spawn new entities or to change global data, if your mod's code is currently taking these kinds of actions in entity physics methods.
	</li>
	<li>
		Api Technical Notes for modders (2):  In the unlikely event that your mod's code replaces or extends <em>EntityBehaviorControlledPhysics.OnGameTick()</em> or .<em>OnPhysicsTick()</em> it may not work correctly with the new multithreaded system, please contact the devs for specific help.
	</li>
	<li>
		API Technical Notes for modders (3):  If your coded mod uses multithreading - either TyronThreadPool queuing or creating its own threads on a server - then <em>ServerMain.FrameProfiler</em> will now be <em>null</em> on threads which are not the main thread and not ServerThreads created in the vanilla game engine.  This may trigger null reference exceptions in your code if the FrameProfiler is used in your own threads.  This is intended behavior: your code should not meaningfully write to the FrameProfiler except on the main thread.  If in doubt, in your code use <em>ServerMain.FrameProfiler?.Mark()</em> or similar code.
	</li>
</ul>]]></description><guid isPermaLink="false">354</guid><pubDate>Thu, 04 May 2023 08:51:00 +0000</pubDate></item><item><title>v1.18.1 Lore Update: The Resonance Archives - Stable(r) release!</title><link>https://www.vintagestory.at/blog.html/news/v1181-lore-update-the-resonance-archives-stabler-release-r353/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	This should address some of the issues newly encountered in 1.18, beyond that, the update looks to be in pretty good shape!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14830" href="//media.vintagestory.at/monthly_2023_04/island.png.680730641cec18130614454d60cd3443.png" rel=""><img alt="island.thumb.png.bbf3c422da145c18d3a8baf088cca081.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14830" src="//media.vintagestory.at/monthly_2023_04/island.thumb.png.bbf3c422da145c18d3a8baf088cca081.png" /></a><br /><span style="font-size:12px;">Screenshot by C0ffo#5899</span>
</p>

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

<ul><li>
		Fixed: Mudbrick slab crafting - both clay types can now be seen in the recipe
	</li>
	<li>
		Fixed: Earthball item model now looks like the block model (as opposed to looking like the puffball model)
	</li>
	<li>
		Fixed: Mitigate a crash related to doors
	</li>
	<li>
		Fixed: Major issue preventing progression in the main story event
	</li>
	<li>
		Fixed: Some oddities when opening a previously written book
	</li>
	<li>
		Fixed: Should fix a startup crash happening in some cases
	</li>
	<li>
		Fixed: Carpets not showing up in handbook
	</li>
	<li>
		Fixed: Meteoric Iron cleaver did not have attack power or tier
	</li>
	<li>
		Fixed: Some items that should float, did not (axle, waterlily, fruitpress, henbox, wooden pan, layer of sticks, firestarter)
	</li>
	<li>
		Fixed: larch saplings showing wrong wood textures
	</li>
	<li>
		Fixed: Rushmat broken and logging an error on startup
	</li>
	<li>
		Fixed: Potential endless crash loop with the crucible on modded content
	</li>
	<li>
		Fixed: Grass blocks orange/brown coloration issue (bug introduced in 1.18)
	</li>
</ul>]]></description><guid isPermaLink="false">353</guid><pubDate>Sat, 22 Apr 2023 10:49:00 +0000</pubDate></item><item><title>v1.18.0 Lore Update: The Resonance Archives - Stable release!</title><link>https://www.vintagestory.at/blog.html/news/v1180-lore-update-the-resonance-archives-stable-release-r352/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0, a stable 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>
	At long last! We're happy to release a stable build of 1.18 to our fantastic community. And while it took over 7 months and around 500 individual features, tweaks and fixes we did manage to cram a lot of stuff into this update. Honestly, I did not expect the main story event to turn out so well as it did in the end. I believe there is immense potential to tell a truly compelling story if we keep at it. As always, we're immensely grateful to everyone that tested the test builds and provided us with bug reports and other feedback. We hope you will enjoy this update! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br /><br /><strong>What about the .net7 build?</strong><br />
	We announced a proposed update to .net7 to improve perfomance - it is currently on hold. We are waiting for a 3rd party library to fully support net7, which should be pretty soon.<br /><br /><strong>Whats next?</strong><br />
	For 1.19 we would like to refocus on the topic of dejank - a dejank redux so to speak. We'd like to playtest with the VS team and iron out inconsistencies and annoyances where we find them, but we already have a long list of things we'd like to look at. We hoped to also rework the surface and underground ruins for 1.18 - which will need to be pushed back to 1.19. We also hope to work on the second main story event in parallel when feasible.
</p>

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

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/zD_Ui1dq-FU?feature=oembed" title="v1.18 - Lore update: The resonance archives" width="200"></iframe>
	</div>
</div>

<p>
	<span> </span><br /><strong>Screenshots &amp; Gifs</strong>
</p>

<p>
	Added first main <strong>story event: The Resonance Archives</strong>. A vast underground structure for you to explore, master its challenges and loot rare treasures.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14457" href="//media.vintagestory.at/monthly_2023_02/storyevent.png.afcfab186f883e4f1a0f9124840a0d1a.png" rel=""><img alt="storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14457" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" /></a>
</p>

<p>
	Added <strong>NPC Dialogue</strong>. You can now have conversations with traders<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14410" href="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.png.e195d43960756a39fdc899dbaea9f9a0.png" rel=""><img alt="2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14410" data-ratio="29.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" /></a><br /><br />
	Added <strong>Glider</strong>: Descend elegantly from tall mountains. Added <strong>rift wards</strong> to defuse treacherous rifts near your base.<br /><img alt="glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14371" data-ratio="88.46" width="312" src="//media.vintagestory.at/monthly_2023_02/glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" />  <img alt="riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14407" data-ratio="102.61" style="width:269px;height:auto;" width="410" src="//media.vintagestory.at/monthly_2023_02/riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" /><br /><br />
	Added <strong>rafts</strong>. Stay dry when traversing the seas.<br /><img alt="teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14372" data-ratio="63.35" width="513" src="//media.vintagestory.at/monthly_2023_02/teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" /><br /><br /><strong>New gadgetry</strong>: Night vision device, Single-use base return teleporter and a death point return teleporter can be crafted from rare exotic parts (WIP)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14795" href="//media.vintagestory.at/monthly_2023_04/jonasgadgets.png.6df998199b8b5040a11ce8c05922dc5f.png" rel=""><img alt="jonasgadgets.thumb.png.073fcc6f9261d26f31208872d3175c48.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14795" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_04/jonasgadgets.thumb.png.073fcc6f9261d26f31208872d3175c48.png" /></a><br /><br /><strong>Oceans: </strong>You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14384" href="//media.vintagestory.at/monthly_2023_02/oceans.png.4b295994eae73c3d217811dccab486b9.png" rel=""><img alt="oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14384" data-ratio="39.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" /></a><br /><br />
	More diverse world generation, such as the <strong>new upheaval system</strong>, which creates large-scale mountainous areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14365" href="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.jpg.124c594deb1f912c8ccf8a0f188452cc.jpg" rel=""><img alt="2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14365" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" /></a><br /><br /><strong>Geologic activity system</strong>. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14366" href="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.jpg.f26accefae09b31d145b4f3dbd6981b4.jpg" rel=""><img alt="2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14366" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" /></a><br /><br /><strong>Overhauled poles</strong>. Instead of massive mountains, there are now windswept glaciers and desolate valleys<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14367" href="//media.vintagestory.at/monthly_2023_02/desolateglaciers.png.15a70d963d798b8186a1dc2003796e2c.png" rel=""><img alt="desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14367" data-ratio="37.30" width="1000" src="//media.vintagestory.at/monthly_2023_02/desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" /></a><br /><br /><strong>Rocktyped ruins</strong>: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14412" href="//media.vintagestory.at/monthly_2023_02/rocktypedruins.jpg.cf95e1e2facc8ba5c59d9279e2156019.jpg" rel=""><img alt="rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14412" data-ratio="47.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" /></a>
</p>

<p>
	<br /><strong>New landforms: </strong>You will fall in love with the new terraced mountains and super flat areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14368" href="//media.vintagestory.at/monthly_2023_02/ledged.png.8ab76288f13142693632497424c74a36.png" rel=""><img alt="ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14368" data-ratio="23.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" /></a><br /><br />
	Moss now grows on trees<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14369" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.png.063703b27225a6e687672068ab7c65f4.png" rel=""><img alt="2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14369" data-ratio="32.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" /></a><br /><br />
	Added veins of cracked rock<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14370" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.png.7b3b796289e164f68b64ce1e7f152fc2.png" rel=""><img alt="2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14370" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" /></a><br /><br /><br />
	Added <strong>writing system </strong>and interactable <strong>bookshelves.</strong> 1.18 is also "your lore update" \o/<br /><img alt="writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14373" data-ratio="117.12" style="width:332px;height:auto;" width="516" src="//media.vintagestory.at/monthly_2023_02/writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" /><img alt="bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14374" data-ratio="70.55" style="width:550px;height:auto;" width="723" src="//media.vintagestory.at/monthly_2023_02/bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" /><br /><br /><strong>160+ new types of butterflies</strong> and a butterfly net to catch them. Caught butterflies can be placed in display cases.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14385" href="//media.vintagestory.at/monthly_2023_02/butterflies.png.43745664e87d336293f67d5732a5970f.png" rel=""><img alt="butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14385" data-ratio="69.60" width="1000" src="//media.vintagestory.at/monthly_2023_02/butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" /></a><br /><br /><strong>Door overhaul</strong>: Added much larger doors/gates, as well as wood-typed doors, and door animations<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_02/doorsdoorsdoors.gif.658d4e23c37ba9c5c22ae350babae4e1.gif" rel="external nofollow"><img alt="doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14376" data-ratio="35.22" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2023_02/doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" /></a><br /><img alt="3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14377" data-ratio="137.73" style="width:220px;height:auto;" width="414" src="//media.vintagestory.at/monthly_2023_02/3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" />  <img alt="2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14378" data-ratio="96.50" width="314" src="//media.vintagestory.at/monthly_2023_02/2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" /></p>

<p>
	<br /><strong>Sign block overhaul: </strong>Can now change font size, improved writing experience and added metal plaques<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14379" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.png.bd0736f5697d333e343bd6dedc9d650b.png" rel=""><img alt="2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14379" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" /></a>
</p>

<p>
	<strong>Angled beams system</strong>: A wholly different placement system for wooden beams<br /><img alt="beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14411" data-ratio="94.12" width="442" src="//media.vintagestory.at/monthly_2023_02/beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" /><br /><br /><strong>Improved chiseling</strong>: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14391" href="//media.vintagestory.at/monthly_2023_02/seamlessglass.png.a23c5868d8ab17e8b0eecf7ff981bc1e.png" rel=""><img alt="seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14391" data-ratio="47.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" /></a>
</p>

<p>
	Added <strong>treasure maps</strong>. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee<br /><img alt="2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14409" data-ratio="60.25" style="width:400px;height:auto;" width="562" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" /><br /><br />
	Reworked most flower models<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14415" href="//media.vintagestory.at/monthly_2023_02/flowers.png.ae06b5b4e8bc72f56f5cd756c6243355.png" rel=""><img alt="flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14415" data-ratio="45.50" width="1000" src="//media.vintagestory.at/monthly_2023_02/flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" /></a><br /><br />
	Improved reeds model<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14418" href="//media.vintagestory.at/monthly_2023_02/reeds.png.2cce84905b2c31e4651d51b4ea75a2c6.png" rel=""><img alt="reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14418" data-ratio="30.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" /></a><br /><br />
	Visible fertilizer. You can now see how much fertilizer you applied to farmland<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14419" href="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.png.099eaa1a89dfee1a396e768d3f0dd9e9.png" rel=""><img alt="2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14419" data-ratio="42.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" /></a><br /><br />
	Reworked firewood and orientable firewood piles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14416" href="//media.vintagestory.at/monthly_2023_02/firewood.png.872540192d19b3f9981126cf10ecb023.png" rel=""><img alt="firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14416" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" /></a><br /><br /><strong>Improved handbook</strong>: Now shows output quantities and other QOL changes<br /><img alt="2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14380" data-ratio="81.78" style="width:214px;height:auto;" width="388" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" />  <img alt="2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14381" data-ratio="48.48" width="361" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" /><br /><br />
	Overhauled the command system.  New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically<br /><img alt="commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14413" data-ratio="137.56" width="426" src="//media.vintagestory.at/monthly_2023_02/commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" /><br /><br />
	Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14414" href="//media.vintagestory.at/monthly_2023_02/landclaimdownload.png.e0272a5a2ffaff109618b96fdfbcc4d4.png" rel=""><img alt="landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14414" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" /></a><br /><br />
	Added a tutorial mode (WIP)<br /><img alt="tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14417" data-ratio="69.08" width="511" src="//media.vintagestory.at/monthly_2023_02/tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" /><br /><br />
	Auto updater for Windows users<br /><img alt="update.gif.bb77518492325a4a34acf6c23c31df0e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14420" data-ratio="40.53" width="607" src="//media.vintagestory.at/monthly_2023_02/update.gif.bb77518492325a4a34acf6c23c31df0e.gif" /><br /><br />
	Mods can now be installed with a single click from our <a href="https://mods.vintagestory.at/" rel="external nofollow">mod database</a>.<br /><img alt="1clickinstall.png.e273ce9b99f8328318d036d22621a46a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14796" data-ratio="45.00" style="width:500px;height:auto;" width="843" src="//media.vintagestory.at/monthly_2023_04/1clickinstall.png.e273ce9b99f8328318d036d22621a46a.png" /><br /><br />
	Added ability to swap textures, limited to clutter blocks only<br /><img alt="textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14421" data-ratio="66.32" width="674" src="//media.vintagestory.at/monthly_2023_02/textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" /><br /><br />
	Added wearable spectacles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14464" href="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.png.2c050cd52bd33232c78a5df428299a6a.png" rel=""><img alt="2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14464" data-ratio="49.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" /></a>
</p>

<p>
	Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders<br /><img alt="resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14465" data-ratio="125.53" width="333" src="//media.vintagestory.at/monthly_2023_02/resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" /><br /><br /><br /><strong>All game updates since 1.17.12</strong>
</p>

<ul><li>
		Feature: <strong>The first main story event</strong>. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!)
	</li>
	<li>
		Feature: <strong>Improved world generation</strong>
		<ul><li>
				<strong>Added Oceans system</strong>. Disabled by default but can be set up in the World Configuration screen. Added <strong>saltwater</strong> whe playing with oceans.
			</li>
			<li>
				<strong>Added vertical upheavel system</strong>. Very large scale mountainous regions, and flattened plains regions. Configurable.
			</li>
			<li>
				<strong>Geologic activity system</strong>. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable.
			</li>
			<li>
				<strong>Overhauled polar regions</strong>. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block.
			</li>
			<li>
				<strong>Added 6 new landforms</strong>: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20%
			</li>
			<li>
				Feature: Chunk border smoothing system. Should greatly mitigate jarring world borders when opening a 1.17 world in 1.18, and future versions where worldgen changes
			</li>
			<li>
				Feature: Cracked rock now spawns like quartz veins
			</li>
			<li>
				Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) <span style="font-size:12px;">(Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations)</span>
			</li>
			<li>
				Feature: Surface ruins are now rocktyped based on local rock strata.
			</li>
			<li>
				Feature: Surface ruins and trees in wet&amp;warm climates now have moss on their logs
			</li>
			<li>
				Feature: Improved support for ruin/building generation, most notable for mods that add these. <span style="font-size:12px;">(Structures placed by worldgen now accurately use local grass/soil/sand/gravel, Sometimes ruins could be placed overlapping near the edges of mapregions, this should no longer occur, Underground schematics which included water were sometimes filled with stone in place of the water, Rivulets (waterfalls) can no longer generate in 1-thickness stone ceilings including the roofs of ruins, Ground storage items, wall leaning tools, and interactable bookshelves should now rotate properly, Structures (in structures.json) can now have suppressTrees and suppressWaterfalls bool settings: these prevent the stated worldgen feature from being able to spawn anywhere within the structure's bounding box (trees includes shrubs))</span>
			</li>
			<li>
				Tweak: Tree foliage fine tuning. Each individual tree is now slightly ahead or behind the season tinting, and chopping a tree is now more likely to only fell the targeted tree
			</li>
			<li>
				Tweak: Added gravel coverage &amp; loose rock to mountain peaks to mitigate large empty areas with exposed rock
			</li>
			<li>
				Tweak: Added smoother terrain noise generator by K.Jpg, reduces artifacting that some terrain experienced before
			</li>
			<li>
				Tweak: Improved support for large world heights
				<ul><li>
						Reduce rivulet spam high in the mountains, most apparent on large world heights
					</li>
					<li>
						Ore deposits now scale with world height (except surface copper)
					</li>
					<li>
						Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights.
					</li>
				</ul></li>
			<li>
				Tweak: Added slight vertical variation to block layers y-values
			</li>
			<li>
				Tweak: Increased ruined village size variability
			</li>
			<li>
				Tweak: Reduced trees at the north/south pole
			</li>
			<li>
				Tweak: Fewer floating islands (20 block size cull threshold -&gt; 40 block size threshold)
			</li>
			<li>
				Tweak: Added another soil layer
			</li>
			<li>
				Tweak: Reduced spawn depth of treasure chests
			</li>
			<li>
				Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn
			</li>
			<li>
				Tweak: Prevent generation of loose boulders and loose stone on snow and ice
			</li>
			<li>
				Fixed: Water lily no longer generates in very deep water
			</li>
			<li>
				Fixed: Loose patches of rusty gears not spawning underground
			</li>
			<li>
				Fixed: Floating sand generating on water in cold areas
			</li>
		</ul></li>
	<li>
		Feature: <strong>Added Glider</strong>. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event.
	</li>
	<li>
		Feature: <strong>Added Rafts</strong>. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand.
	</li>
	<li>
		Feature: <strong>Jonas devices</strong> - Night vision device, Single-use base return teleporter and a death point return teleporter can be crafted from rare exotic parts found in ruins and other source. (Work in progress still)
	</li>
	<li>
		Feature: Added <strong>rift ward</strong>, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears.
	</li>
	<li>
		Feature: Added <strong>treasure maps</strong>. They add waypoints on your world map pointing towards treasures or give you directions if the worldmap is disabled. Sold by traders.
	</li>
	<li>
		Feature: <strong>New music track </strong>for when you are travelling, titled "Radiance and Rust"
	</li>
	<li>
		Feature: <strong>Writing system and Bookshelves</strong>
		<ul><li>
				Can now write in books and parchments. Books can be signed to make then non-editable
			</li>
			<li>
				Added ink and quill item, required for writing in books
			</li>
			<li>
				Added fully interactable bookshelves, lets you store and remove up to 14 books in each one
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>160+ new types of butterflies</strong>. Butterflies can now be caught with a butterfly net &amp; can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation.
	</li>
	<li>
		Feature: <strong>More collectibles!</strong> Clutter blocks can now drop at a 50% chance. Added over 100 more clutter blocks.
	</li>
	<li>
		Feature: <strong>Doors overhaul</strong>
		<ul><li>
				Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates.
			</li>
			<li>
				Doors crafted from boards are now wood-typed and no longer have a sleek look
			</li>
			<li>
				The old sleek looking door can be purchased at the trader instead
			</li>
			<li>
				The opening and closing sequence of doors is now animated
			</li>
		</ul></li>
	<li>
		Feature: <strong>Sign block overhaul</strong>
		<ul><li>
				Signs and labeled chests text font size is now configurable and more easily moddable
			</li>
			<li>
				Sign text editor text area more accurately represents how the actual text is displayed on the sign
			</li>
			<li>
				Added writeable metal plaques that use a new medieval font
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved Handbook</strong>
		<ul><li>
				Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items)
			</li>
			<li>
				The handbook now displays output quantities for crafting and barrel recipes
			</li>
			<li>
				Added growing properties of fruit trees to the handbook
			</li>
			<li>
				New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook
			</li>
			<li>
				Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved display cases</strong>. Added tall display case. Can now center-place items in display cases. Placing direction now affects the placed item rotation
	</li>
	<li>
		Feature: Added <strong>angled beams system</strong>. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative
	</li>
	<li>
		Feature: <strong>Tutorial system</strong>. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial.
	</li>
	<li>
		Feature: Large amounts of new seraph clothing, found in underground ruins
	</li>
	<li>
		Feature: <strong>Visible fertilizer. </strong>Fertilizer applied to farmland is now visually shown on the farm land
	</li>
	<li>
		Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e)
	</li>
	<li>
		Feature: Can now <strong>download land claims </strong>using command <strong><em>/land claim download [index]</em></strong>
	</li>
	<li>
		Feature: The game now attempts to <strong>download unsatisfied mod dependencies</strong> from the Vintage Story ModDB
	</li>
	<li>
		Feature: Added <strong>auto-updater </strong>for the Windows client (not available on Linux/Mac)
	</li>
	<li>
		Feature: Added <strong>1-click mod installer</strong> support for our mod database
	</li>
	<li>
		Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP.
	</li>
	<li>
		Feature: Dialogs and main menu now have a <strong>textured background</strong>
	</li>
	<li>
		Feature: Added 50 wearable butterfly pins (creative mode only currently)
	</li>
	<li>
		Feature: Added glasses face accessory for seraph
	</li>
	<li>
		Feature: <strong>Added ruined weapons</strong>. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere.
	</li>
	<li>
		Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive".
	</li>
	<li>
		Feature: <strong>New (survival mode) construction options</strong>
		<ul><li>
				Feature: Parchment can now be crafted
			</li>
			<li>
				Feature: Added <strong>sod roofs</strong> and <strong>debarked logs</strong>, survival craftable
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved chiseling!</strong>
		<ul><li>
				Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich)
			</li>
			<li>
				Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example
			</li>
			<li>
				Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material.
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved world maps!</strong>
		<ul><li>
				Improved shading to better visualize the steepness of the terrain
			</li>
			<li>
				Waypoints are now more visible against the map background
			</li>
			<li>
				Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color
			</li>
			<li>
				By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig <em><strong>allowDeathwaypointing</strong></em> or per player via <strong><em>/waypoint deathwp false</em></strong>
			</li>
		</ul></li>
	<li>
		Feature: Added <strong> /land claim export</strong>  to allow players on multiplayer servers to export their claim to be saved on the server. Disabled by default, requires privilege "exportclaims" to run. It is up to server owners to determine what to do with these exports - they are in the server data folder. Useful for migrating to a 1.18 world via worldedit.
	</li>
	<li>
		Feature: Added ability for players to generate the main story event from 1.18 - the Resonance Archives - at a chosen location through commands. This is for players and server owners that would like to have the main story event also in their old worlds. Instructions:<br />
		1. Find a suitable location where there are no chunks that you want to keep, in a large area around<br />
		2. Look at a block for the desired center location. Run command  /setstorystrucpos resonancearchive l[]<br />
		3. Then standing at the same center location, use either command  /wgen regen 6  to generate the terrain on even ground, which might expose parts of the structure on the world surface in some instances, or use command  /wgen regenf 7  to generate hilly terrain which will better cover the full extent of the Resonance Archives, but might create some chunk borders.
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul><li>
				Feature: Player can no longer hold hot items above 300°C in hands directly - requires wooden tongs in off-hand now.
			</li>
			<li>
				Feature: Bows now have accuracy modifiers. High end bows are now more accurate
			</li>
			<li>
				Feature: Hunters now have 20% increased bow drawing strength
			</li>
			<li>
				Tweak: Added coyote timer to player jumps (i.e. you can still jump up to 0.15 seconds later after falling off a block)
			</li>
			<li>
				Tweak: Increased min charge time for bows from 0.35s to 0.65s
			</li>
			<li>
				Tweak: Animal harvesting no longer yields bones, but breaking the carcass does
			</li>
			<li>
				Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses.
			</li>
			<li>
				Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6)
			</li>
			<li>
				Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days
			</li>
			<li>
				Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity)
			</li>
			<li>
				Tweak: Player can no longer place blocks directly in Lava
			</li>
			<li>
				Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly.
			</li>
			<li>
				Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s
			</li>
			<li>
				Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed
			</li>
			<li>
				Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack
			</li>
			<li>
				Tweak: Increased steel chisel durability (5000 -&gt; 6000)
			</li>
			<li>
				Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass.
			</li>
			<li>
				Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed
			</li>
			<li>
				Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1.  You will generally, on average, get one crushed unit for every 3 nuggets.
			</li>
			<li>
				Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed)
			</li>
			<li>
				Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas
			</li>
			<li>
				Tweak: In single player, the game now fully pauses during character creation
			</li>
			<li>
				Tweak: Alum deposits can now also spawn surface ores
			</li>
			<li>
				Tweak: Reduced chance of calm rift weather
			</li>
			<li>
				Tweak: Bighorn sheep hitbox and wander speed fine tuning
			</li>
			<li>
				Tweak: Meals now get lost when a pot or bowl with a meal is dropped in water
			</li>
			<li>
				Tweak: All stone-age knives now produce just 1 knife from the knapping recipe but have their durabilities doubled
			</li>
			<li>
				Tweak: Clean bandages can now be used to heal for +3 hp
			</li>
			<li>
				Tweak: Made sand storms a bit less common
			</li>
			<li>
				Fixed: Bears drowning in water
			</li>
			<li>
				Fixed: Hunger exploit when eating a meal while full
			</li>
			<li>
				Fixed: Damage taken from inserting a temporal gear was absorbed by armor
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Visual fine tuning</strong>
		<ul><li>
				Feature: New 3d model for reeds
			</li>
			<li>
				Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well
			</li>
			<li>
				Feature: Added underwater Sediment disturbance particle effect
			</li>
			<li>
				Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like.
			</li>
			<li>
				Tweak: Increased overall scene brightness on sunny days
			</li>
			<li>
				Tweak: Desert storm fog no longer appears when it recently rained
			</li>
			<li>
				Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges.
			</li>
			<li>
				Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled,
			</li>
			<li>
				Tweak: Snowfall is now more dense
			</li>
			<li>
				Tweak: Harvesting berries now spawns some particles
			</li>
			<li>
				Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction
			</li>
			<li>
				Tweak: Seraph now also adjusts its torso when looking around
			</li>
			<li>
				Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick
			</li>
			<li>
				Feature: Seraph can now wear spectacles
			</li>
			<li>
				Tweak: Text on sign blocks is now a bit sharper
			</li>
			<li>
				Tweak: Reduced see-through effect of water near the player
			</li>
			<li>
				Tweak: Made rain drip particles wind affected
			</li>
			<li>
				Tweak: Creature step pitching visual fine tuning
			</li>
			<li>
				Tweak: Reduced shiny effect for blocks that are in shade
			</li>
			<li>
				Tweak: Temporal stability twitching now disabled when not in survival mode
			</li>
			<li>
				Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Performance optimizations</strong>
		<ul><li>
				New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (<span style="font-size:12px;">Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas</span>)
			</li>
			<li>
				Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (<span style="font-size:12px;">Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors</span>)
			</li>
			<li>
				Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -&gt; no lag spike)
			</li>
			<li>
				Improve world startup speed by ~2.0 seconds.<span style="font-size:12px;"> (Technical info: Make Lang system lock-free)</span>
			</li>
			<li>
				Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game)
			</li>
			<li>
				Much improved overall FPS when dropping thousands of items.<span style="font-size:12px;"> (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower)</span>
			</li>
			<li>
				Slightly optimize dropped item despawn behavior as well
			</li>
			<li>
				Slightly increased overall FPS <span style="font-size:12px;">(Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2</span>)
			</li>
			<li>
				Slightly increased overall FPS #2<span style="font-size:12px;"> (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values)</span>
			</li>
			<li>
				Tweak: Improve FPS by up to 23% when at max view distance. <span style="font-size:12px;">(Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS =&gt; 16 FPS / 17mil tris =&gt; 12 mil tris at max view distance in a heavily forested area)</span>
			</li>
			<li>
				Tweak: Improve FPS with many falling blocks
			</li>
			<li>
				Tweak: Small creatures should now no longer trigger falling block avalanches
			</li>
			<li>
				Tweak: Mitigated a few sources of lag spikes on client and server (Technical info: Reduced lock contention, removed some unnecessary bits of code)
			</li>
			<li>
				Fixed: Client side slow memory leak<span style="font-size:12px;"> (Technical info: map regions were never unloaded on the client)</span>
			</li>
		</ul></li>
	<li>
		Feature: <strong>Full rewrite of the command system</strong> to be more powerful, more flexible, self-documenting and more everything.
		<ul><li>
				Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax.
			</li>
			<li>
				Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release.  For now, please use the in-game <strong><em>/help </em></strong>command, it should be able to provide full help for the commands which use the new Command API.  For example, <em><strong>/help tp</strong></em>
			</li>
			<li>
				Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt
			</li>
			<li>
				/tp now uses the new entity and target location selector systems. Examples:
				<ul><li>
						/tp 0 150 0           - Teleport yourself to 0 150 0
					</li>
					<li>
						/tp s[] Saraty        - Teleport yourself to saraty
					</li>
					<li>
						/tp Tyron Saraty   - Teleport tyron to saraty
					</li>
					<li>
						/tp p[] Saraty        - Teleport all players to saraty
					</li>
					<li>
						/tp p[range=12] ~ ~10 ~      - Teleport all players within a 12 block range 10 blocks in the air
					</li>
					<li>
						/tp l[] Tyron           - Teleport the currently looked at entity/player to Tyron
					</li>
					<li>
						/tp Tyron l[]           - Teleport Tyron to the currently looked at entity/player
					</li>
				</ul></li>
			<li>
				When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link
			</li>
			<li>
				Feature: New command <strong><em>/setblock &lt;code&gt; &lt;position&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/executeas &lt;entityselector&gt; &lt;command&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/activate &lt;position&gt; [arguments]</em></strong>. For supported blocks, it should be similar to a player right-clicking or activating the block.  Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch
			</li>
			<li>
				Feature: New command <strong><em>/entity setattr</em></strong> command to set attributes on an entity
			</li>
			<li>
				Tweak: Removed /clearentities, replaced with <strong><em>/entity wipeall &lt;entityselector&gt;</em></strong>
			</li>
			<li>
				Tweak: <em><strong>/entity count</strong></em> and <strong><em>/entity countg</em></strong> now accept an entity selector argument
			</li>
			<li>
				Tweak: <strong><em>/entity remove</em></strong> now requires an entity selector, e.g. <em><strong>e[type=drifter*]</strong></em>
			</li>
			<li>
				Tweak: Commands <em><strong>/cit</strong></em> and <em><strong>/chunkunload</strong></em> are now respectively <em><strong>/chunk cit</strong></em> and <em><strong>/chunk unload</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug cr</em></strong> is now <em><strong>/debug chunk relight</strong></em>
			</li>
			<li>
				Tweak: Command <em><strong>/debug delplr</strong></em> is now <em><strong>/player [playername] wipedata</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug clrplrinv</em></strong> is now <strong><em>/player [playername] clearinv</em></strong>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setgen</em></strong> is now <em><strong>/entity setgen</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setlact</em></strong> is now <em><strong>/entity setlact</strong></em>
			</li>
			<li>
				Tweak: Changed syntax of <em><strong>/giveitem</strong></em> and <strong><em>/giveblock</em></strong>:
				<ul><li>
						Before: <strong><em>/giveitem type quantity toplayername {attributes}</em></strong>
					</li>
					<li>
						Now: <strong><em>/giveitem type{attributes} quantity entityselector</em></strong>
					</li>
				</ul></li>
			<li>
				<em><strong>/weather</strong></em> command tweaks
			</li>
			<li>
				Tweak: /autosavenow and /genbackup: Can now be run from server console
			</li>
			<li>
				Fixed <em><strong>/setblock</strong></em> not respecting block attributes argument
			</li>
			<li>
				Tweak: <strong><em>/we mark</em></strong> now requires '=' prefix for absolute positions
			</li>
			<li>
				Tweak: The <strong><em>/kill</em></strong> command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it.
			</li>
			<li>
				Tweak: Disable <strong><em>.debug</em></strong> commands for non-admins in multiplayer
			</li>
		</ul></li>
	<li>
		Feature: <strong>More creative mode content</strong>
		<ul><li>
				Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making
			</li>
			<li>
				Feature: <strong>Much more Clutter</strong>. Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc..
			</li>
			<li>
				Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader.
			</li>
			<li>
				Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel
			</li>
			<li>
				Feature: New Aged bricks block
			</li>
			<li>
				Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks.
			</li>
			<li>
				Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands
			</li>
			<li>
				Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (<span style="font-size:12px;">see technical info in API changelog below</span>)
			</li>
			<li>
				Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams
			</li>
			<li>
				Tweak: Added several more features to the Spawner meta block
			</li>
			<li>
				Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory
			</li>
		</ul></li>
	<li>
		Tweak: WorldEdit changes
		<ul><li>
				Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1"
			</li>
			<li>
				Feature: Flood fill tool: Can now separately ignore water or plants
			</li>
			<li>
				Feature: New chisel brush world edit tool paint in voxels
			</li>
			<li>
				Feature: Added <em><strong>/we mpacifywater</strong></em>. Pacifies water in selected area - i.e. turns all flowing water into still water
			</li>
			<li>
				Feature: Added <em><strong>/we mdeletewater</strong></em>. Deletes all water in selected area
			</li>
			<li>
				Tweak: Added "ignore water and plants" switch for the flood fill tool
			</li>
			<li>
				Tweak: Added chiselable collider meta block
			</li>
			<li>
				Tweak: World edit selection tools now have a more intuitive selection behavior
			</li>
			<li>
				Tweak: Air brush mode has a new "replace only selected block" mode
			</li>
			<li>
				Tweak: Added <em><strong>/we cx</strong></em>, <em><strong>/we cy</strong></em> and <em><strong>/we cz</strong></em> to change the selection in x,y and z axis
			</li>
			<li>
				Fixed: Imported and placed Schematics now place Decor blocks correctly
			</li>
			<li>
				Fixed: Worldedit Undo/Redo not working with decor blocks
			</li>
			<li>
				Fixed: Worldedit Undo/Redo borked with liquids
			</li>
			<li>
				Fixed: <em><strong>/wgen regen</strong></em> sometimes not sending chunks properly
			</li>
		</ul></li>
	<li>
		Feature: Textareas now support word automatic wrapping
	</li>
	<li>
		Tweak: Game now starts at year 0
	</li>
	<li>
		Tweak: Improved wonky hitbox on bells, bells no longer spawn surface drifters and try harder to spawn a mob nearby. A dead bell now remains on death.
	</li>
	<li>
		Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face)
	</li>
	<li>
		Tweak: All wrench-rotatable blocks now show this in their block interaction help
	</li>
	<li>
		Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise
	</li>
	<li>
		Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig
	</li>
	<li>
		Tweak: Made butterflies not flee from you when you sneak
	</li>
	<li>
		Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy)
	</li>
	<li>
		Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold
	</li>
	<li>
		Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously)
	</li>
	<li>
		Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously)
	</li>
	<li>
		Tweak: Fish AI fine tuning
	</li>
	<li>
		Tweak: Nails and strips can now also be used for block reinforcement
	</li>
	<li>
		Tweak: Echo chamber is now renamed to Resonator
	</li>
	<li>
		Tweak: Added our moderators to the credits screen
	</li>
	<li>
		Tweak: Better auto-guessing for the right window size and GUI scale on first startup
	</li>
	<li>
		Tweak: The game is now more robust against removing/re-adding mods or blocktypes <span style="font-size:12px;">(Technical info: Block entity data on missing blocks was lost upon save&amp;reload, it's now preserved in case the block is later re-added)</span>
	</li>
	<li>
		Tweak: Various dejanks / Quality-of-live changes
		<ul><li>
				Tweak: Fine tuned camera position time step, might reduce frame jitter
			</li>
			<li>
				Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models
			</li>
			<li>
				Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki
			</li>
			<li>
				Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph
			</li>
			<li>
				Tweak: Vines no longer drop "end" sections
			</li>
			<li>
				Tweak: Hide reticle in spectator mode
			</li>
			<li>
				Tweak: Snappier plate armor step sound
			</li>
			<li>
				Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling
			</li>
			<li>
				Tweak: Prevent creatures from stepping on stalagmites/ctites
			</li>
			<li>
				Tweak: Breaking soil under ferns now removes the fern
			</li>
			<li>
				Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch.
			</li>
			<li>
				Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N).  Our intention is to save new players from accidentally switching off this useful help
			</li>
			<li>
				Tweak: Torches are no longer "Material: Other"
			</li>
			<li>
				Tweak: Removed butter from creative menu &amp; handbook. Removed unused "Crank" item from the game
			</li>
			<li>
				Tweak: Parchment and books are now groundstorable
			</li>
		</ul></li>
	<li>
		Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets
	</li>
	<li>
		Tweak: Added mod name to held item info if it's not a vanilla block
	</li>
	<li>
		Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north)
	</li>
	<li>
		Tweak: The creative only rhodium items are now nickel
	</li>
	<li>
		Tweak: The world config fertilityRecoverySpeed no longer affects fertility recovery from fertilizer
	</li>
	<li>
		Tweak: More strongly attenuate lightning and thunder sounds while underground
	</li>
	<li>
		Tweak: /gm sp now puts the player back in 1st person mode if they were in 3rd person mode
	</li>
	<li>
		Tweak: Better positioning of the hover item info box when it moves out of the window area
	</li>
	<li>
		Tweak: Creatures now avoid walking into fire or boiling water
	</li>
	<li>
		Tweak: Added lots of missing translation entries. Updated community translations. Added Dutch translations.
	</li>
	<li>
		Tweak: Added many more translator credits and organized them alphabetically. If your name is in the credits and you don't want it to be, please contact us through email, support ticket, or Discord.
	</li>
	<li>
		Tweak: Worldgen errors are now logged to a separate, permanent log file, server-worldgen.txt for later inspection
	</li>
	<li>
		Tweak/Fixed: Added "sudo sysctl -w vm.max_map_count=262144" to install.sh to fix RAM issues on Linux
	</li>
	<li>
		Removed: Instanced grass/flower rendering. Fixes flower rendering bugs.
	</li>
	<li>
		Fixed: Changing sound output device broke many sounds
	</li>
	<li>
		Fixed: Game crashing on world load when the installation path contained curly braces
	</li>
	<li>
		Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error.
	</li>
	<li>
		Fixed: Game crashing in multiple locations when the survival mod assets were not loaded
	</li>
	<li>
		Fixed: Sun rising in the evening when the survival mod was disabled
	</li>
	<li>
		Fixed: Using wrench in creative mode consumed durability
	</li>
	<li>
		Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry
	</li>
	<li>
		Fixed: Link text alignment issues with centered fonts
	</li>
	<li>
		Fixed: Hacked locusts were despawning when out of player range
	</li>
	<li>
		Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots
	</li>
	<li>
		Fixed: Gui derp when right clicking a clay form twice
	</li>
	<li>
		Fixed: Potential crashes when knapping with stones that were also suitable for cave art
	</li>
	<li>
		Fixed: "Meta (Spawner)" gui creature selection derps
	</li>
	<li>
		Fixed: z-fighting on seraph hand when holding a forlon estoc
	</li>
	<li>
		Fixed: Group invite notification not received by players
	</li>
	<li>
		Fixed: A crash related to cloth sim
	</li>
	<li>
		Fixed: Wrong texture on part-baked and charred sunflower bread
	</li>
	<li>
		Fixed: No linebreak made by the text editor if there were no spaces to linebreak at
	</li>
	<li>
		Fixed: Wrong texture on the aged basket, added ruined basket as well
	</li>
	<li>
		Fixed: Able to overfill troughs using chutes
	</li>
	<li>
		Fixed: Should fix a server-side exception when a client crashes during connect
	</li>
	<li>
		Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point
	</li>
	<li>
		Fixed: Incorrect particle collisions with clutter blocks
	</li>
	<li>
		Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs
	</li>
	<li>
		Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting
	</li>
	<li>
		Fixed: Issues with saving macros
	</li>
	<li>
		Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side
	</li>
	<li>
		Fixed: Chest animations borked
	</li>
	<li>
		Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing
	</li>
	<li>
		Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture.
	</li>
	<li>
		Fixed: New world not starting if it can't find a suitable spawn location
	</li>
	<li>
		Fixed: Multiple issues when importing a schematic from a previously modded world
	</li>
	<li>
		Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame
	</li>
	<li>
		Fixed: Armorstands not having their items when placed from story schematics
	</li>
	<li>
		Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks
	</li>
	<li>
		Fixed: Multiple usability issues with display cases.
		<ul><li>
				Added a line on its purpose in the handbook
			</li>
			<li>
				Fixed interaction help not displayed
			</li>
			<li>
				Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player
			</li>
		</ul></li>
	<li>
		Fixed: Serious issue with cascaded ore bomb explosions somehow exploding multiple times causing extreme lag. Tweaked explosion smoked particles a bit.
	</li>
	<li>
		Fixed: Can no longer walk through claimed doors (technical info: Land claiming / Privilege testing when breaking, placing or using blocks is now synchronized to client)
	</li>
	<li>
		Fixed: One major cause of dark/unlit chunks (technical detail: fully dark chunks could result from errors (code exceptions) in worldgen in any of the worldgen passes before lighting is reached; now the world generator will normally attempt to continue with later passes including the lighting pass, while logging the error to new log file server-worldgen)
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Fixed: Polar bears spawning in mountains
	</li>
	<li>
		Fixed: Game crashing when failing to connect a server
	</li>
	<li>
		Fixed: 0.5 second interval lag spikes when playing on a server with many players
	</li>
	<li>
		Fixed: Auroras visible where they shouldn't be
	</li>
	<li>
		Fixed: Added missing server side smithing recipe validation
	</li>
	<li>
		Fixed: Creative inventory sometimes not reacting to mouse clicks to pick up an item/block
	</li>
	<li>
		Fixed: Might fix issues with game stuck in the world loading/connecting screen
	</li>
	<li>
		Fixed: Window border settings not remembered after game restart
	</li>
	<li>
		Fixed: Wrong block breaking decals on bookshelves and clutter blocks
	</li>
	<li>
		Fixed: Server side block related commands not behaving correctly with meta blocks around (render meta blocks mode was not synced to server)
	</li>
	<li>
		Fixed: Should avoid a crash related to fruit trees
	</li>
	<li>
		Fixed: 2 server side exceptions near the world border
	</li>
	<li>
		Fixed: Should fix able to interact with claimed firepits, querns and barrels
	</li>
	<li>
		Fixed: Players in spectator mode were emitting light from held torches / respawn glow
	</li>
	<li>
		Fixed: Should fix client desync with ground storage, creating ghost items in the players inventory
	</li>
	<li>
		Fixed: Should fix HUD going invisible on MacOS \o/
	</li>
	<li>
		Fixed: Player stepping sound spam when other player stand on some blocks
	</li>
	<li>
		Fixed: Should fix players sometimes spawning inside blocks in new worlds
	</li>
	<li>
		Fixed: Missing/Incorrect translation entries
	</li>
	<li>
		Fixed: Modloader asking players to download missing dependencies on disabled mods
	</li>
	<li>
		Fixed: Wrong crafting texts on the barrel dialog
	</li>
	<li>
		Fixed: Creativegrass listed in the survival handbook
	</li>
	<li>
		Fixed: Some privileges being listed twice in serverconfig.json
	</li>
	<li>
		Fixed: Extremely old bug in world generation where a jarring climate edge generates near world borders
	</li>
	<li>
		Fixed: Snow accumulation (based on RainHeightMap) wrong if chiseled block atop another chiseled block
	</li>
	<li>
		Fixed: Player affected by wind while indoors with doors or leaded glass
	</li>
	<li>
		Fixed: Mitigate rendering issues with tallgrass against other blocks
	</li>
	<li>
		Fixed: Wrong coords from .copy posi
	</li>
	<li>
		Fixed: Crash in Creative mode if a still water block was placed in a barrel
	</li>
	<li>
		Fixed: Pink glass not coloring lantern light
	</li>
	<li>
		Fixed: Game crashing when displaying empty text links
	</li>
	<li>
		Fixed: Work items displayed in the handbook were invisible and a source of lag
	</li>
	<li>
		Fixed: Various rare crashes (technical info: a rare chunkdbthread crash when 3rd party mods attempt to store data, crash when taking Boiling water with a bucket, random ChunkDataLayer.GetGeneralCase null reference due to a rare race condition during palette compaction; on multiplayer servers EntitySimulation.SendEntitySpawns log spam if the connected client had no entityPlayer; BehaviorDoor accesssing GetLiquidBarrierOnSide during worldgen; BEGroundStorage attach block to side when no StorageProps set)
	</li>
	<li>
		Fixed: Earthball mushroom picked item texture incorrect
	</li>
	<li>
		Fixed: Water lilies blocking specular reflection
	</li>
	<li>
		Fixed: Polar bears spawning on mountains
	</li>
	<li>
		Fixed: 4th slice of pie not stacking
	</li>
	<li>
		Fixed: Mushroom stew in pot invisible
	</li>
</ul><p>
	 
</p>

<p>
	<strong>API Changes</strong>
</p>

<p>
	The most significant change is a <strong>full command system rewrite</strong>. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the <a href="https://en.wikipedia.org/wiki/Fluent_interface" rel="external nofollow">Fluent interface</a> design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/<br />
	I've continued my efforts towards more <strong>behavior-based</strong> programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for <strong>multiblock structures</strong> is also improved, evident by the new large multiblock doors. The <strong>player mounting system </strong>should also be significantly more robust and flexible, see also raft code. Adding Worldmap <strong>waypoint icons</strong> is now dead simple - just drop in an svg file in the right folder.<br />
	When a game world has loaded up, it will now print an <strong>error summary</strong>, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">14.2.2023 12:22:23 [Client Notification] ===============================================================
14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup
14.2.2023 12:22:23 [Client Notification] ===============================================================</span></pre>

<p>
	Beyond that, there is the usual myriad of minor changes. Have a look:
</p>

<ul><li>
		Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks.
	</li>
	<li>
		Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay
	</li>
	<li>
		Feature: All waypoint icons are now loaded from svg files
	</li>
	<li>
		Feature: Story structure generation system. Allows generation of a very large schematic, once per world
	</li>
	<li>
		Feature: New side-agnostic api subsystem: api.ChatCommands
	</li>
	<li>
		Feature: NPC dialogue system
		<ul><li>
				Can now add dialogue to any NPC with pure JSON
			</li>
			<li>
				Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more
			</li>
		</ul></li>
	<li>
		Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order:
		<ul><li>
				1. convo-{charclass}-{personality}.json
			</li>
			<li>
				2. convo-{charclass}.json
			</li>
			<li>
				3. convo.json
			</li>
		</ul></li>
	<li>
		Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on
	</li>
	<li>
		Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks
	</li>
	<li>
		Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area.
	</li>
	<li>
		Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists
	</li>
	<li>
		Feature: Added new OnTestBlockAccess event to override land claiming behavior
	</li>
	<li>
		Feature: Added client side events MapRegionLoaded and MapRegionUnloaded
	</li>
	<li>
		Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior
	</li>
	<li>
		Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability"
	</li>
	<li>
		Feature: WorldgenHook block, triggers the specified worldgen hook (set by command <strong><em>/dev worldgenhook</em></strong>) when this block is placed by a schematic during worldgen
	</li>
	<li>
		Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block
	</li>
	<li>
		The default Worldgen hook is "genHookStructure <em>&lt;assetname&gt;</em>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures
	</li>
	<li>
		Tweak: Added BlockEntity.OnPlacementBySchematic() method
	</li>
	<li>
		Tweak: Added IServerPlayer.InWorldAction event
	</li>
	<li>
		Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class)
	</li>
	<li>
		Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape)
	</li>
	<li>
		Tweak: Json patches now can be disabled via `enabled` property
	</li>
	<li>
		Tweak: Added helper method Block.GetBEBehavior()
	</li>
	<li>
		Tweak: Added helper method IBlockAccessor.GetInterface&lt;T&gt;()
	</li>
	<li>
		Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader
	</li>
	<li>
		Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId"
	</li>
	<li>
		Refactor: Moved away several methods from the Block class
		<ul><li>
				Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace
			</li>
			<li>
				Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again)
			</li>
			<li>
				Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData
			</li>
		</ul></li>
	<li>
		Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block.
	</li>
	<li>
		Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete
	</li>
	<li>
		Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix)
	</li>
	<li>
		Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways.
	</li>
	<li>
		Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args
	</li>
	<li>
		Refactor: Clean up survival textures folder: moved several out of place textures into various folders
	</li>
	<li>
		Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25%
	</li>
	<li>
		Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed
	</li>
	<li>
		Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field
	</li>
	<li>
		Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);"
	</li>
	<li>
		Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover
	</li>
	<li>
		Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs
	</li>
	<li>
		Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues
	</li>
	<li>
		Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry.
	</li>
	<li>
		Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class
	</li>
	<li>
		Refactor: Renamed IBlockEntityRotatable to IRotatable
	</li>
	<li>
		Refactor: Clean up GuiDialogHandbook code in preparation for use in a new command handbook
	</li>
	<li>
		Refactor: Client side world loading code - now all in one file instead of 6 different ones
	</li>
	<li>
		Refactor: Rename block.LiquidBarrierHeightOnSide() to block.GetLiquidBarrierHeightOnSide()
	</li>
	<li>
		Refactor: Renamed the multiblock interfaces again and they no longer inherit from eachother, which made no sense. Renames:
		<ul><li>
				IMultiBlockMonolithicBasic =&gt; IMultiBlockColSelBoxes
			</li>
			<li>
				IMultiBlockNormal =&gt; IMultiBlockInteract
			</li>
			<li>
				IMultiBlockExtensive =&gt; IMultiBlockBlockBreaking
			</li>
			<li>
				New: IMultiBlockBlockProperties
			</li>
		</ul></li>
	<li>
		Refactor: For the server side event ChunkColumnGeneration. Changed delegate method arguments. Now passes on a single IChunkColumnGenerateRequest object containing the previous 4 arguments
	</li>
	<li>
		Tweak: Added guid field to Waypoints
	</li>
	<li>
		Tweak: Added OnHeldInteractCancel to CollectibleBehavior
	</li>
	<li>
		Tweak: All Wildcard matching util methods now accept * as Domain to ignore domain checking. Also works for the SearchItems and SearchBlocks methods. Also fixes spawner block dialog not showing modded creatures
	</li>
	<li>
		Tweak: Added LanguageCode field to TextCommandCallingArgs so its easier to respond with correctly translated strings server side via Lang.GetL()
	</li>
	<li>
		Tweak: BlockLayeredSlowDig class more moddable now
	</li>
	<li>
		Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		Tweak: BlockEntityTeleporterBase.GetTarget() is now public
	</li>
	<li>
		Tweak: Server event CanPlaceOrBreak now comes with an additional claimant argument that must be null when the request is denied
	</li>
	<li>
		Tweak: Added OnBlockBrokenWith and OnBlockBreaking to CollectibleBehavior
	</li>
	<li>
		Tweak: Fixed missing server side verification of auction price
	</li>
	<li>
		Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread.
	</li>
	<li>
		Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer
	</li>
	<li>
		Tweak: Player head control rework. Now simplified code.
	</li>
	<li>
		Tweak: BlockWater now has json configurable ice block code and freezing point
	</li>
	<li>
		Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity &gt; 1
	</li>
	<li>
		Tweak: The game now logs a warning/error summary after startup
	</li>
	<li>
		Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead
	</li>
	<li>
		Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy
	</li>
	<li>
		Tweak: IMountableSupplier interface now requires property MountPoints
	</li>
	<li>
		Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes.
	</li>
	<li>
		Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable
	</li>
	<li>
		Tweak: Transform editor now allows X-axis flipping
	</li>
	<li>
		Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code
	</li>
	<li>
		Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions
	</li>
	<li>
		Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic.
	</li>
	<li>
		Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric"
	</li>
	<li>
		Tweak: Prevent the game crashing from invalid blocks
	</li>
	<li>
		Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null"
	</li>
	<li>
		Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat"
	</li>
	<li>
		Tweak: Added chattype:// link protocol to add text to the clients chatbox
	</li>
	<li>
		Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi)
	</li>
	<li>
		Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet
	</li>
	<li>
		Fixed: Code domain issue in BlockGenericTypedContainer.GetDecal
	</li>
	<li>
		Fixed: Particly registry not available through IClassRegistryAPI
	</li>
	<li>
		Fixed: Cairo graphics system printing not-disposed errors for unowned surfaces
	</li>
	<li>
		Fixed: Finally fixed generic chest blocktype texture oddities
	</li>
	<li>
		Fixed: Entity idleSoundRange not synced to client
	</li>
	<li>
		Fixed: Block Durability property not synced to client
	</li>
	<li>
		Fixed: Renamed container property "transitionSpeedMulByType" to simply "transitionSpeedMul" which should make it work as intended
	</li>
	<li>
		Fixed: Not able to make grid recipes with 2 liquids
	</li>
	<li>
		Fixed: "shelvable: false" showed up as shelvable in the handbook
	</li>
	<li>
		Fixed: Default value arg in player.GetModData() was ignored
	</li>
	<li>
		Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds.
	</li>
	<li>
		Fixed: Entities imported from schematics sometimes had a wrong offset on them
	</li>
	<li>
		Fixed: Fixed StackOverflow in mapregion.SetModData&lt;T&gt;()
	</li>
	<li>
		Fixed: structures.json, Schematics property not respecting mod domains
	</li>
	<li>
		Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition()
	</li>
	<li>
		Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids.
	</li>
</ul><p>
	 
</p>

<p>
	<strong>Updates since rc.8</strong>
</p>

<ul><li>
		Tweak: Added a new property to schematics, EntranceRotation (0,90,180,270) to define where an entrance is, so at worldgen the optimal side is chosen when placing, works only for Surface and SurfaceRuin placement
	</li>
	<li>
		Tweak: mitigate visual borders between low and medium fertility soil during worldgen by reducing the chances it can generate as such
	</li>
	<li>
		Tweak: "Metal parts" model changed.  Metal parts and scrap are now ground-storable.
	</li>
	<li>
		Fixed: Rare crash when right-clicking books and other in-hand items while near doors
	</li>
	<li>
		Fixed: Small oiledhide 2x, 3x and 4x recipes impossible to craft
	</li>
	<li>
		Fixed Omok placement off by 1
	</li>
	<li>
		Fixed "ranged charge time" instead of "ranged charge speed"
	</li>
	<li>
		Fixed: Recipe output showing wrong amounts in handbook
	</li>
	<li>
		Fixed: A crash in the corpse return teleporter
	</li>
	<li>
		Fixed: Z-Fighting on rush mat
	</li>
	<li>
		Fixed: Some parts invisible during animation of the death point return teleporter
	</li>
	<li>
		Fixed: Lava no longer flowing
	</li>
	<li>
		Fixed: Exception thrown when placing red top grass planters (added placeholder texture for now)
	</li>
	<li>
		Fixed: Able to continue gliding when removing the glider mid-flight
	</li>
	<li>
		Fixed: Rare crash introduced in rc8
	</li>
	<li>
		Fixed: Should address /player [name] wipedata not wiping some player data
	</li>
	<li>
		Api Fixed: Lang.HasTranslation() did not recognize some entries
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">352</guid><pubDate>Wed, 19 Apr 2023 16:35:00 +0000</pubDate></item><item><title><![CDATA[v1.17.12 & v1.18.0-rc.7&rc.8  Lore Update: The Resonance Archives]]></title><link>https://www.vintagestory.at/blog.html/news/v11712-v1180-rc7rc8-lore-update-the-resonance-archives-r351/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.7, a release candidate, 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>
	<strong>[Edit:]</strong> Also released rc.8 to fix up a startup issue as well as the Resonance Archives occasionally generating underwater
</p>

<p>
	 
</p>

<p>
	More bugs fixed. Stable release even Sooner™
</p>

<p>
	We are happy to report that you should now be able to play v1.18 on old worlds (worlds created in v1.17 or earlier) without too much sacrifice. To have the main story event in your old world, you do however need to run 2 commands by hand - see below.
</p>

<p>
	We have addressed two very long-standing bugs, one with dark chunks seen sometimes in the world and one with the land claiming system where players could walk through claimed doors with various tricks - this should no longer be possible, but has the potential to introduce new issues - please let us know if that's the case. Thanks!
</p>

<p>
	We have also simultaneously released a 1.17.12 version with the specific fixes below, to ease the process of servers updating from 1.17 to 1.18. Servers with existing maps now have the choice: export player claims and create a fresh map with all the 1.18 features, or retain the existing world and add the main story event to it at a suitably-chosen location (but in that case it will not have other 1.18 features including the new terrain and updated ruins etc., except in newly generated regions of the world)<br /><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14772" href="//media.vintagestory.at/monthly_2023_04/2023-04-16_09-32-03.png.94b044406976bbb260c5f70e09c06a34.png" rel=""><img alt="2023-04-16_09-32-03.thumb.png.bfcbe316875b9d7b228a8f8a83100d6e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14772" data-ratio="41.30" width="1000" src="//media.vintagestory.at/monthly_2023_04/2023-04-16_09-32-03.thumb.png.bfcbe316875b9d7b228a8f8a83100d6e.png" /></a><br /><span style="font-size:12px;">Screenshot by Cosmic Redshift#7238, shared on Discord</span>
</p>

<p>
	<br /><strong>Game updates 1.17.12</strong>
</p>

<ul><li>
		Fixed: Game crashing when trying to connect to a password protected server without password
	</li>
	<li>
		Tweak: Backported land claim downloading from 1.18. Accessible via
		<ul><li>
				<em>/wec downloadclaim [index]</em>  - download to the player's data folder. Note: In 1.18 the same command is "/land claim download"
			</li>
			<li>
				<em>/wec exportclaim [index]</em>  - save to game server data folder. Note: In 1.18 the same command is "/land claim export"
			</li>
		</ul></li>
</ul><p>
	          Note for this to succeed in 1.17.12, the claimed chunks need to be currently loaded, therefore it is best to travel to each claimed region before running this command.
</p>

<p>
	 
</p>

<p>
	<strong>Game updates 1.18.0-rc.7</strong>
</p>

<ul><li>
		Feature: Items from the new clothing sets can now be found in ruins
	</li>
	<li>
		Feature: Added  <em>/land claim export</em>  to allow players on multiplayer servers to export their claim to be saved on the server. Disabled by default, requires privilege "exportclaims" to run. It is up to server owners to determine what to do with these exports - they are in the server data folder. Useful for migrating to a 1.18 world via worldedit.
	</li>
	<li>
		Feature: Added ability for players to generate the main story event from 1.18 - the Resonance Archives - at a chosen location through commands. This is for players and server owners that would like to have the main story event also in their old worlds. Instructions:<br />
		  1. Find a suitable location where there are no chunks that you want to keep, in a large area around<br />
		  2. Look at a block for the desired center location. Run command  <em>/setstorystrucpos resonancearchive l[]</em><br />
		  3. Then standing at the same center location, use either command  <em>/wgen regen 6 </em> to generate the terrain on even ground, which might expose parts of the structure on the world surface in some instances, or use command  <em>/wgen regenf 7</em>  to generate hilly terrain which will better cover the full extent of the Resonance Archives, but might create some chunk borders.
	</li>
	<li>
		Tweak: Continue work on new gadgetry. Added some initial game juice to the base return teleporter and made it 1-time use, the Rift ward is now grid-craftable, fixed night vision device no longer working, fixed temporal gears adding only 1 hour of fuel.
	</li>
	<li>
		Tweak: Made sand storms a bit less common
	</li>
	<li>
		Tweak: Added command  <em>/wgen regenf</em>  to also regenerate mapregions (<em>/wgen regen</em>  no longer does that)
	</li>
	<li>
		Tweak: Added lots of missing translation entries
	</li>
	<li>
		Tweak: Worldgen errors are now logged to a separate, permanent log file, <em>server-worldgen.txt</em> for later inspection
	</li>
	<li>
		Fixed: One major cause of dark chunks (<span style="font-size:12px;">technical detail: fully dark chunks could result from errors (code exceptions) in worldgen in any of the worldgen passes before lighting is reached; now the world generator will normally attempt to continue with later passes including the lighting pass, while logging the error to new log file <em>server-worldgen</em>)</span>
	</li>
	<li>
		Fixed: Can no longer walk through claimed doors <span style="font-size:12px;">(technical info: Land claiming / Privilege testing when breaking, placing or using blocks is now synchronized to client)</span>
	</li>
	<li>
		Fixed: Work items displayed in the handbook were invisible and a source of lag
	</li>
	<li>
		Fixed: Improved ruin generation system
		<ul><li>
				Revert 1.18.0-rc.6 change that trader caravans could generate in slightly more places since that lets them end up with wheels in more weird places
			</li>
			<li>
				Structures placed by worldgen now accurately use local grass/soil/sand/gravel
			</li>
			<li>
				Sometimes ruins could be placed overlapping near the edges of mapregions, this should no longer occur
			</li>
			<li>
				Underground schematics which included water were sometimes filled with stone in place of the water
			</li>
			<li>
				Rivulets (waterfalls) can no longer generate in 1-thickness stone ceilings including the roofs of ruins
			</li>
			<li>
				Ground storage items, wall leaning tools, and interactable bookshelves should now rotate properly
			</li>
			<li>
				Api Feature: Structures (in structures.json) can now have <em>suppressTrees</em> and <em>suppressWaterfalls</em> bool settings: these prevent the stated worldgen feature from being able to spawn anywhere within the structure's bounding box (trees includes shrubs)
			</li>
		</ul></li>
	<li>
		Fixed: Various rare crashes <span style="font-size:12px;">(technical info: a rare chunkdbthread crash when 3rd party mods attempt to store data, crash when taking Boiling water with a bucket, random ChunkDataLayer.GetGeneralCase null reference due to a rare race condition during palette compaction; on multiplayer servers EntitySimulation.SendEntitySpawns log spam if the connected client had no entityPlayer; BehaviorDoor accesssing GetLiquidBarrierOnSide during worldgen; BEGroundStorage attach block to side when no StorageProps set)</span>
	</li>
	<li>
		Fixed: Earthball mushroom picked item texture incorrect
	</li>
	<li>
		Fixed: Water lilies blocking specular reflection
	</li>
	<li>
		Fixed: Polar bears spawning on mountains
	</li>
	<li>
		Fixed: 4th slice of pie not stacking
	</li>
	<li>
		Fixed: Mushroom stew in pot invisible
	</li>
	<li>
		Fixed: Should address damage taken from inserting a temporal gear absorbed by armor
	</li>
	<li>
		<span>1.18 related changes</span>
		<ul><li>
				Tweak: Updated community translations
			</li>
			<li>
				Fixed: Floating snow on top of support beams
			</li>
			<li>
				Fixed: 1.18 doors are now lockable again, in multiplayer. Thanks to @NoelleLavenza <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
			</li>
			<li>
				Fixed: Ground storage pickup sound gone
			</li>
			<li>
				Fixed: <em>/land free X confirm</em> not working
			</li>
			<li>
				Fixed: <em>/serverconfig setspawnhere</em> not working
			</li>
			<li>
				Fixed: Crafting recipe output quantity in the handbook wrong
			</li>
			<li>
				Fixed: Chiseled blocks in inventory were invisible
			</li>
			<li>
				Fixed: Gas lamps were named "Luminescent jonas lamp"
			</li>
			<li>
				Fixed: <em>/player name privilege</em>  command no longer allowing use of custom privilege codes
			</li>
			<li>
				Fixed: Reso archive map not giving marking location on map on multiplayer
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">351</guid><pubDate>Mon, 17 Apr 2023 10:44:00 +0000</pubDate></item><item><title>v1.18.0-rc.6 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-rc6-lore-update-the-resonance-archives-r350/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.6, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	More bugs fixed. Stable release very Soon™<br />
	This release includes some optimizations to reduce lag spikes in some areas of the game, which we'd like to test before stable. Also 1.18 had a major impacting on Vintagehosting, due to another performance issue which should be addressed with this one.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14755" href="//media.vintagestory.at/monthly_2023_04/image.png.4350ebe98bd605cd08dd7ba600e357aa.png" rel=""><img alt="image.thumb.png.c45769a0127990ae53a94877d24af3c2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14755" data-ratio="57.00" width="1000" src="//media.vintagestory.at/monthly_2023_04/image.thumb.png.c45769a0127990ae53a94877d24af3c2.png" /></a><br /><span style="font-size:12px;">Screenshot by Mercatto#6367</span>
</p>

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

<ul><li>
		Tweak: (Experimental) Trader caravans can now generate in slightly more places (more tolerant towards non-flat terrain) - <em>this is reverted in v1.18.0-rc.7, it tended to put wheels into hillsides</em>
	</li>
	<li>
		Tweak: Mitigated a few sources of lag spikes on client and server (Technical info: Reduced lock contention, removed some unnecessary bits of code)
	</li>
	<li>
		Api Tweak: Added guid field to Waypoints
	</li>
	<li>
		Api Fixed: Renamed container property "transitionSpeedMulByType" to simply "transitionSpeedMul" which should make it work as intended
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak/Fixes: Various fine tuning on the main story event
			</li>
			<li>
				Fixed: Server-side exception when a user tries to break blocks without breaking permissions
			</li>
			<li>
				Fixed: Major server-side performance issue on high end hardware that runs many active servers (Technical info: Game server was spinning up waaaay too many threads on high core cpus)
			</li>
			<li>
				Fixed: Trader caravans, occasional chest and storage vessel placement outside the caravan (1.18-rc1+ issue)
			</li>
			<li>
				Fixed: Should fix metal blocks from 1.17 not remapped correctly to 1.18 metal blocks
			</li>
			<li>
				Api Fixed: Unable to properly format translatable TextCommandResult messages
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">350</guid><pubDate>Thu, 13 Apr 2023 15:29:29 +0000</pubDate></item><item><title>v1.18.0-rc.3-5 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-rc3-5-lore-update-the-resonance-archives-r349/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.3, a release candidate, 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>
	More bugs fixed. Stable release Soon™<br /><strong>[Edit:]</strong> Also released rc4/rc5 to fix tongs.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14747" href="//media.vintagestory.at/monthly_2023_04/2023-04-10_00-55-16.png.4308ee548aead29828469f35d3abba27.png" rel=""><img alt="2023-04-10_00-55-16.thumb.png.0e0489104b0c88cb4f516539085a51f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14747" data-ratio="55.00" width="1000" src="//media.vintagestory.at/monthly_2023_04/2023-04-10_00-55-16.thumb.png.0e0489104b0c88cb4f516539085a51f6.png" /></a><br /><span style="font-size:12px;">Screenshot by Cophie on disocrd</span>
</p>

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

<ul><li>
		Feature: Large amount of seraph clothing added (creative inventory only, for now)
	</li>
	<li>
		Tweak: /autosavenow command: can now be run from server console
	</li>
	<li>
		Tweak: /time add command: now accepts spans in the plural as well e.g. /time add 2 hours
	</li>
	<li>
		Tweak: Added coyote timer to player jumps
	</li>
	<li>
		Tweak: Improve FPS with many falling blocks, maybe improvements for all entities
	</li>
	<li>
		Tweak: Small creatures should now no longer trigger falling block avalanches
	</li>
	<li>
		Tweak/Fixed: Added "sudo sysctl -w vm.max_map_count=262144" to <em>install.sh</em> to fix RAM issues on Linux
	</li>
	<li>
		Fixed: Should fix HUD going invisible on MacOS \o/
	</li>
	<li>
		Fixed: Player stepping sound spam when other player stand on some blocks
	</li>
	<li>
		Fixed: Should fix players sometimes spawning inside blocks in new worlds
	</li>
	<li>
		Fixed: Missing/Incorrect translation entries
	</li>
	<li>
		Fixed: Modloader asking players to download missing dependencies on disabled mods
	</li>
	<li>
		Fixed: Wrong crafting texts on the barrel dialog
	</li>
	<li>
		Fixed: Creativegrass listed in the survival handbook
	</li>
	<li>
		Fixed: Some privileges being listed twice in serverconfig.json
	</li>
	<li>
		Fixed: Extremely old bug in world generation where a jarring climate edge generates near world borders
	</li>
	<li>
		Fixed: Snow accumulation (based on RainHeightMap) wrong if chiseled block atop another chiseled block
	</li>
	<li>
		Fixed: Player affected by wind while indoors with doors or leaded glass
	</li>
	<li>
		Fixed: Mitigate rendering issues with tallgrass against other blocks
	</li>
	<li>
		Fixed: Wrong coords from .copy posi
	</li>
	<li>
		Fixed: Crash in Creative mode if a still water block was placed in a barrel
	</li>
	<li>
		Fixed: Pink glass not coloring lantern light
	</li>
	<li>
		Fixed: Game crashing when displaying empty text links
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak: More work on still unanounced gadgetry (Added electrum alloy.  Jonas devices now require electrum plates, rather than gold plates.  Locust nests now have a small chance to drop Jonas parts.  Moved night vision device from hat slot to armor head slot)
			</li>
			<li>
				Tweak: Performance: greatly improve tesselation time for 1.18 chiseled blocks, fixes block lag in Resonance Archives
			</li>
			<li>
				Tweak: Tongs are now tool-rackable and lean-able.
			</li>
			<li>
				Tweak: Reduce max glider speed, mitigate dying from using the glider issues
			</li>
			<li>
				Fixed: Knapping flint for a knife should only produce one knife-blade like the other stone types
			</li>
			<li>
				Fixed: Door state syncing issues in multiplayer
			</li>
			<li>
				Fixed: /emote and /announce  chat command missing privilege
			</li>
			<li>
				Fixed: /we ms and /we me sometimes not printing the position in chat
			</li>
			<li>
				Fixed: Crash when trying to mine an invalid block, of which there are some in translocator rooms
			</li>
			<li>
				Fixed: Teleporters spamming exceptions in the logs when they are not linked
			</li>
			<li>
				Fixed: Doors in 1.18 now interact properly with liquids: doors can be placed in liquids; solid doors block water flow on the closed (sealed) side; opening or closing a door triggers a neighbour update across the whole (multiblock) surface of the door
			</li>
			<li>
				Fixed: Fixed an issue with treasure hunter dialogue
			</li>
			<li>
				Fixed: Some server-side exceptions related to worldgen
			</li>
			<li>
				Fixed: Server-side exception related to entity spawner blocks
			</li>
			<li>
				Fixed: Missing bits&amp;bobs on the First Steps tutorial
			</li>
			<li>
				Fixed: Issues with text wrapping in some areas, probably broke more stuff
			</li>
			<li>
				Fixed: Omok placement grid off by one voxel
			</li>
		</ul></li>
	<li>
		Api Tweak: Dialogue system item requests are now more tolerant to spoilage and durability (and now accepts food)
	</li>
	<li>
		Api Tweak: Added field TextCommandResult.MessageParams for formatted results
	</li>
</ul>]]></description><guid isPermaLink="false">349</guid><pubDate>Tue, 11 Apr 2023 11:57:00 +0000</pubDate></item><item><title><![CDATA[v1.18.0-rc.1&rc.2 Lore Update: The Resonance Archives]]></title><link>https://www.vintagestory.at/blog.html/news/v1180-rc1rc2-lore-update-the-resonance-archives-r348/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.2, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Woop! Nearly 500 features, tweaks and fixes later, we are reaching feature freeze territory with 1.18. The mod api should now also remain unchanged unless there is important issues to fix. As usual, the rc.1 blogpost will only list the changes since pre1. The 1.18 stable blog post in the future will contain a complete list of all changes. Further release candidates will now be on our devlog. For more information on what 1.18 is all about, please refer to our <a href="https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/" rel="">pre1 blog post</a>. Thank you everyone for testing the pre-releases! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f389.png" class="ipsEmoji" alt="🎉"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"></p>

<p>
	<strong>Can I finally start playing now?</strong><br />
	That's up to you <img alt="^_^" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/happy.png" srcset="//media.vintagestory.at/emoticons/happy@2x.png 2x" title="^_^" width="20" /><br />
	With 1.18.0-pre we had zero confidence that existing or new worlds will not break. With todays release candidate we have a medium level of confidence that your old and new worlds remain intact. If you want to be on the safe side, wait until stable, where we will have a high level of confidence that your worlds will be alright. With this release, old worlds should upgrade just fine due to the new chunk smoothing system, but the main story event will currently only generate in worlds created in 1.18. As far as the main story event is concerned - it is now pretty much complete albeit still has quite some bugs.<br /><strong>[Edit:] </strong>There is still some major issues with the main story event, recommend waiting for next rc.2 before exploring it<br /><strong>[Edit2:] </strong>Also releaced rc.2 to fix most issues with the main story event, transparent doors as well as issues joining our Vintagehosting servers!<br /><br /><strong>Still unfinished</strong><br />
	Some more gadgetry, gadgetry ruin loot, more work on surface and underground ruins is left to be done, which might or might not make it into 1.18.0 stable. The tutorial system needs finishing. There is still a significant amount of known non-critical bugs that have not been fixed yet. The resonance archive map does not show the exact location of the archive, its roughly 100 blocks further south.<br /><br /><strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/zD_Ui1dq-FU?feature=oembed" title="v1.18 - Lore update: The resonance archives" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

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

<ul><li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/" rel="">pre.1 update</a> + 72 tweaks and fixes to 1.18 content
	</li>
	<li>
		rc.2 changes
		<ul><li>
				Fixed: "Missing mods" title when installing mods from the moddb
			</li>
			<li>
				Fixed: Sieve breaking after one use in crafting
			</li>
			<li>
				Fixed: 2x4 Gate crafting recipe overlapping with 2x2 gate
			</li>
			<li>
				Fixed: Opened doors were transparent
			</li>
			<li>
				Fixed: Multiple minor issues in the main story event
			</li>
			<li>
				Api Tweak: BlockEntityTeleporterBase.GetTarget() is now public
			</li>
			<li>
				Api Tweak: Server event CanPlaceOrBreak now comes with an additional claimant argument that must be null when the request is denied
			</li>
			<li>
				Api Fixed: Block Durability property not synced to client. WTF?
			</li>
		</ul></li>
	<li>
		Feature: Chunk border smoothing system. Should greatly mitigate jarring world borders when opening a 1.17 world in 1.18 (and future versions where world generation changes)
	</li>
	<li>
		Feature: New music track for when you are travelling, titled "Radiance and Rust"
	</li>
	<li>
		Feature: Added tall display case. Can now center-place items in display cases. Placing direction now affects the placed item rotation
	</li>
	<li>
		Feature: Further worldgen fine tuning
		<ul><li>
				Added more noise to geologic upheavel
			</li>
			<li>
				Reduced overall upheavel default amount, more fine gain control in worldconfig
			</li>
			<li>
				Added slight vertical variation to block layers y-values
			</li>
			<li>
				Added gravel coverage &amp; loose rock to mountain peaks to mitigate large empty areas with exposed rock.
			</li>
			<li>
				Added smoother terrain noise generator by K.Jpg. Still in need of an optimization pass
			</li>
		</ul></li>
	<li>
		Feature: 2nd ocean system rewrite.
		<ul><li>
				Added saltwater where oceans appear. Crops on farmland die when exposed to saltwater.
			</li>
			<li>
				More configurability - more control over land/ocean ratios.
			</li>
			<li>
				Fixes main story event spawning underwater
			</li>
		</ul></li>
	<li>
		Feature: Tree foliage fine tuning. Each individual tree is now slightly ahead or behind the season tinting, and chopping a tree is now more likely to only fell the targeted tree
	</li>
	<li>
		Feature: Player can no longer hold in active hand slot or craft with hot items above 300°C. Now requires wooden tongs in off-hand.
	</li>
	<li>
		Tweak: Clutter blocks can now drop at a 50% chance
	</li>
	<li>
		Tweak: Wonky hitbox on bells, bells no longer spawn surface drifters and try harder to spawn a mob nearby
	</li>
	<li>
		Tweak: Fine tune chunk loading system. It now prioritises chunks that are facing the player view direction. General optimization pass over existing chunk sending system.
	</li>
	<li>
		Tweak: The world config fertilityRecoverySpeed no longer affects fertility recovery from fertilizer
	</li>
	<li>
		Tweak: More strongly attenuate lightning and thunder sounds while underground
	</li>
	<li>
		Tweak: Updated community translations. Added Dutch translations.
	</li>
	<li>
		Tweak: Prevent generation of loose boulders and loose stone on snow and ice
	</li>
	<li>
		Tweak: Treasure maps now print the distance to the location when the world map is disallowed
	</li>
	<li>
		Tweak: Added 50+ more clutter shapes
	</li>
	<li>
		Tweak: Added crafting recipe for ink&amp;quill
	</li>
	<li>
		Tweak: Worldgen: Replaced barren soil layer with low fertility soil layer
	</li>
	<li>
		Tweak: Added many more translator credits and organized them alphabetically. If your name is in the credits and you don't want it to be, please contact us through email, support ticket, or Discord.
	</li>
	<li>
		Tweak: Meals now get lost when a pot or bowl with a meal is dropped in water
	</li>
	<li>
		Tweak: Dialogue system tuning. Clear previous dialouge upon selecting an answer (this might change again still). Added text to border padding for better readability.
	</li>
	<li>
		Tweak: Updated /time to new command system and added translation entries for all responses
	</li>
	<li>
		Tweak: /gm sp now puts the player back in 1st person mode if they were in 3rd person mode
	</li>
	<li>
		Tweak: All stone-age knives now produce just 1 knife from the knapping recipe, and their durabilities have been doubled.
	</li>
	<li>
		Tweak: Improved documentation for tongs. Seraph dropping hot items now also displays a hud error "Requires tongs", has an item description and is mentioned in the handbook
	</li>
	<li>
		Tweak: Added display clutter items, added crown and mianguan
	</li>
	<li>
		Tweak: Better positioning of the hover item info box when it moves out of the window area
	</li>
	<li>
		Tweak: Disabled racking of tuning cylinders on vertical racks
	</li>
	<li>
		Tweak: Clean bandages can now be used to heal for +3 hp.
	</li>
	<li>
		Tweak: Prevent creatures from walking into fire or boiling water
	</li>
	<li>
		Tweak: Better crash reporting then tesselating a chunk crashes
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Fixed: Polar bears spawning in mountains
	</li>
	<li>
		Fixed: Game crashing when failing to connect a server
	</li>
	<li>
		Fixed: Serious issue with cascaded ore bomb explosions somehow exploding multiple times causing extreme lag. Tweaked explosion smoked particles a bit.
	</li>
	<li>
		Fixed: 0.5 second interval lag spikes when playing on a server with many players
	</li>
	<li>
		Fixed: Auroras visible where they shouldn't be
	</li>
	<li>
		Fixed: Added missing server side smithing recipe validation
	</li>
	<li>
		Fixed: Creative inventory sometimes not reacting to mouse clicks to pick up an item/block
	</li>
	<li>
		Fixed: Might fix issues with game stuck in the world loading/connecting screen
	</li>
	<li>
		Fixed: Window border settings not remembered after game restart
	</li>
	<li>
		Fixed: Wrong block breaking decals on bookshelves and clutter blocks
	</li>
	<li>
		Fixed: Server side block related commands not behaving correctly with meta blocks around (render meta blocks mode was not synced to server)
	</li>
	<li>
		Fixed: Should avoid a crash related to fruit trees
	</li>
	<li>
		Fixed: 2 server side exceptions near the world border
	</li>
	<li>
		Fixed: Should fix able to interact with claimed firepits, querns and barrels
	</li>
	<li>
		Fixed: Players in spectator mode were emitting light from held torches / respawn glow
	</li>
	<li>
		Fixed: Should fix client desync with ground storage, creating ghost items in the players inventory
	</li>
</ul><p>
	<br /><strong>Api Changes</strong>
</p>

<ul><li>
		Tweak: Added OnHeldInteractCancel to CollectibleBehavior
	</li>
	<li>
		Tweak: Fixed missing server side verification of auction price
	</li>
	<li>
		Tweak: Added OnBlockBrokenWith and OnBlockBreaking to CollectibleBehavior
	</li>
	<li>
		Tweak: All Wildcard matching util methods now accept * as Domain to ignore domain checking. Also works for the SearchItems and SearchBlocks methods. Also fixes spawner block dialog not showing modded creatures
	</li>
	<li>
		Tweak: Added LanguageCode field to TextCommandCallingArgs so its easier to respond with correctly translated strings server side via Lang.GetL()
	</li>
	<li>
		Tweak: BlockLayeredSlowDig class more moddable now
	</li>
	<li>
		Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		Refactor: Clean up GuiDialogHandbook code in preparation for use in a new command handbook
	</li>
	<li>
		Refactor: Client side world loading code - now all in one file instead of 6 different ones
	</li>
	<li>
		Refactor: Rename block.LiquidBarrierHeightOnSide() to block.GetLiquidBarrierHeightOnSide()
	</li>
	<li>
		Refactor: Renamed the multiblock interfaces again and they no longer inherit from eachother, which made no sense. Renames:
		<ul><li>
				IMultiBlockMonolithicBasic =&gt; IMultiBlockColSelBoxes
			</li>
			<li>
				IMultiBlockNormal =&gt; IMultiBlockInteract
			</li>
			<li>
				IMultiBlockExtensive =&gt; IMultiBlockBlockBreaking
			</li>
			<li>
				New: IMultiBlockBlockProperties
			</li>
		</ul></li>
	<li>
		Refactor: For the server side event ChunkColumnGeneration. Changed delegate method arguments. Now passes on a single IChunkColumnGenerateRequest object containing the previous 4 arguments
	</li>
	<li>
		Fixed: Trader dialogue variable names not parsed correctly if they contained a 2nd dot.
	</li>
	<li>
		Fixed: Code domain issue in BlockGenericTypedContainer.GetDecal
	</li>
	<li>
		Fixed: Particly registry not available through IClassRegistryAPI
	</li>
	<li>
		Fixed: Cairo graphics system printing not-disposed errors for unowned surfaces
	</li>
	<li>
		Fixed: Finally fixed generic chest blocktype texture oddities
	</li>
	<li>
		Fixed: Entity idleSoundRange not synced to client<br />
		 
	</li>
</ul><p>
	<strong>Changes since 1.18-pre.8, partially also listed above</strong>
</p>

<ul><li>
		Tweak: Clean bandages can now be used to heal for +3 hp.
	</li>
	<li>
		Tweak: Prevent creatures from walking into fire or boiling water
	</li>
	<li>
		Tweak: Better crash reporting then tesselating a chunk crashes
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Api Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Api Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak: Continued work on the resonance archives and technical gadgetry, purposely not further explained here
			</li>
			<li>
				Tweak: Oars can now be placed on tool racks and ground storage.
			</li>
			<li>
				Tweak: Reduced damage from holding a hot item in hands (1hp -&gt; 0.25 hp)
			</li>
			<li>
				Tweak: Beam recipe now yields 3 beams per log instead of 1
			</li>
			<li>
				Tweak: Added placeholder cobbleskull textures for the other rocktypes because Saraty refuses to make those <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60f.png" class="ipsEmoji" alt="😏"></li>
			<li>
				Fixed: Removed Reed Butterfly from spawning
			</li>
			<li>
				Fixed: Door issue with sync in multiplayer
			</li>
			<li>
				Fixed: "/time add 24" no longer working
			</li>
			<li>
				Fixed: Should fix terra preta no longer spawning
			</li>
			<li>
				Fixed: Avoid client side crash with corrupt charcoal pits
			</li>
			<li>
				Fixed: Gap in inner sod roof corner
			</li>
			<li>
				Fixed: Stone knives only producing 1 blade since 2x durability also fixed durability for bone knives
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">348</guid><pubDate>Sat, 01 Apr 2023 08:19:00 +0000</pubDate></item><item><title>v1.18.0-pre.1 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-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>
	Phew, what a journey that was to get here - particularly the last 2 weeks got quite hectic for the team, probably the single largest combined undertaking in the game's history. Our efforts were fruitful - our first main story event is here: <strong>The Resonance Archives</strong>. I believe we've managed to create a magnificent experience - I think most players will be dazzled by the experience <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" /><br /><br />
	To discover the archives, a vast underground structure: create a new world and find a Treasure Hunter trader. He will request from you a bronze tool, and in return will give you a map of the approximate location (he's not necessarily fully reliable on this). Assuming you found it, before you venture in, make sure to be well prepared - with good armor and provisions.<br /><strong>Please note: </strong>In pre.1, some aspects are a <strong>work in progress</strong>. Some things will still get changed notably. Some things will receive more polishing. There is also still a low chance that random world generation elements will prevent you from completing the entire story event, such as stalagmites getting placed at just the wrong spot. In those cases, doing the event in another brand new world should let you finish it.<br /><br /><strong>What do I do in the Resonance Archives?</strong><br />
	For now, we will leave it up to you all to figure out all its inner workings <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">. Feel free to ask for help in the community though, such as #gameplay-help on our <a href="https://discord.gg/CkJjdrB" rel="external nofollow">discord server</a>, but please use spoiler tags. The VS Team would love to see your first reactions on a Let's play or Stream! Also, we highly recommend you <strong>enable music and </strong>stay in <strong>survival mode</strong> <span style="font-size:11px;">(gear up from creative inventory if you must)</span> while exploring the Resonance Archives, to get the full experience. Optionally with earphones/headset for an extra level of immersion.<br /><br /><strong>Is that all?</strong><br />
	Nope, there's also tons of other goodies in this update.
</p>

<ul><li>
		World generation got some massive upgrades. I personally can't get enough of 1.18 world generation and feel myself compelled to do another play session with my family once 1.18 is stable.
	</li>
	<li>
		Rafts and Gliders add new dimensions of movement to the game.
	</li>
	<li>
		The writing system lets you create your own lore
	</li>
	<li>
		Over 1000 new blocks and items added (in Creative mode, 5470 available blocks and items -&gt; 6509)
	</li>
</ul><p>
	There's something for everyone! \o/
</p>

<p>
	<br /><strong>What about mods?</strong><br />
	In this update I was a bit more liberal when it comes to API changes with the potential to break 1.17 (or older) mods. This is for the benefit of more functionality, and future-proofing with a cleaner API and assets structure. Some coded mods may work if simply recompiled against the 1.18 API. For others, we believe that simple multi-file search&amp;replace edits should generally be enough to get your codebase working on 1.18 again (Notepad++ works well for that, btw). I have aimed to list all the API changes in the changelog, as always. Modders, please let me know in the #gamedev channel on Discord if there are significant difficulties in updating your mods to 1.18 - some breaking changes can be expected, it's a preview release, after all.
</p>

<p>
	<strong>What about my old worlds?</strong><br />
	The pre releases have a good chance of breaking existing worlds, so make sure to backup your savegame before trying a pre. Also there will be chunk borders and <strong>no main story event</strong> in existing worlds. The chunk borders part we might be able to mitigate between pre.1 and stable. Due to the significance of the main story event, generally we expect that people updating to 1.18 will want to start new worlds. As mentioned in Discord it should now be easier for players to preserve cherished parts of existing worlds.
</p>

<p>
	(Specifically, the new <strong><em>/land claim download &lt;index&gt;</em></strong> command exports a copy of a player's claimed land to their own PC.  Note for now this is available only if server and client updated to 1.18-pre.1, we are looking at also in future making a new 1.17.12 game version with this command so that 1.17 servers can offer it to their players without a full update to 1.18.x.  Potentially there will be a <em><strong>/land claim backup/restore</strong></em> feature - WIP - so that players can preserve and restore their builds on a server which updates from 1.17 to 1.18 - the server would announce to players generally they should do this, individual players would back up their builds and the server store those backups in a specific folder, then the server starts a new 1.18 world, and players with permission can restore their backed up builds into the new world.)<br /><br /><strong>Please note</strong><br />
	1. This is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> encounter major bugs, incomplete features, performance issues and crashes. In next 1.18 releases, worldgen might also significantly change and therefore produce chunk borders or unknown blocks until rc.1<br />
	2. Further preview releases will only be posted in discord #news and on <a href="https://info.vintagestory.at/" rel="external nofollow">info.vintagestory.at</a> and not on the blog. A new v1.18 blog post will come when the first release candidate (rc.1) is ready<br />
	3. It is strongly advisable to start a new world, for testing 1.18-pre.1.  This will allow testing of the new features without risk.  In any case, most people will probably want to start a new 1.18 world anyhow, because existing 1.17 worlds will lack the main story event, and the terrain generation in 1.18 is very different in terms of large-scale features like mountains, plains, land, water, etc.<br />
	4.  Known issues already:
</p>

<ul><li>
		firewood can't be made into charcoal
	</li>
	<li>
		occasional terrain color blending problem (different color tones of grass / trees / plants either side of a straight line through the map)
	</li>
	<li>
		Resonator model changes orientation if a tuning cylinder is inserted
	</li>
	<li>
		various issues with doors
	</li>
</ul><p>
	<br /><strong>Still planned for rc.1</strong><br />
	A lot of final polishing of the main story event. Even more lore content: the ability to combine transcribed parchments back into a full book possibly more (wearable) gadgetry. Possibly a rewrite of the oceans world generation system resulting in massive terrain changes! Final polishing of all the other new mechanics.
</p>

<p>
	<strong>.NET7</strong><br />
	Concurrently to the work on 1.18 release, we are still refining our transition from .NET Framework 4.6 to .NET7. This will provide smoother performance, some future-proofing, and potentially broader stability on Linux and MacOS. At present, test builds of v.1.17 are available in a .NET7 version for Windows, Linux and MacOS. If all goes well, at some point we will also make a .NET7 build of v.1.18 available.  Though there is no certainty yet, the intention is for that then to become our standard release for 1.18 if it presents no major issues: only time will tell. We are currently interested in feedback from any Windows 7/8 users who have tried the .NET7 test build.<br /><br /><strong>In other news</strong><br />
	Today also marks 1 year since Russia launched an Invasion of Ukraine. One year ago, we launched a fundraiser and were able to donate 5600 eur towards humanitarian aid - we donated to a respectable charity project in our area. I will personally donate another 2800 eur in the coming days.<br /><br /><strong>Screenshots &amp; Gifs</strong>
</p>

<p>
	Added first main <strong>story event: The Resonance Archives</strong>. A vast underground structure for you to explore, master its challenges and loot rare treasures.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14457" href="//media.vintagestory.at/monthly_2023_02/storyevent.png.afcfab186f883e4f1a0f9124840a0d1a.png" rel=""><img alt="storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14457" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" /></a>
</p>

<p>
	Added <strong>NPC Dialogue</strong>. You can now have conversations with traders<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14410" href="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.png.e195d43960756a39fdc899dbaea9f9a0.png" rel=""><img alt="2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14410" data-ratio="29.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" /></a><br /><br />
	Added <strong>Glider</strong>: Descend elegantly from tall mountains. Added <strong>rift wards</strong> to defuse treacherous rifts near your base.<br /><img alt="glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14371" data-ratio="88.46" width="312" src="//media.vintagestory.at/monthly_2023_02/glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" />  <img alt="riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14407" data-ratio="102.61" style="width:269px;height:auto;" width="410" src="//media.vintagestory.at/monthly_2023_02/riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" /><br /><br />
	Added <strong>rafts</strong>. Stay dry when traversing the seas.<br /><img alt="teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14372" data-ratio="63.35" width="513" src="//media.vintagestory.at/monthly_2023_02/teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" /></p>

<p>
	<br /><strong>Oceans: </strong>You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14384" href="//media.vintagestory.at/monthly_2023_02/oceans.png.4b295994eae73c3d217811dccab486b9.png" rel=""><img alt="oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14384" data-ratio="39.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" /></a><br /><br />
	More diverse world generation, such as the <strong>new upheaval system</strong>, which creates large-scale mountainous areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14365" href="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.jpg.124c594deb1f912c8ccf8a0f188452cc.jpg" rel=""><img alt="2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14365" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" /></a><br /><br /><strong>Geologic activity system</strong>. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14366" href="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.jpg.f26accefae09b31d145b4f3dbd6981b4.jpg" rel=""><img alt="2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14366" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" /></a><br /><br /><strong>Overhauled poles</strong>. Instead of massive mountains, there are now windswept glaciers and desolate valleys<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14367" href="//media.vintagestory.at/monthly_2023_02/desolateglaciers.png.15a70d963d798b8186a1dc2003796e2c.png" rel=""><img alt="desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14367" data-ratio="37.30" width="1000" src="//media.vintagestory.at/monthly_2023_02/desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" /></a><br /><br /><strong>Rocktyped ruins</strong>: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14412" href="//media.vintagestory.at/monthly_2023_02/rocktypedruins.jpg.cf95e1e2facc8ba5c59d9279e2156019.jpg" rel=""><img alt="rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14412" data-ratio="47.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" /></a>
</p>

<p>
	<br /><strong>New landforms: </strong>You will fall in love with the new terraced mountains and super flat areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14368" href="//media.vintagestory.at/monthly_2023_02/ledged.png.8ab76288f13142693632497424c74a36.png" rel=""><img alt="ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14368" data-ratio="23.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" /></a><br /><br />
	Moss now grows on trees<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14369" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.png.063703b27225a6e687672068ab7c65f4.png" rel=""><img alt="2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14369" data-ratio="32.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" /></a><br /><br />
	Added veins of cracked rock<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14370" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.png.7b3b796289e164f68b64ce1e7f152fc2.png" rel=""><img alt="2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14370" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" /></a><br /><br /><br />
	Added <strong>writing system </strong>and interactable <strong>bookshelves.</strong> 1.18 is also "your lore update" \o/<br /><img alt="writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14373" data-ratio="117.12" style="width:332px;height:auto;" width="516" src="//media.vintagestory.at/monthly_2023_02/writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" /><img alt="bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14374" data-ratio="70.55" style="width:550px;height:auto;" width="723" src="//media.vintagestory.at/monthly_2023_02/bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" /><br /><br /><strong>160+ new types of butterflies</strong> and a butterfly net to catch them. Caught butterflies can be placed in display cases.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14385" href="//media.vintagestory.at/monthly_2023_02/butterflies.png.43745664e87d336293f67d5732a5970f.png" rel=""><img alt="butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14385" data-ratio="69.60" width="1000" src="//media.vintagestory.at/monthly_2023_02/butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" /></a><br /><br /><strong>Door overhaul</strong>: Added much larger doors/gates, as well as wood-typed doors, and door animations<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_02/doorsdoorsdoors.gif.658d4e23c37ba9c5c22ae350babae4e1.gif" rel="external nofollow"><img alt="doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14376" data-ratio="35.22" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2023_02/doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" /></a><br /><img alt="3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14377" data-ratio="137.73" style="width:220px;height:auto;" width="414" src="//media.vintagestory.at/monthly_2023_02/3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" />  <img alt="2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14378" data-ratio="96.50" width="314" src="//media.vintagestory.at/monthly_2023_02/2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" /></p>

<p>
	<br /><strong>Sign block overhaul: </strong>Can now change font size, improved writing experience and added metal plaques<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14379" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.png.bd0736f5697d333e343bd6dedc9d650b.png" rel=""><img alt="2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14379" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" /></a>
</p>

<p>
	<strong>Angled beams system</strong>: A wholly different placement system for wooden beams<br /><img alt="beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14411" data-ratio="94.12" width="442" src="//media.vintagestory.at/monthly_2023_02/beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" /><br /><br /><strong>Improved chiseling</strong>: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14391" href="//media.vintagestory.at/monthly_2023_02/seamlessglass.png.a23c5868d8ab17e8b0eecf7ff981bc1e.png" rel=""><img alt="seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14391" data-ratio="47.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" /></a>
</p>

<p>
	Added <strong>treasure maps</strong>. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee<br /><img alt="2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14409" data-ratio="60.25" style="width:400px;height:auto;" width="562" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" /><br /><br />
	Reworked most flower models<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14415" href="//media.vintagestory.at/monthly_2023_02/flowers.png.ae06b5b4e8bc72f56f5cd756c6243355.png" rel=""><img alt="flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14415" data-ratio="45.50" width="1000" src="//media.vintagestory.at/monthly_2023_02/flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" /></a><br /><br />
	Improved reeds model<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14418" href="//media.vintagestory.at/monthly_2023_02/reeds.png.2cce84905b2c31e4651d51b4ea75a2c6.png" rel=""><img alt="reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14418" data-ratio="30.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" /></a><br /><br />
	Visible fertilizer. You can now see how much fertilizer you applied to farmland<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14419" href="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.png.099eaa1a89dfee1a396e768d3f0dd9e9.png" rel=""><img alt="2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14419" data-ratio="42.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" /></a><br /><br />
	Reworked firewood and orientable firewood piles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14416" href="//media.vintagestory.at/monthly_2023_02/firewood.png.872540192d19b3f9981126cf10ecb023.png" rel=""><img alt="firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14416" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" /></a><br /><br /><strong>Improved handbook</strong>: Now shows output quantities and other QOL changes<br /><img alt="2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14380" data-ratio="81.78" style="width:214px;height:auto;" width="388" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" />  <img alt="2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14381" data-ratio="48.48" width="361" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" /><br /><br />
	Overhauled the command system.  New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically<br /><img alt="commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14413" data-ratio="137.56" width="426" src="//media.vintagestory.at/monthly_2023_02/commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" /><br /><br />
	Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14414" href="//media.vintagestory.at/monthly_2023_02/landclaimdownload.png.e0272a5a2ffaff109618b96fdfbcc4d4.png" rel=""><img alt="landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14414" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" /></a><br /><br />
	Added a tutorial mode (WIP)<br /><img alt="tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14417" data-ratio="69.08" width="511" src="//media.vintagestory.at/monthly_2023_02/tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" /><br /><br />
	Auto updater for Windows users<br /><img alt="update.gif.bb77518492325a4a34acf6c23c31df0e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14420" data-ratio="40.53" width="607" src="//media.vintagestory.at/monthly_2023_02/update.gif.bb77518492325a4a34acf6c23c31df0e.gif" /><br /><br />
	Added ability to swap textures, limited to clutter blocks only<br /><img alt="textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14421" data-ratio="66.32" width="674" src="//media.vintagestory.at/monthly_2023_02/textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" /><br /><br />
	Added wearable spectacles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14464" href="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.png.2c050cd52bd33232c78a5df428299a6a.png" rel=""><img alt="2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14464" data-ratio="49.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" /></a>
</p>

<p>
	Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders<br /><img alt="resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14465" data-ratio="125.53" width="333" src="//media.vintagestory.at/monthly_2023_02/resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" /><br /><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Feature: <strong>The first main story event</strong>. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!)
	</li>
	<li>
		Feature: <strong>Improved world generation</strong>
		<ul><li>
				<strong>Added Oceans system</strong>. Disabled by default but can be set up in the World Configuration screen.
			</li>
			<li>
				<strong>Added vertical upheavel system</strong>. Very large scale mountainous regions, and flattened plains regions. Configurable.
			</li>
			<li>
				<strong>Geologic activity system</strong>. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable.
			</li>
			<li>
				<strong>Overhauled polar regions</strong>. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block.
			</li>
			<li>
				<strong>Added 6 new landforms</strong>: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20%
			</li>
			<li>
				Feature: Cracked rock now spawns like quartz veins
			</li>
			<li>
				Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) <span style="font-size:12px;">(Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations)</span>
			</li>
			<li>
				Feature: Surface ruins are now rocktyped based on local rock strata.
			</li>
			<li>
				Feature: Surface ruins and trees in wet&amp;warm climates now have moss on their logs
			</li>
			<li>
				Tweak: Improved support for large world heights
				<ul><li>
						Reduce rivulet spam high in the mountains, most apparent on large world heights
					</li>
					<li>
						Ore deposits now scale with world height (except surface copper)
					</li>
					<li>
						Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights.
					</li>
				</ul></li>
			<li>
				Tweak: Increased ruined village size variability
			</li>
			<li>
				Tweak: Reduced trees at the north/south pole
			</li>
			<li>
				Tweak: Fewer floating islands (20 block size cull threshold -&gt; 40 block size threshold)
			</li>
			<li>
				Tweak: Added another soil layer
			</li>
			<li>
				Tweak: Reduced spawn depth of treasure chests
			</li>
			<li>
				Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn
			</li>
			<li>
				Fixed: Water lily no longer generates in very deep water
			</li>
			<li>
				Fixed: Loose patches of rusty gears not spawning underground
			</li>
			<li>
				Fixed: Floating sand generating on water in cold areas
			</li>
		</ul></li>
	<li>
		Feature: <strong>Added Glider</strong>. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event.
	</li>
	<li>
		Feature: <strong>Added Rafts</strong>. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand.
	</li>
	<li>
		Feature: Added <strong>rift ward</strong>, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears.
	</li>
	<li>
		Feature: Added <strong>treasure maps</strong>. They add waypoints on your world map pointing towards treasures. Sold by traders.  Accuracy unknown(?)
	</li>
	<li>
		Feature: <strong>Writing system and Bookshelves</strong>
		<ul><li>
				Can now write in books and parchments. Books can be signed to make then non-editable
			</li>
			<li>
				Added ink and quill item, required for writing in books
			</li>
			<li>
				Added fully interactable bookshelves, lets you store and remove up to 14 books in each one
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>160+ new types of butterflies</strong>. Butterflies can now be caught with a butterfly net &amp; can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation.
	</li>
	<li>
		Feature: <strong>Doors overhaul</strong>
		<ul><li>
				Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates.
			</li>
			<li>
				Doors crafted from boards are now wood-typed and no longer have a sleek look
			</li>
			<li>
				The old sleek looking door can be purchased at the trader instead
			</li>
			<li>
				The opening and closing sequence of doors is now animated
			</li>
		</ul></li>
	<li>
		Feature: <strong>Sign block overhaul</strong>
		<ul><li>
				Signs and labeled chests text font size is now configurable and more easily moddable
			</li>
			<li>
				Sign text editor text area more accurately represents how the actual text is displayed on the sign
			</li>
			<li>
				Added writeable metal plaques that use a new medieval font
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved Handbook</strong>
		<ul><li>
				Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items)
			</li>
			<li>
				The handbook now displays output quantities for crafting and barrel recipes
			</li>
			<li>
				Added growing properties of fruit trees to the handbook
			</li>
			<li>
				New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook
			</li>
			<li>
				Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>angled beams system</strong>. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative
	</li>
	<li>
		Feature: <strong>Tutorial system</strong>. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial.
	</li>
	<li>
		Feature: <strong>Visible fertilizer. </strong>Fertilizer applied to farmland is now visually shown on the farm land
	</li>
	<li>
		Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e)
	</li>
	<li>
		Feature: Can now <strong>download land claims </strong>using command <strong><em>/land claim download [index]</em></strong>
	</li>
	<li>
		Feature: The game now attempts to <strong>download unsatisfied mod dependencies</strong> from the Vintage Story ModDB
	</li>
	<li>
		Feature: Added <strong>auto-updater </strong>for the Windows client (not available on Linux/Mac)
	</li>
	<li>
		Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP.
	</li>
	<li>
		Feature: Dialogs and main menu now have a <strong>textured background</strong>
	</li>
	<li>
		Feature: Added 50 wearable butterfly pins (creative mode only currently)
	</li>
	<li>
		Feature: Added glasses face accessory for seraph
	</li>
	<li>
		Feature: <strong>Added ruined weapons</strong>. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere.
	</li>
	<li>
		Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive".
	</li>
	<li>
		Feature: <strong>New (survival mode) construction options</strong>
		<ul><li>
				Feature: Parchment can now be crafted
			</li>
			<li>
				Feature: Added <strong>sod roofs</strong> and <strong>debarked logs</strong>, survival craftable
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved chiseling!</strong>
		<ul><li>
				Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich)
			</li>
			<li>
				Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example
			</li>
			<li>
				Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material.
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved world maps!</strong>
		<ul><li>
				Improved shading to better visualize the steepness of the terrain
			</li>
			<li>
				Waypoints are now more visible against the map background
			</li>
			<li>
				Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color
			</li>
			<li>
				By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig <em><strong>allowDeathwaypointing</strong></em> or per player via <strong><em>/waypoint deathwp false</em></strong>
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul><li>
				Feature: Bows now have accuracy modifiers. High end bows are now more accurate
			</li>
			<li>
				Feature: Hunters now have 20% increased bow drawing strength
			</li>
			<li>
				Tweak: Increased min charge time for bows from 0.35s to 0.65s
			</li>
			<li>
				Tweak: Animal harvesting no longer yields bones, but breaking the carcass does
			</li>
			<li>
				Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses.
			</li>
			<li>
				Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6)
			</li>
			<li>
				Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days
			</li>
			<li>
				Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity)
			</li>
			<li>
				Tweak: Player can no longer place blocks directly in Lava
			</li>
			<li>
				Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly.
			</li>
			<li>
				Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s
			</li>
			<li>
				Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed
			</li>
			<li>
				Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack
			</li>
			<li>
				Tweak: Increased steel chisel durability (5000 -&gt; 6000)
			</li>
			<li>
				Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass.
			</li>
			<li>
				Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed
			</li>
			<li>
				Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1.  You will generally, on average, get one crushed unit for every 3 nuggets.
			</li>
			<li>
				Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed)
			</li>
			<li>
				Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas
			</li>
			<li>
				Tweak: In single player, the game now fully pauses during character creation
			</li>
			<li>
				Tweak: Alum deposits can now also spawn surface ores
			</li>
			<li>
				Tweak: Reduced chance of calm rift weather
			</li>
			<li>
				Tweak: Bighorn sheep hitbox and wander speed fine tuning
			</li>
			<li>
				Fixed: Bears drowning in water
			</li>
			<li>
				Fixed: Hunger exploit when eating a meal while full
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Visual fine tuning</strong>
		<ul><li>
				Feature: New 3d model for reeds
			</li>
			<li>
				Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well
			</li>
			<li>
				Feature: Added underwater Sediment disturbance particle effect
			</li>
			<li>
				Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like.
			</li>
			<li>
				Tweak: Increased overall scene brightness on sunny days
			</li>
			<li>
				Tweak: Desert storm fog no longer appears when it recently rained
			</li>
			<li>
				Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges.
			</li>
			<li>
				Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled,
			</li>
			<li>
				Tweak: Snowfall is now more dense
			</li>
			<li>
				Tweak: Harvesting berries now spawns some particles
			</li>
			<li>
				Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction
			</li>
			<li>
				Tweak: Seraph now also adjusts its torso when looking around
			</li>
			<li>
				Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick
			</li>
			<li>
				Feature: Seraph can now wear spectacles
			</li>
			<li>
				Tweak: Text on sign blocks is now a bit sharper
			</li>
			<li>
				Tweak: Reduced see-through effect of water near the player
			</li>
			<li>
				Tweak: Made rain drip particles wind affected
			</li>
			<li>
				Tweak: Creature step pitching visual fine tuning
			</li>
			<li>
				Tweak: Reduced shiny effect for blocks that are in shade
			</li>
			<li>
				Tweak: Temporal stability twitching now disabled when not in survival mode
			</li>
			<li>
				Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Performance optimizations</strong>
		<ul><li>
				New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (<span style="font-size:12px;">Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas</span>)
			</li>
			<li>
				Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (<span style="font-size:12px;">Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors</span>)
			</li>
			<li>
				Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -&gt; no lag spike)
			</li>
			<li>
				Improve world startup speed by ~2.5 seconds.<span style="font-size:12px;"> (Technical info: Make Lang system lock-free, creation of texture atlas mipmaps now done off-thread)</span>
			</li>
			<li>
				Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game)
			</li>
			<li>
				Much improved overall FPS when dropping thousands of items.<span style="font-size:12px;"> (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower)</span>
			</li>
			<li>
				Slightly optimize dropped item despawn behavior as well
			</li>
			<li>
				Slightly increased overall FPS <span style="font-size:12px;">(Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2</span>)
			</li>
			<li>
				Slightly increased overall FPS #2<span style="font-size:12px;"> (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values)</span>
			</li>
			<li>
				Tweak: Improve FPS by up to 23% when at max view distance. <span style="font-size:12px;">(Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS =&gt; 16 FPS / 17mil tris =&gt; 12 mil tris at max view distance in a heavily forested area)</span>
			</li>
			<li>
				Fixed: Client side slow memory leak<span style="font-size:12px;"> (Technical info: map regions were never unloaded on the client)</span>
			</li>
		</ul></li>
	<li>
		Feature: <strong>Full rewrite of the command system</strong> to be more powerful, more flexible, self-documenting and more everything.
		<ul><li>
				Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax.
			</li>
			<li>
				Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release.  For now, please use the in-game <strong><em>/help </em></strong>command, it should be able to provide full help for the commands which use the new Command API.  For example, <em><strong>/help tp</strong></em>
			</li>
			<li>
				Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt
			</li>
			<li>
				/tp now uses the new entity and target location selector systems. Examples:
				<ul><li>
						/tp 0 150 0           - Teleport yourself to 0 150 0
					</li>
					<li>
						/tp s[] Saraty        - Teleport yourself to saraty
					</li>
					<li>
						/tp Tyron Saraty   - Teleport tyron to saraty
					</li>
					<li>
						/tp p[] Saraty        - Teleport all players to saraty
					</li>
					<li>
						/tp p[range=12] ~ ~10 ~      - Teleport all players within a 12 block range 10 blocks in the air
					</li>
					<li>
						/tp l[] Tyron           - Teleport the currently looked at entity/player to Tyron
					</li>
					<li>
						/tp Tyron l[]           - Teleport Tyron to the currently looked at entity/player
					</li>
				</ul></li>
			<li>
				When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link
			</li>
			<li>
				Feature: New command <strong><em>/setblock &lt;code&gt; &lt;position&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/executeas &lt;entityselector&gt; &lt;command&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/activate &lt;position&gt; [arguments]</em></strong>. For supported blocks, it should be similar to a player right-clicking or activating the block.  Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch
			</li>
			<li>
				Feature: New command <strong><em>/entity setattr</em></strong> command to set attributes on an entity
			</li>
			<li>
				Tweak: Removed /clearentities, replaced with <strong><em>/entity wipeall &lt;entityselector&gt;</em></strong>
			</li>
			<li>
				Tweak: <em><strong>/entity count</strong></em> and <strong><em>/entity countg</em></strong> now accept an entity selector argument
			</li>
			<li>
				Tweak: <strong><em>/entity remove</em></strong> now requires an entity selector, e.g. <em><strong>e[type=drifter*]</strong></em>
			</li>
			<li>
				Tweak: Commands <em><strong>/cit</strong></em> and <em><strong>/chunkunload</strong></em> are now respectively <em><strong>/chunk cit</strong></em> and <em><strong>/chunk unload</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug cr</em></strong> is now <em><strong>/debug chunk relight</strong></em>
			</li>
			<li>
				Tweak: Command <em><strong>/debug delplr</strong></em> is now <em><strong>/player [playername] wipedata</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug clrplrinv</em></strong> is now <strong><em>/player [playername] clearinv</em></strong>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setgen</em></strong> is now <em><strong>/entity setgen</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setlact</em></strong> is now <em><strong>/entity setlact</strong></em>
			</li>
			<li>
				Tweak: Changed syntax of <em><strong>/giveitem</strong></em> and <strong><em>/giveblock</em></strong>:
				<ul><li>
						Before: <strong><em>/giveitem type quantity toplayername {attributes}</em></strong>
					</li>
					<li>
						Now: <strong><em>/giveitem type{attributes} quantity entityselector</em></strong>
					</li>
				</ul></li>
			<li>
				<em><strong>/weather</strong></em> command tweaks
			</li>
			<li>
				Fixed <em><strong>/setblock</strong></em> not respecting block attributes argument
			</li>
			<li>
				Tweak: <strong><em>/we mark</em></strong> now requires '=' prefix for absolute positions
			</li>
			<li>
				Tweak: The <strong><em>/kill</em></strong> command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it.
			</li>
			<li>
				Tweak: Disable <strong><em>.debug</em></strong> commands for non-admins in multiplayer
			</li>
		</ul></li>
	<li>
		Feature: <strong>More creative mode content</strong>
		<ul><li>
				Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making
			</li>
			<li>
				Feature: <strong>More Clutter</strong>.  Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc..
			</li>
			<li>
				Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader.
			</li>
			<li>
				Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel
			</li>
			<li>
				Feature: New Aged bricks block
			</li>
			<li>
				Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks.
			</li>
			<li>
				Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands
			</li>
			<li>
				Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (<span style="font-size:12px;">see technical info in API changelog below</span>)
			</li>
			<li>
				Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams
			</li>
			<li>
				Tweak: Added several more features to the Spawner meta block
			</li>
			<li>
				Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory
			</li>
		</ul></li>
	<li>
		Tweak: WorldEdit changes
		<ul><li>
				Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1"
			</li>
			<li>
				Feature: Flood fill tool: Can now separately ignore water or plants
			</li>
			<li>
				Feature: New chisel brush world edit tool paint in voxels
			</li>
			<li>
				Feature: Added <em><strong>/we mpacifywater</strong></em>. Pacifies water in selected area - i.e. turns all flowing water into still water
			</li>
			<li>
				Feature: Added <em><strong>/we mdeletewater</strong></em>. Deletes all water in selected area
			</li>
			<li>
				Tweak: Added "ignore water and plants" switch for the flood fill tool
			</li>
			<li>
				Tweak: Added chiselable collider meta block
			</li>
			<li>
				Tweak: World edit selection tools now have a more intuitive selection behavior
			</li>
			<li>
				Tweak: Air brush mode has a new "replace only selected block" mode
			</li>
			<li>
				Tweak: Added <em><strong>/we cx</strong></em>, <em><strong>/we cy</strong></em> and <em><strong>/we cz</strong></em> to change the selection in x,y and z axis
			</li>
			<li>
				Fixed: Imported and placed Schematics now place Decor blocks correctly
			</li>
			<li>
				Fixed: Worldedit Undo/Redo not working with decor blocks
			</li>
			<li>
				Fixed: Worldedit Undo/Redo borked with liquids
			</li>
			<li>
				Fixed: <em><strong>/wgen regen</strong></em> sometimes not sending chunks properly
			</li>
		</ul></li>
	<li>
		Feature: Textareas now support word automatic wrapping
	</li>
	<li>
		Tweak: Game now starts at year 0
	</li>
	<li>
		Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face)
	</li>
	<li>
		Tweak: All wrench-rotatable blocks now show this in their block interaction help
	</li>
	<li>
		Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise
	</li>
	<li>
		Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig
	</li>
	<li>
		Tweak: Made butterflies not flee from you when you sneak
	</li>
	<li>
		Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy)
	</li>
	<li>
		Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold
	</li>
	<li>
		Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously)
	</li>
	<li>
		Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously)
	</li>
	<li>
		Tweak: Fish AI fine tuning
	</li>
	<li>
		Tweak: Nails and strips can now also be used for block reinforcement
	</li>
	<li>
		Tweak: Echo chamber is now renamed to Resonator
	</li>
	<li>
		Tweak: Added our moderators to the credits screen
	</li>
	<li>
		Tweak: Better auto-guessing for the right window size and GUI scale on first startup
	</li>
	<li>
		Tweak: The game is now more robust against removing/re-adding mods or blocktypes <span style="font-size:12px;">(Technical info: Block entity data on missing blocks was lost upon save&amp;reload, it's now preserved in case the block is later re-added)</span>
	</li>
	<li>
		Tweak: Various dejanks / Quality-of-live changes
		<ul><li>
				Tweak: Fine tuned camera position time step, might reduce frame jitter
			</li>
			<li>
				Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models
			</li>
			<li>
				Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki
			</li>
			<li>
				Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph
			</li>
			<li>
				Tweak: Vines no longer drop "end" sections
			</li>
			<li>
				Tweak: Hide reticle in spectator mode
			</li>
			<li>
				Tweak: Snappier plate armor step sound
			</li>
			<li>
				Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling
			</li>
			<li>
				Tweak: Prevent creatures from stepping on stalagmites/ctites
			</li>
			<li>
				Tweak: Breaking soil under ferns now removes the fern
			</li>
			<li>
				Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch.
			</li>
			<li>
				Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N).  Our intention is to save new players from accidentally switching off this useful help
			</li>
			<li>
				Tweak: Torches are no longer "Material: Other"
			</li>
			<li>
				Tweak: Removed butter from creative menu &amp; handbook. Removed unused "Crank" item from the game
			</li>
			<li>
				Tweak: Parchment and books are now groundstorable
			</li>
		</ul></li>
	<li>
		Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets
	</li>
	<li>
		Tweak: Added mod name to held item info if it's not a vanilla block
	</li>
	<li>
		Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north)
	</li>
	<li>
		Tweak: The creative only rhodium items are now nickel
	</li>
	<li>
		Removed: Instanced grass/flower rendering. Fixes flower rendering bugs.
	</li>
	<li>
		Fixed: Changing sound output device broke many sounds
	</li>
	<li>
		Fixed: Game crashing on world load when the installation path contained curly braces
	</li>
	<li>
		Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error.
	</li>
	<li>
		Fixed: Game crashing in multiple locations when the survival mod assets were not loaded
	</li>
	<li>
		Fixed: Sun rising in the evening when the survival mod was disabled
	</li>
	<li>
		Fixed: Using wrench in creative mode consumed durability
	</li>
	<li>
		Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry
	</li>
	<li>
		Fixed: Link text alignment issues with centered fonts
	</li>
	<li>
		Fixed: Hacked locusts were despawning when out of player range
	</li>
	<li>
		Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots
	</li>
	<li>
		Fixed: Gui derp when right clicking a clay form twice
	</li>
	<li>
		Fixed: Potential crashes when knapping with stones that were also suitable for cave art
	</li>
	<li>
		Fixed: "Meta (Spawner)" gui creature selection derps
	</li>
	<li>
		Fixed: z-fighting on seraph hand when holding a forlon estoc
	</li>
	<li>
		Fixed: Group invite notification not received by players
	</li>
	<li>
		Fixed: A crash related to cloth sim
	</li>
	<li>
		Fixed: Wrong texture on part-baked and charred sunflower bread
	</li>
	<li>
		Fixed: No linebreak made by the text editor if there were no spaces to linebreak at
	</li>
	<li>
		Fixed: Wrong texture on the aged basket, added ruined basket as well
	</li>
	<li>
		Fixed: Able to overfill troughs using chutes
	</li>
	<li>
		Fixed: Should fix a server-side exception when a client crashes during connect
	</li>
	<li>
		Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point
	</li>
	<li>
		Fixed: Incorrect particle collisions with clutter blocks
	</li>
	<li>
		Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs
	</li>
	<li>
		Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting
	</li>
	<li>
		Fixed: Issues with saving macros
	</li>
	<li>
		Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side
	</li>
	<li>
		Fixed: Chest animations borked
	</li>
	<li>
		Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing
	</li>
	<li>
		Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture.
	</li>
	<li>
		Fixed: New world not starting if it can't find a suitable spawn location
	</li>
	<li>
		Fixed: Multiple issues when importing a schematic from a previously modded world
	</li>
	<li>
		Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame
	</li>
	<li>
		Fixed: Armorstands not having their items when placed from story schematics
	</li>
	<li>
		Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks
	</li>
	<li>
		Fixed: Multiple usability issues with display cases.
		<ul><li>
				Added a line on its purpose in the handbook
			</li>
			<li>
				Fixed interaction help not displayed
			</li>
			<li>
				Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	<strong>API Changes</strong>
</p>

<p>
	The most significant change is a <strong>full command system rewrite</strong>. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the <a href="https://en.wikipedia.org/wiki/Fluent_interface" rel="external nofollow">Fluent interface</a> design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/<br />
	I've continued my efforts towards more <strong>behavior-based</strong> programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for <strong>multiblock structures</strong> is also improved, evident by the new large multiblock doors. The <strong>player mounting system </strong>should also be significantly more robust and flexible, see also raft code. Adding Worldmap <strong>waypoint icons</strong> is now dead simple - just drop in an svg file in the right folder.<br />
	When a game world has loaded up, it will now print an <strong>error summary</strong>, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">14.2.2023 12:22:23 [Client Notification] ===============================================================
14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup
14.2.2023 12:22:23 [Client Notification] ===============================================================</span></pre>

<p>
	Beyond that, there is the usual myriad of minor changes. Have a look:
</p>

<ul><li>
		Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks.
	</li>
	<li>
		Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay
	</li>
	<li>
		Feature: All waypoint icons are now loaded from svg files
	</li>
	<li>
		Feature: Story structure generation system. Allows generation of a very large schematic, once per world
	</li>
	<li>
		Feature: New side-agnostic api subsystem: api.ChatCommands
	</li>
	<li>
		Feature: NPC dialogue system
		<ul><li>
				Can now add dialogue to any NPC with pure JSON
			</li>
			<li>
				Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more
			</li>
		</ul></li>
	<li>
		Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order:
		<ul><li>
				1. convo-{charclass}-{personality}.json
			</li>
			<li>
				2. convo-{charclass}.json
			</li>
			<li>
				3. convo.json
			</li>
		</ul></li>
	<li>
		Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on
	</li>
	<li>
		Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks
	</li>
	<li>
		Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area.
	</li>
	<li>
		Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists
	</li>
	<li>
		Feature: Added new OnTestBlockAccess event to override land claiming behavior
	</li>
	<li>
		Feature: Added client side events MapRegionLoaded and MapRegionUnloaded
	</li>
	<li>
		Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior
	</li>
	<li>
		Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability"
	</li>
	<li>
		Feature: WorldgenHook block, triggers the specified worldgen hook (set by command <strong><em>/dev worldgenhook</em></strong>) when this block is placed by a schematic during worldgen
	</li>
	<li>
		Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block
	</li>
	<li>
		The default Worldgen hook is "genHookStructure <em>&lt;assetname&gt;</em>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures
	</li>
	<li>
		Tweak: Added BlockEntity.OnPlacementBySchematic() method
	</li>
	<li>
		Tweak: Added IServerPlayer.InWorldAction event
	</li>
	<li>
		Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class)
	</li>
	<li>
		Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape)
	</li>
	<li>
		Tweak: Json patches now can be disabled via `enabled` property
	</li>
	<li>
		Tweak: Added helper method Block.GetBEBehavior()
	</li>
	<li>
		Tweak: Added helper method IBlockAccessor.GetInterface&lt;T&gt;()
	</li>
	<li>
		Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader
	</li>
	<li>
		Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId"
	</li>
	<li>
		Refactor: Moved away several methods from the Block class
		<ul><li>
				Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace
			</li>
			<li>
				Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again)
			</li>
			<li>
				Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData
			</li>
		</ul></li>
	<li>
		Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block.
	</li>
	<li>
		Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete
	</li>
	<li>
		Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix)
	</li>
	<li>
		Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways.
	</li>
	<li>
		Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args
	</li>
	<li>
		Refactor: Clean up survival textures folder: moved several out of place textures into various folders
	</li>
	<li>
		Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25%
	</li>
	<li>
		Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed
	</li>
	<li>
		Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field
	</li>
	<li>
		Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);"
	</li>
	<li>
		Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover
	</li>
	<li>
		Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs
	</li>
	<li>
		Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues
	</li>
	<li>
		Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry.
	</li>
	<li>
		Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class
	</li>
	<li>
		Refactor: Renamed IBlockEntityRotatable to IRotatable
	</li>
	<li>
		Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread.
	</li>
	<li>
		Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer
	</li>
	<li>
		Tweak: Player head control rework. Now simplified code.
	</li>
	<li>
		Tweak: BlockWater now has json configurable ice block code and freezing point
	</li>
	<li>
		Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity &gt; 1
	</li>
	<li>
		Tweak: The game now logs a warning/error summary after startup
	</li>
	<li>
		Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead
	</li>
	<li>
		Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy
	</li>
	<li>
		Tweak: IMountableSupplier interface now requires property MountPoints
	</li>
	<li>
		Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes.
	</li>
	<li>
		Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable
	</li>
	<li>
		Tweak: Transform editor now allows X-axis flipping
	</li>
	<li>
		Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code
	</li>
	<li>
		Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions
	</li>
	<li>
		Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic.
	</li>
	<li>
		Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric"
	</li>
	<li>
		Tweak: Prevent the game crashing from invalid blocks
	</li>
	<li>
		Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null"
	</li>
	<li>
		Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat"
	</li>
	<li>
		Tweak: Added chattype:// link protocol to add text to the clients chatbox
	</li>
	<li>
		Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi)
	</li>
	<li>
		Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet
	</li>
	<li>
		Fixed: Not able to make grid recipes with 2 liquids
	</li>
	<li>
		Fixed: "shelvable: false" showed up as shelvable in the handbook
	</li>
	<li>
		Fixed: Default value arg in player.GetModData() was ignored
	</li>
	<li>
		Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds.
	</li>
	<li>
		Fixed: Entities imported from schematics sometimes had a wrong offset on them
	</li>
	<li>
		Fixed: Fixed StackOverflow in mapregion.SetModData&lt;T&gt;()
	</li>
	<li>
		Fixed: structures.json, Schematics property not respecting mod domains
	</li>
	<li>
		Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition()
	</li>
	<li>
		Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids.
	</li>
</ul>]]></description><guid isPermaLink="false">342</guid><pubDate>Fri, 24 Feb 2023 08:33:00 +0000</pubDate></item></channel></rss>
