<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/page/8/?d=2</link><description>News: News</description><language>en</language><item><title>Steel Age and Character Customization (v1.14.0-rc.1,rc.2,rc.3)</title><link>https://www.vintagestory.at/blog.html/news/steel-age-and-character-customization-v1140-rc1rc2rc3-r264/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Steeled Community</strong></span><br />
	v1.14.0-rc.1,2,3, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br /><br />
	300 features, tweaks and fixes later - here's the nearly completed version v1.14! <span><span><span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f389.png" class="ipsEmoji" alt="🎉"><br />
	As always, before updating, we recommend making a backup of your favorite saves.<br /><br /><strong>[Edit:] </strong>Also released rc.2 with the following changes</span></span></span><br />
	- Tweak: Backwards compatibility for old saves: Now able to load old journal entries, class selector no longer deletes clothes but drops them on the ground<br />
	- Fixed: building windmills higher up in the mountain did not provide a wind speed bonus<br /><br /><strong>[Edit:]</strong> Also released rc.3 with the following changes<br />
	- Fixed: opening handbook for the first time showed an empty list<br />
	- Fixed: pounder overextended in the handbook detail page<br />
	- Fixed: pickup sounds gone from loose stone and loose sticks<br />
	- Fixed: using the propick crashed the game<br />
	- Fixed: missing translation on the coke oven<br />
	- Fixed: crusher throwing exceptions on wrong input items
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/dGCUWqoiMKk?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br /><br /><strong>v1.14 Game updates</strong> since <a href="https://www.vintagestory.at/blog.html/news/the-100-small-tweaksfeatures-update-v1140-pre1-r262/" rel="">pre.1</a>
</p>

<ul><li>
		Feature: Completed the <strong>character skin and class selector</strong>
	</li>
	<li>
		Feature: <strong>The Steel Age</strong>
		<ul><li>
				Can now survival craft refractory bricks with aformention crushed minerals
			</li>
			<li>
				Can now survival craft the metal door, refractory brick grating and stone coffins
			</li>
		</ul></li>
	<li>
		Feature: <strong>The Pulverizer</strong>!
		<ul><li>
				Fancy mechanical power stone grinder!
			</li>
			<li>
				Can now crush bauxite stones, ilmenite ore, peridotite stones and quartz pieces into their crushed variants. Required to craft refractory bricks.
			</li>
			<li>
				Can be survival crafted
			</li>
		</ul></li>
	<li>
		Feature: More <strong>Body Temperature additions</strong>
		<ul><li>
				Added clothing warmth protection
			</li>
			<li>
				Added clothing condition and ability to repair clothes with flaxtwine or linen. (left click with linen in hands on clothes, not in the crafting window!)
			</li>
			<li>
				Added frost damage when "harsh winters" is enabled
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>meteoric iron armor sets</strong>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul><li>
				Packed dirt
			</li>
			<li>
				Straw flooring blocks
			</li>
			<li>
				Stick panes
			</li>
			<li>
				Rough hewn fence
			</li>
			<li>
				7 new storage vessel variants
			</li>
			<li>
				Leaded glass pane
			</li>
		</ul></li>
	<li>
		Feature: Can now right click <strong>pick-up loose sticks and stones</strong>
	</li>
	<li>
		Feature: <strong>Added coke ovens</strong>. Lets you convert bituminius coal to 75% coke, and lignite to 50% coke.
		<ul><li>
				Build a 3x3 cube of fire bricks or refractory brick, leave the center empty and add a coke oven door to one side. Then fill the center with coal, ignite and wait 12 hours.
			</li>
		</ul></li>
	<li>
		Feature: <strong>Coal is now placeable</strong>. Tall piles of coal collapse in layers. New coal sound. Charcoal piles have a new texture now
	</li>
	<li>
		Feature: <strong>Anvil improvements</strong>
		<ul><li>
				Will no longer pre-select the arrow recipe a cancelled recipe selection will drop the original ingot back.
			</li>
			<li>
				Metal plates can now also be used to smith tools and other metal produce
			</li>
			<li>
				The new blister steel is workable into steel on the anvil or with the help of the helve hammer
			</li>
		</ul></li>
	<li>
		Feature: Small, subtle-ish, but pretty shader effects: Surfaces that the sun directly shines on (close to orthogonal) now get a slight glow effect applied on them
	</li>
	<li>
		Feature: New controls settings: "Item collection mode". Determines how the player picks up items (always or only when sneaking)
	</li>
	<li>
		Feature: The text fonts the client uses is now configurable in the clientsettings.json.
	</li>
	<li>
		Feature: Cob can now become grass covered when exposed to the sky. Lowered speed of normal soil getting covered in grass 3-fold
	</li>
	<li>
		Feature: A few new sounds
		<ul><li>
				When placing items in the bloomery
			</li>
			<li>
				When clicking a UI Tab
			</li>
		</ul></li>
	<li>
		Tweak: Increased Godray intensity. Fixed an issue where godrays are not aligned with the sun
	</li>
	<li>
		Tweak: Improved firefly spawning mechanic. Now should spawn when they are supposed to spawn (during low wind, low rain and warm nights)
	</li>
	<li>
		Tweak: Cannot no longer right click spawner meta block in survival mode
	</li>
	<li>
		Tweak: Added audit logging to server-audit.txt. Logs when the server finds suspicious flying behavior, when a player kills another player and similar relevant actions.
	</li>
	<li>
		Tweak: Barrel cactus is no longer in the creative inventory terrain tab
	</li>
	<li>
		Tweak: New installs of VS now start out with a High quality preset (with SSAO and low shadows on)
	</li>
	<li>
		Tweak: Increased arrow velocity by 33% except for character with the Frail trait
	</li>
	<li>
		Tweak: Added a light glow to rain particles, which makes them less invisible against cloudy background
	</li>
	<li>
		Tweak: Halved terra preta deposits, but doubled compost yield
	</li>
	<li>
		Tweak: Reduced metorite impact world gen feature by about 25%
	</li>
	<li>
		Tweak: Updated trader goods
		<ul><li>
				The luxuries trader now sells echo chambers for 30 rusty gears
			</li>
			<li>
				The artisan trader now sells 6 new clay vessels
			</li>
		</ul></li>
	<li>
		Tweak: Major Animal AI tweaks and fixes
		<ul><li>
				Chickens, Hens and Chicks now flee about 10% faster
			</li>
			<li>
				Slightly increased boar chasing speed
			</li>
			<li>
				Drifter melee attack frequency more random and more often.
			</li>
			<li>
				Fixed drifters fleeing from the player waaay more often than they are supposed to
			</li>
		</ul></li>
	<li>
		Fixed all animals not becoming aggressive when they are supposed to
	</li>
	<li>
		Tweak: Buffed crude and simple bow durability
	</li>
	<li>
		Tweak: All mushrooms now spawn in a harvested state
	</li>
	<li>
		Tweak: Wilderness survival worlds now respawn you randomly within a 5000 block radius
	</li>
	<li>
		Tweak: Traders now refuse to buy spoiled or less than half-fresh perishable items
	</li>
	<li>
		Tweak: Should fix greenhouses requiring a solid floor below farmland
	</li>
	<li>
		Tweak: Items rendered in GUI no longer extend beyond item slot bounds, they will now be clipped
	</li>
	<li>
		Tweak: Added new creative tab for mechanical power items and blocks
	</li>
	<li>
		Tweak: New model for harvested horsetail and dry grass
	</li>
	<li>
		Tweak: Minor layout improvements on handbook item/block detail pages
	</li>
	<li>
		Tweak: Random large lag spikes when opening dialogs (Removed large object heap compaction triggered by opened dialogs).
	</li>
	<li>
		Tweak: The bell now also drops resonance archives
	</li>
	<li>
		Tweak: Crops will no longer grow well underground. Added "underground farming" toggle to world customize screen to revert that.
	</li>
	<li>
		Tweak: Opening the handbook now focuses the search text field
	</li>
	<li>
		Tweak: Anvils recycling recipe
	</li>
	<li>
		Tweak: Beehives spawn in more wet areas as well now
	</li>
	<li>
		Tweak: Barrel now shows an interaction help to use linen to take out cottage cheese
	</li>
	<li>
		Tweak: Can now mousewheel on a drop down field to cycle through values
	</li>
	<li>
		Tweak: Tweaked firefly spawning mechanics a bit, so hopefully they are more commonplace but also where they belong
	</li>
	<li>
		Tweak: Muddy gravel is now also affected by gravity
	</li>
	<li>
		Tweak: Disabled silver torch cactus block, was creative only and never completed
	</li>
	<li>
		Tweak: Increase trader idle talk chance 5-fold
	</li>
	<li>
		Tweak: Removed some tapestry from ruins, now sold by the artisan trader instead
	</li>
	<li>
		Tweak: Minor godrays tweaks during nights
	</li>
	<li>
		Tweak/Fixed: Spoiling foods can no longer cure/dry/ripen
	</li>
	<li>
		Fixed: Temporal stability disabled on wilderness survival worlds O_O
	</li>
	<li>
		Fixed: 3 bugs with Mechanical Power
	</li>
	<li>
		Fixed: Lantern fixes
		<ul><li>
				Plain glass lanterns are now craftable
			</li>
			<li>
				All lantern types listed in handbook
			</li>
			<li>
				Handbook help text about Linings
			</li>
			<li>
				Traders are willing to buy either quartz or plain glass lanterns
			</li>
		</ul></li>
	<li>
		Fixed: Mitigate incorrect arrow collision issues. Should now less likley get stuck when shooting over a block edge.
	</li>
	<li>
		Fixed: Game crashing with minimap enabled on a 32x32 size world
	</li>
	<li>
		Fixed: Controls list in the settings not scrollabe to bottom on gui scale below 7
	</li>
	<li>
		Fixed: Client crash related to the minimap on startup
	</li>
	<li>
		Fixed: At long last trader caravan fencing should be correctly rotated now
	</li>
	<li>
		Fixed: Able to ignite creatures by hitting them with extinct torches
	</li>
	<li>
		Fixed: Dropping a spoiled carrot gave the coal layer inside a forge also a rotten overlay
	</li>
	<li>
		Fixed: Sneaking at the bottom of the lake stopped all player animations
	</li>
	<li>
		Fixed: Reloading a world caused a change in gui scales to no longer updates guis and other not updating issues
	</li>
	<li>
		Fixed: A snow layer in front of a fence which has a stone path under caused a crack into the void
	</li>
	<li>
		Fixed: Environment dialog text cut off on gui scales below 7
	</li>
	<li>
		Fixed: .tfedit crashing when clicking toolrack tab
	</li>
	<li>
		Fixed: Game crashing when the game fails to save a screenshot. Now it only errors.
	</li>
	<li>
		Fixed: Killed by "prefixandcreature-fox-arcticmale" message and other minor text issues
	</li>
	<li>
		Fixed: Large world connecting/loading delays for some players
	</li>
	<li>
		Fixed: Small tweak to AI Pathfinding to maybe reduce the amount of times where creatures walk back and forth towards a straight line goal
	</li>
	<li>
		Fixed: Crocks destroying meal portions when trying to merge portions
	</li>
	<li>
		Fixed: Mushroom snow coverrage not working properly
	</li>
	<li>
		Fixed: Broken button text on chinese translations
	</li>
	<li>
		Fixed: Typing in chat box caused dialogs to get opened/closed in some cases    
	</li>
	<li>
		Fixed: Should fix a rare crash when leaving a game world
	</li>
	<li>
		Fixed: Should fix ladders not attachable to a solid face of a chiseled block
	</li>
	<li>
		Fixed: Drifters go all sideways when on ladders and other minor animation issues
	</li>
	<li>
		Fixed: Creative rotor in the survival handbook
	</li>
	<li>
		Fixed: A crash related when attempting to render an invalid item (during collectible.GetItemDamageColor())
	</li>
	<li>
		Fixed: Dropped items swimming in water affected by wind
	</li>
	<li>
		Fixed: clientsettings.json saving spam
	</li>
	<li>
		Fixed: Archimedes screw recipe still borked and crashing the game when looked at in the handbook
	</li>
	<li>
		Fixed: Server side exception thrown during world generation
	</li>
	<li>
		Fixed: Should fix others player stuck in one pose and not animating properly (might break other stuff)
	</li>
	<li>
		Fixed: Should fix a rare issue where killing an animal with a cleaver could kill another creature that is being looked at by another player
	</li>
	<li>
		Fixed: Molybdochalkos plates resmelting into only 1 ingot instead of 2
	</li>
	<li>
		Fixed: Aiming accuracy modifer was applied incorrectly
	</li>
	<li>
		Fixed: When knapping, single disconnected voxels now also fall off
	</li>
	<li>
		Fixed: Some falling blocks emitting too many dust particles
	</li>
	<li>
		Fixed: Potential massive lag issues and crashes from the gui system (Technical info: No longer parallel-process image blur, instead its now a single threaded, better optimized algorithm that runs faster than the parallelized one)
	</li>
	<li>
		Fixed: Work items not remembering their recipe rotation
	</li>
	<li>
		Fixed: Thrown stones not stone typed
	</li>
</ul><p>
	<strong>API Updates</strong>
</p>

<ul><li>
		Refactor: BEAnvil.cs cleanup. No longer contains item specific code, through the new interface IAnvilWorkable that code now is located in ItemIngot.cs, ItemIronBloom.cs and ItemWorkItem.cs
	</li>
	<li>
		Refactor: Added Property BlockFacing.Opposite. BlockFacing.GetOpposite() is now obsolete but will stay for a while
	</li>
	<li>
		Refactor: When using UnstableFalling block behavior, the boolean value dustyFall has been replaced with a dustIntensity float value
	</li>
	<li>
		Feature: New method Block.OnFallOnto() (when a falling block fell on a block)
	</li>
	<li>
		Fixed: Should fix block.OnNeighbourBlockChange not getting called on the client in some cases. Might break stuff
	</li>
	<li>
		Fixed: entity.WatchedAttributes.MarkPathDirty() called server side had a chance to crash the client
	</li>
	<li>
		Fixed: Reloading the world did not clear external asset origins, causing an ever accumulating list of identical origins
	</li>
	<li>
		Fixed: 3D Wearables rendering issues. ItemWearable.cs now warns if a wearable shape defined a texture but no texturesize
	</li>
	<li>
		Refactor: CollectibleObject.OnBlockBrokenWith() now has the additional argument "float dropQuantityMultiplier"
	</li>
	<li>
		Refactor: The delegate sapi.Event.BreakBlock now requires the additional argument "ref float dropQuantityMultiplier"
	</li>
	<li>
		Refactor: BlockBehavior.GetDrops(), argument "float dropQuantityMultiplier" is now a "ref"
	</li>
	<li>
		Refactor: CollectibleObject.GetMiningSpeed() now has the additional argument "IPlayer forPlayer"
	</li>
	<li>
		Feature: Added trait exclusive grid recipes. Also documented in the handbook.
	</li>
	<li>
		Tweak: Marked some methods virtual in ItemProspectingPick.cs
	</li>
	<li>
		Fixed: Items with only texture code "all" crashed when placed inside a display case
	</li>
	<li>
		Tweak: The temporal stability system now has a public field for the StormData property
	</li>
	<li>
		Tweak: Added capi.IsSinglePlayer
	</li>
	<li>
		Tweak: Added DiscGenerator.shouldGenDepositHere()
	</li>
</ul><p>
	 
</p>]]></description><guid isPermaLink="false">264</guid><pubDate>Mon, 23 Nov 2020 07:50:00 +0000</pubDate></item><item><title><![CDATA[The 100 small tweaks&features update (v1.14.0-pre.1)]]></title><link>https://www.vintagestory.at/blog.html/news/the-100-small-tweaksfeatures-update-v1140-pre1-r262/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Feature-Rich Community</strong></span><br />
	v1.14.0-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 wanted to dedicate this update to the endless list of small-ish ideas that have accumulated over time and never got the chance to properly implement. As usual, we only got about half way through our list <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br /><br /><strong>Please notice</strong><br />
	1. This is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes.<br />
	2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.14 blog post will come when the first release candidate is ready.<br />
	 
</p>

<p>
	Until v1.14-rc.1 we still hope to add
</p>

<ul><li>
		Steel age (~50% completed)
	</li>
	<li>
		Finished character classes and seraph skin customization's
	</li>
	<li>
		Updated ruins with detailing blocks and containing mossy and lichen covered blocks
	</li>
	<li>
		Meteoric iron armor set
	</li>
	<li>
		Maybe some fish (no fishing mechanic yet though, sorry!)
	</li>
	<li>
		More body temperature addition
	</li>
</ul><p>
	<br /><strong>Screenshots and Videos</strong>
</p>

<p>
	<br /><strong>Player Character Skin Customizer</strong> (and later character classes/traits. <strong>Very unfinished!</strong>)<br /><img alt="0-charsel.png.ed5ce6e04626656fecd290464e80d9e0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4519" data-ratio="59.56" width="957" src="//media.vintagestory.at/monthly_2020_10/0-charsel.png.ed5ce6e04626656fecd290464e80d9e0.png" /><br />
	 
</p>

<p>
	<strong>Cheesemaking: </strong>You can now milk Ewes, curdle milk, and age cheese<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4468" href="//media.vintagestory.at/monthly_2020_10/0-cheesemaking.png.33def8e7eeda143c41111a3dd06f8ab0.png" rel=""><img alt="0-cheesemaking.thumb.png.47b85392eb7fb4cbba5276dfef161c43.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4468" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_10/0-cheesemaking.thumb.png.47b85392eb7fb4cbba5276dfef161c43.png" /></a><br /><br /><strong>Meteoric iron working</strong>: Iron tier, but 20% better!<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4501" href="//media.vintagestory.at/monthly_2020_10/2020-10-20_08-53-35.png.1193c9292dae6134692f2d8529abc4e7.png" rel=""><img alt="2020-10-20_08-53-35.thumb.png.2f12f07ee466586ae17b17cd3aa4e2ce.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4501" data-ratio="40.10" width="1000" src="//media.vintagestory.at/monthly_2020_10/2020-10-20_08-53-35.thumb.png.2f12f07ee466586ae17b17cd3aa4e2ce.png" /></a><br /><br /><strong>Iron Anvil crafting</strong>: Required to work meteoric iron and upcoming steel ingots<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4502" href="//media.vintagestory.at/monthly_2020_10/0-ironanvilcrafting.png.15a445d408427eeb81809ee9795110c4.png" rel=""><img alt="0-ironanvilcrafting.thumb.png.951091e55fcd09878724ca937136904c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4502" data-ratio="55.70" width="1000" src="//media.vintagestory.at/monthly_2020_10/0-ironanvilcrafting.thumb.png.951091e55fcd09878724ca937136904c.png" /></a><br /><br /><strong>Animated container lids</strong>: You've never opened a chest so smoothly<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4503" href="//media.vintagestory.at/monthly_2020_10/0-animatedlids.png.6229eec52860e7f5d6e322152dbf9908.png" rel=""><img alt="0-animatedlids.thumb.png.23eb23d5acd93b1b9c3e09fd9795d2ed.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4503" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2020_10/0-animatedlids.thumb.png.23eb23d5acd93b1b9c3e09fd9795d2ed.png" /></a><br /><br /><strong>Scrap weapons</strong>: Emergency underground weaponry made from scrap metal<br /><img alt="0-scrapweapons.png.100dfaba09267fca69751a75142e3b29.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4504" data-ratio="55.78" width="891" src="//media.vintagestory.at/monthly_2020_10/0-scrapweapons.png.100dfaba09267fca69751a75142e3b29.png" /><br /><br />
	2 new, rare, deep underground creatures<br /><strong>The bell </strong>- it's alarm is guaranteed to strike fear into any unsuspecting spelunker. Tread quitely.<br /><strong>The Sawblade Locust</strong> - cut's through armor like butter<br /><img alt="0-newmobs.png.b678322d8319c779d4ce9a287889e33a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4505" data-ratio="32.38" width="945" src="//media.vintagestory.at/monthly_2020_10/0-newmobs.png.b678322d8319c779d4ce9a287889e33a.png" /><br /><br /><strong>Tapestry lore texts</strong>. Be aware of the gong.<br /><img alt="0-lorediscovery.png.85d9c69a514a46eec31c7643ded9f8b6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4506" data-ratio="49.89" width="890" src="//media.vintagestory.at/monthly_2020_10/0-lorediscovery.png.85d9c69a514a46eec31c7643ded9f8b6.png" /><br /><br /><strong>Useful bony soil</strong>: Panning through piles of bones has never been so much fun <span>\o/</span><br /><img alt="0-bonysoilpanning.png.091667ddcb5697f0361f9bd2921f2ddd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4507" data-ratio="63.02" width="630" src="//media.vintagestory.at/monthly_2020_10/0-bonysoilpanning.png.091667ddcb5697f0361f9bd2921f2ddd.png" /><br /><br /><strong>A mold rack</strong>: Elegant and convenient tool mold storage<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2020_10/0-moldrack.png.bfc565481e9ea698f243fd6ba6f365fb.png" rel="external nofollow"><img alt="0-moldrack.thumb.png.15daa4b1dbd6c7c26a6b69480d68b896.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4509" data-ratio="50.86" style="width:700px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_10/0-moldrack.thumb.png.15daa4b1dbd6c7c26a6b69480d68b896.png" /></a><br /><br /><strong>Body Temperature System</strong>: Makes your screen all icy and shivery when cold<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4510" href="//media.vintagestory.at/monthly_2020_10/0-bodytemp.png.ed6f06e03111beb806b4cfa1ae7a7e89.png" rel=""><img alt="0-bodytemp.thumb.png.1fecbc73c66c8fc593b44ec39ea3a8a7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4510" data-ratio="46.40" width="1000" src="//media.vintagestory.at/monthly_2020_10/0-bodytemp.thumb.png.1fecbc73c66c8fc593b44ec39ea3a8a7.png" /></a><br /><br />
	New building blocks: Mossy and Lichen covered stone, 2 new glass colors, bipedal bony remains<br /><img alt="0-newblocks.png.abbcd335a45baae3f7bfd5047b0e6eaf.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4511" data-ratio="66.43" style="width:700px;height:auto;" width="969" src="//media.vintagestory.at/monthly_2020_10/0-newblocks.png.abbcd335a45baae3f7bfd5047b0e6eaf.png" /><br /><br /><strong>Improved scythe</strong><strong>: </strong>Now harvests more stuff and has a better first person interaction
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/DLOqw3V72ZA?feature=oembed"></iframe>
	</div>
</div>

<p>
	Nicer inventory icon for work items<br /><img alt="0-workitem.png.43cdb5e8d845ecc81c6f4866624fc8b9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4512" data-ratio="65.31" width="761" src="//media.vintagestory.at/monthly_2020_10/0-workitem.png.43cdb5e8d845ecc81c6f4866624fc8b9.png" /></p>

<p>
	 
</p>

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

<ul><li>
		Feature: <strong>Cheese making</strong>

		<ul><li>
				Added <strong>dairy nutrition bar </strong>for another +2.5 hp bonus
			</li>
			<li>
				Female <strong>bighorn sheep can </strong>now <strong>be milked daily </strong>with a bucket, for up to 21 days after giving birth. Be aware though, before generation 3 they will become aggressive when attempting to milk them
			</li>
			<li>
				Milk can be turned into <strong>curdled milk</strong> in the barrel by adding a pickled vegetable for the starter enzymes
			</li>
			<li>
				Curdled milk can be turned into <strong>cottage cheese</strong> by adding salt in the barrel
			</li>
			<li>
				Take 25 liters of cottage cheese from the barrel with a piece of linen to turn it into a <strong>curd bundle</strong>. Place it on the ground, add a stick, then twist the curd bundle to squeeze out the whey. Right click again to open it, to reveal raw cheese
			</li>
			<li>
				Salt your raw cheese, optionally apply wax for greater freshness
			</li>
			<li>
				Raw cheese must be placed on shelves in a cellar to ripen it. Rumor has it that certain conditions even allows the growth of edible cheese molds.
			</li>
			<li>
				Ripe cheese is place-able and can be sliced with a knife for direct consumption
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>meteoric iron working</strong>, tools made from meteoric iron are roughly 20% better than normal iron. Must however be worked on an iron anvil. All metal tools now have a meteoric iron variant.
	</li>
	<li>
		Feature: <strong>Iron anvil crafting</strong>. Can now smith iron anvil halves, then place and combine them on the ground with flux + hammering
	</li>
	<li>
		Feature: Containers now have <strong>animated lids</strong> (the chest, vessel and basket)
	</li>
	<li>
		Feature: Can now craft <strong>4 types of scrap weapons</strong>, randomly selected when using a scrap weapon kit, which is now craft-able from 1x rope, 1x stick and 1x scrap metal
	</li>
	<li>
		Feature: <strong>Added bell creature</strong>. A rare deep augment that sounds an alarm if a player is nearby, which attracts drifters and locusts to that location.
	</li>
	<li>
		Feature: Added <strong>sawblade locust</strong> as an extra tough rare deep spawn with special drops
	</li>
	<li>
		Feature: <strong>More lore texts.</strong> Looking at a completed tapestry on the wall now unveils a new snippet of lore, added to the Journal
	</li>
	<li>
		Feature: <strong>Bony soil is now pannable</strong>, comes with a unique set of rare drops.
	</li>
	<li>
		Feature: Added a <strong>mold rack block</strong> - convenient tool mold storage
	</li>
	<li>
		Feature: Added first version of a <strong>body temperature mechanic</strong>
		<ul><li>
				Has no health or stats impact on the player for now
			</li>
			<li>
				It does however add a frost overlay onto the screen and make the player shiver. (No effect yet when too hot)
			</li>
			<li>
				Added a body temperature display on the character stats dialog
			</li>
			<li>
				You'll get cold from: Being wet (from rain or swimming. Player needs 1 in-game hour to dry), temperatures below 10°C, Outside wind speed
			</li>
			<li>
				But also get warm from: Sleeping under cover (ideally in a room), being close to a burning fire, fire pit or lava, being inside a room
			</li>
		</ul></li>
	<li>
		Feature: New <strong>building blocks</strong>
		<ul><li>
				Added mossy and lichen covered block variants for cobblestone, polished rock and stone brick (will be added to ruins)
			</li>
			<li>
				Added non-decaying animal carcasses, added 2 human carcasses
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved scythe tool</strong>. Can now also harvest cattails and horsetails and has a new sound and breaking animation
	</li>
	<li>
		Feature: <strong>Quartz crystal updates</strong>
		<ul><li>
				Can be crushed into quartz chunks which can be smelted into colored glass
			</li>
			<li>
				Added <strong>2 new glass colors </strong>for that: Smoky and Pink
			</li>
			<li>
				When blown up, no longer disappear but drop quartz chunks instead
			</li>
		</ul></li>
	<li>
		Feature: <strong>Prettier work items. </strong>Ingots which are currently being worked on the anvil longer have a generic texture but show the actual smithed voxels so far, when held in hands, on the ground or when placed on the forge
	</li>
	<li>
		Feature: The <strong>creative inventory </strong>can be controlled through <strong>keyboard </strong>alone now (use CTRL+F to instantly search the creative inventory, hit tab twice to focus the slot grid, use cursor keys to select slot, hit enter to retrieve a stack)
	</li>
	<li>
		Feature: Thrown items are now affected by the wind (but projectiles are excluded from this)
	</li>
	<li>
		Feature: Added /weather stoprain. Fast-Forwards only the rain simulation to a point where there is no rain.
	</li>
	<li>
		Feature: /weather setprecip [value] is now savegame persistent. Can now query the current value with /weather setprecip
	</li>
	<li>
		Tweak: Force the use of <strong>TLS 1.2 </strong>when connecting to the auth or master server
	</li>
	<li>
		Tweak: Renamed clay pot to cooking pot
	</li>
	<li>
		Tweak: Should make modmaker work on linux, but untested
	</li>
	<li>
		Tweak: Grown mushrooms now disappear when its gets below 2°C
	</li>
	<li>
		Tweak: Spider webs are now halftransparent
	</li>
	<li>
		Tweak: Collapsed chests are now with a moldy texture
	</li>
	<li>
		Tweak: Added run.sh to linux builds. Removed .sh files from windows builds.
	</li>
	<li>
		Tweak: Added server config PassTimeWhenEmpty. When set to true, then the game calendar will keep progressing even when no player is online
	</li>
	<li>
		Tweak: Increased sound slider length so that its at least less fiddly to set the music volume to 2-10% as it generally is too loud in the game
	</li>
	<li>
		Tweak: Added command /whenwillitstopraining
	</li>
	<li>
		Tweak: Added more logging to track down significant game startup delay for some users
	</li>
	<li>
		Tweak: Added a slightly hacky specular reflection occlusion system so that specular reflections from sunlight are hidden when the sun is hidden. Needs some cleanup.
	</li>
	<li>
		Tweak: Should fix armor stands still interactable in claimed areas
	</li>
	<li>
		Tweak: Updated trader buying/sellings lists (artisan trader now sells some tapestry)
	</li>
	<li>
		Tweak: Chutes several bugfixes and add smarter placement
	</li>
	<li>
		Tweak: Disallow creation of small pelts, since they have no use right now
	</li>
	<li>
		Tweak: Some more tweaks to the rain simulation
	</li>
	<li>
		Tweak: Reduced the overall size of the moon
	</li>
	<li>
		Tweak: Mitigate a bug where a game/pc crash would wipe all client settings
	</li>
	<li>
		Tweak: Changed default month length from 12 to 9 in-game days
	</li>
	<li>
		Tweak: Fixed honeycomb to large on the shelf and the lead ingot not shelvable. Made rawbrick, resin, shingle and stonebricks shelvable
	</li>
	<li>
		Tweak: All the linen types can now be used for crafting
	</li>
	<li>
		Tweak: Sign text is more readable now
	</li>
	<li>
		Tweak: Added Etho Slab block. A must have for every voxel game.
	</li>
	<li>
		Tweak: Trader dialog issue when opening 2 trade dialogs of the same trader type
	</li>
	<li>
		Tweak: Vines can now also in colder, wet climates
	</li>
	<li>
		Tweak: Beehives should update their status info (e.g. flower count) a bit more swiftly
	</li>
	<li>
		Tweak: Malachite can now spawn closer to the surface and spawn surface nuggets
	</li>
	<li>
		Tweak: A bit more feedback from the masterserver register failure
	</li>
	<li>
		Tweak: A lore piece that does not contain new texts is no longer consumed. Fixed the writing sound not playing.
	</li>
	<li>
		Tweak: The lock/unlock mouse cursor key bound to Alt is no longer hardcoded and can now be rebound in the controls
	</li>
	<li>
		Tweak: The .online command now shows the ping roundtime of all players. (Disclaimer: Not sure if the info is accurate)
	</li>
	<li>
		Tweak: /group info [groupname] should now work and list the players of a group
	</li>
	<li>
		Tweak: Added command "/land adminfreehere" to free a single claimed area by a player or trader at given location
	</li>
	<li>
		Tweak: Animals swim slightly faster in water
	</li>
	<li>
		Tweak: Correct collision/selection box size for the owl and golden chest
	</li>
	<li>
		Tweak: Lighter chest open/close sound for the owl and gold chest
	</li>
	<li>
		Tweak: non smooth texture zoom on barrel contents bar
	</li>
	<li>
		Tweak: The ported archimedes screw can now also spit out items when fed items from below
	</li>
	<li>
		Tweak: Held torch now go out when you go swimming with them
	</li>
	<li>
		Tweak: Made anvil smithing grid overlay more visible
	</li>
	<li>
		Tweak: Locust cages now drop some resources upon breaking them
	</li>
	<li>
		Tweak: Should avoid the propick crashing the game if a wrong /worldconfig value was set
	</li>
	<li>
		Tweak: Picking up mannequin now works with sneak+right click, instead of plain right click
	</li>
	<li>
		Fixed: Archimedes screw recipe required uncraftable sheets instead of plates
	</li>
	<li>
		Fixed: Lightning sounds were not considered weather sounds
	</li>
	<li>
		Fixed: "Deprived of light, might die soon" info on dead creatures
	</li>
	<li>
		Fixed: Querns not autogrinding in some cases
	</li>
	<li>
		Fixed: Chopping a tree with a harvested resin log did not break the full tree
	</li>
	<li>
		Fixed: Not able to make a pure mushroom stew
	</li>
	<li>
		Fixed: Should fix a crash in /we mclear
	</li>
	<li>
		Fixed: Hopefully reduced the "incorrect srgb profile" error log spam on linux
	</li>
	<li>
		Fixed: Various issues with world edit when operating on chiseled blocks
	</li>
	<li>
		Fixed: Might fix that one second of rain before chunks are loaded on startup
	</li>
	<li>
		Fixed: WQPs chisel block crashes due to incorrect use of a command
	</li>
	<li>
		Fixed: Pouring portions out from a cooking pot left a 0 serving meal inside
	</li>
	<li>
		Fixed: Should fix terrain flicker when getting out of bed
	</li>
	<li>
		Fixed: Might fix rendering issues around the moon when SSAO is enabled
	</li>
	<li>
		Fixed: Game crashing when going negative coordinates
	</li>
	<li>
		Fixed: Search text cleared from public server list but still filtered after search text when leaving and re-entering the screen
	</li>
	<li>
		Fixed: Some blocks in the handbook not grouped
	</li>
	<li>
		Fixed: Kick message had the names reversed
	</li>
	<li>
		Fixed: setting ".clientconfig guiScale" did not properly update all UI
	</li>
	<li>
		Fixed: Sun rising in the south instead of east
	</li>
	<li>
		Fixed: Again fixed /time calendarspeedmul still being saved &gt;.&gt;
	</li>
	<li>
		Fixed: Ported Archimedes screw recipe not in the handbook
	</li>
	<li>
		Fixed: At long last, fixed that the Alt+F3 debug screen disappears when entering and leaving the graphics settings
	</li>
	<li>
		Fixed: Should fix a rare hard server crash in the autosave feature, and hopefully breaks nothing else &gt;.&gt;
	</li>
	<li>
		Fixed: Newly spawned creatures were immune to the first attack
	</li>
	<li>
		Fixed: The winter extra hunger drain was applied inversely and way to much (+100% hunger when inside a room. Now +25% when outside a room)<br />
		 
	</li>
</ul><p>
	<strong>API Updates</strong>
</p>

<ul><li>
		Feature: Added api.World.BlockAccessor.GetWindSpeedAt() and api.Event.OnGetWindSpeed
	</li>
	<li>
		Feature: New block event - Block.OnBeingLookedAt(). Called on client and server when a player looks at a block
	</li>
	<li>
		Feature: New client side event "IsPlayerReady". The survival mode subscribes to this event to return false if the character has not been selected yet. Then later calls the new method capi.Network.SendPlayerNowReady(). Consequently removed player.WorldData.DidSelectSkin propery.
	</li>
	<li>
		Feature: Added IServerPlayer.SetRole, .SetModdata, .RemoveModData and .GetModData for convenient per-player mod data storage
	</li>
	<li>
		Tweak: Unlock all 6 smithing recipe layers
	</li>
	<li>
		Tweak: Moved Block.ParticleProperties to Collectible.ParticleProperties. This way items can now also emit particles when held in hands or dropped on the ground
	</li>
	<li>
		Tweak: api.Event.RegisterGameTickListener and similar methods now verify if they are called from the main thread, because they are not thread safe
	</li>
	<li>
		Tweak: The title element in the itemstack info box can now also be rich text
	</li>
	<li>
		Tweak: New server side event: BreakBlock. Can be used to override player block breaking events.
	</li>
	<li>
		Tweak: New server side method: sapi.WorldManager.HasChunk(). Can be used to check if a player currently has given chunk
	</li>
	<li>
		Refactor: The Transient Block Entity now has a different configuration syntax (basically just encapsulated in another json object). If your blocks use the Transient BE check out assets/survival/blocktypes/plant/mushroom.json for reference
	</li>
	<li>
		Refactor: SQLiteDB is now SQLiteDBConnection
	</li>
	<li>
		Refactor: The character creation dialog is now part of the survival mod
	</li>
	<li>
		Refactor: blockEntity.FromTreeAtributes is now blockEntity.FromTreeAttributes
	</li>
	<li>
		Refactor: Collectible.GetDurability() now used everywhere instead of Collectible.Durability. Allows itemstack specific max durabilities.
	</li>
	<li>
		Fixed: Animatable block entity behavior did not properly ease out animations if they were configured to ease out. Also had a weird hardcoded texture reference in it.
	</li>
	<li>
		Fixed: AiTaskManager.StopTask() did not properly stop tasks
	</li>
	<li>
		Fixed: Renamed namespace VintagestoryAPI to Vintagestory.API
	</li>
	<li>
		Fixed: block/item/entity property skipVariants and allowedVariants: All entries defaulted to the game domain
	</li>
	<li>
		Fixed: Game crashing on stuff like "translation text&lt;/i&gt;"
	</li>
	<li>
		Fixed: Should fix placing a block not calling OnNeighbourBlockChange on the client side
	</li>
	<li>
		Fixed: Collectible.OnHeldIdle() was not being called for off-hand items
	</li>
	<li>
		Fixed: Render pass always being Opaque in custom models, baked gltf textures not being added to the texture atlas.
	</li>
</ul>]]></description><guid isPermaLink="false">262</guid><pubDate>Wed, 21 Oct 2020 10:39:00 +0000</pubDate></item><item><title>Weather Sound Slider (v1.13.4)</title><link>https://www.vintagestory.at/blog.html/news/weather-sound-slider-v1134-r261/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="4161" href="//media.vintagestory.at/monthly_2020_09/2020-09-13_18-18-06.jpg.ac5a74acabf7b3530d12d4151db01863.jpg" rel=""><img alt="2020-09-13_18-18-06.thumb.jpg.b06d1767f94f5f4d58134d0396afb3dd.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="4161" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_09/2020-09-13_18-18-06.thumb.jpg.b06d1767f94f5f4d58134d0396afb3dd.jpg" /></a><br /><span style="font-size:12px;">Build by Stainlessfool</span>
</p>

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

<ul><li>
		Feature: Added a weather sound slider to modify only weather sounds*
	</li>
	<li>
		Feature: The environment dialog (opened by 'C') now also shows rough rainfall frequency
	</li>
	<li>
		Tweak: Rain tweak. Slightly reduced rainfall, made rain patterns change more often over time. Fixed a client&lt;-&gt;server discrepancy on rainfall values
	</li>
	<li>
		Tweak: Added a "Loading..." notice to the world loading screen for clarification**
	</li>
	<li>
		Tweak: Server now dies if a corrupt map chunk is encountered and when not in repair mode
	</li>
	<li>
		Tweak: Updated language files, added Romanian translations (32% done)
	</li>
	<li>
		Fixed: Owl chest drops in the handbook were incorrect
	</li>
	<li>
		Fixed: Should finally fix the rare issue where a server state becomes corrupted and certain players die of hunger, even when offline, until the server is restarted
	</li>
	<li>
		Fixed: /we mfill failing hard when trying to place chiseled blocks with it
	</li>
	<li>
		Fixed: Not able to place plank piles on chiseled blocks
	</li>
	<li>
		Fixed: At long last, the create world name field no longer deletes your custom world name when changing playstyles<br />
		 
	</li>
</ul><p>
	<span style="font-size:10px;">*so that we can hear PSJRs voice in its full glory during his let's play <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	**suggestion by pakratt, and no idea what happened there during world loading, seems to be some sort of disk read/write bottleneck? Send me your server-main.txt next time it happens again please!</span>
</p>]]></description><guid isPermaLink="false">261</guid><pubDate>Tue, 15 Sep 2020 11:09:00 +0000</pubDate></item><item><title>Stabler-er tricky fixes patch (v1.13.3)</title><link>https://www.vintagestory.at/blog.html/news/stabler-er-tricky-fixes-patch-v1133-r260/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Upon request, yet another small maintenance update to fix rather specific issues. All helve hammers should properly finish work pieces again with this update.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2020_09/2020-08-23_13-20-08.jpg.3cafb6aa0143ab4373c4be653ec72c75.jpg" data-fileid="4108" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="4108" data-ratio="56.30" width="1000" alt="2020-08-23_13-20-08.thumb.jpg.be8c74f7493739b556cc9ee8a8191e0d.jpg" src="//media.vintagestory.at/monthly_2020_09/2020-08-23_13-20-08.thumb.jpg.be8c74f7493739b556cc9ee8a8191e0d.jpg" /></a><br />
	 
</p>

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

<ul><li>
		Tweak: Dedicated servers on windows no longer print screen info to log
	</li>
	<li>
		Fixed: Some helve hammers never finishing a work piece
	</li>
	<li>
		Fixed: Server crashing when loading up a world that previously had modded in blocks
	</li>
	<li>
		Fixed: Not able to place ingot and tool molds on chiseled blocks
	</li>
	<li>
		Fixed: Mushrooms planted in pots were spoiling
	</li>
	<li>
		Fixed: Should fix all grain crops using the stage 8 spelt texture on Linux
	</li>
</ul><p>
	 
</p>]]></description><guid isPermaLink="false">260</guid><pubDate>Mon, 07 Sep 2020 13:22:14 +0000</pubDate></item><item><title>Stabler tricky fixes patch (v1.13.2)</title><link>https://www.vintagestory.at/blog.html/news/stabler-tricky-fixes-patch-v1132-r259/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.2, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Another small maintenance release \o/<br />
	The worst offender that warrants this release was a broken texture for snow covered grass for some players.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2020_09/2020-09-01_19-24-15.png.348c2c5d481b2c19142c90727f793c23.png" data-fileid="4087" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="4087" data-ratio="56.30" width="1000" alt="2020-09-01_19-24-15.thumb.png.cb69e412e6c7b284e57b26a0190c1d9f.png" src="//media.vintagestory.at/monthly_2020_09/2020-09-01_19-24-15.thumb.png.cb69e412e6c7b284e57b26a0190c1d9f.png" /></a><br /><span style="font-size:12px;">Screenshot and build by Arkan</span>
</p>

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

<ul><li>
		Tweak: Added /anvildebug command to print some debug information for finding an issue where work items would never finish with the helve hammer
	</li>
	<li>
		Fixed: Players getting in range not re-appearing on the world map
	</li>
	<li>
		Fixed: Rail block placing oddities and related crash (rails are a creative mode only block)
	</li>
	<li>
		Fixed: Helve hammer not respecting gear ratio
	</li>
	<li>
		Fixed: Unknown texture issue on snow covered grass and similar
	</li>
	<li>
		Fixed: Barrel and firepit dialog displayed behind the minimap
	</li>
	<li>
		Fixed: Snow layers were placed on top of iron fences
	</li>
	<li>
		Fixed: Hoe did not play a breaking sound when its durability runs out
	</li>
</ul>]]></description><guid isPermaLink="false">259</guid><pubDate>Wed, 02 Sep 2020 07:47:26 +0000</pubDate></item><item><title>Stable tricky fixes patch (v1.13.1)</title><link>https://www.vintagestory.at/blog.html/news/stable-tricky-fixes-patch-v1131-r258/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Seems like the rc.1 was pretty stable, so lets not delay this any further.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4065" href="//media.vintagestory.at/monthly_2020_08/2020-08-23_13-21-09.png.9f6566b507134a73bc0e66e032310c2d.png" rel=""><img alt="2020-08-23_13-21-09.thumb.png.0cca5ae42b0230e8a15e20acb6243a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4065" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_08/2020-08-23_13-21-09.thumb.png.0cca5ae42b0230e8a15e20acb6243a0a.png" /></a>
</p>

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

<ul><li>
		Tweak/Fix: Should avoid a client side crash related to the weather system <span style="font-size:12px;">(Technical info: Cloud patterns and events are now synced from server to client, like all other assets. )</span>
	</li>
	<li>
		Tweak/Fix: Added a "Purple grass fix" setting to the graphics settings for users of Radeon HD 4000/5000/6000 Series cards
	</li>
	<li>
		Fixed: Map Waypoint hover text no longer working
	</li>
</ul>]]></description><guid isPermaLink="false">258</guid><pubDate>Wed, 26 Aug 2020 13:42:00 +0000</pubDate></item><item><title>Tricky fixes patch (v1.13.1-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/tricky-fixes-patch-v1131-rc1-r257/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.1-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	For this update I focused on the more exotic bugs - those that appear only for some players with certain settings or certain hardware or happening only in certain situations, as well as some very tricky to fix ones. Several of them related to the world map. I hope I that makes the game more playable for everyone affected by them.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4062" href="//media.vintagestory.at/monthly_2020_08/2020-08-23_19-50-02.png.83ddf83474208e08dd3e2bdb40880284.png" rel=""><img alt="2020-08-23_19-50-02.thumb.png.6ae2e46af4e435dd54cd478eea532c09.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4062" data-ratio="53.30" width="1000" src="//media.vintagestory.at/monthly_2020_08/2020-08-23_19-50-02.thumb.png.6ae2e46af4e435dd54cd478eea532c09.png" /></a><br />
	 
</p>

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

<ul><li>
		Tweak: Seasons are now also enabled for patchy climate worlds, although not gameplay-balanced for it
	</li>
	<li>
		Tweak: Stability updates to the world map
		<ul><li>
				The persistently stored chunks are now stored as-is. Previously they were stored without the snow layer
			</li>
			<li>
				Is no longer re-initialized when reopened, which eliminates any lag spikes that occur during opening
			</li>
			<li>
				Fixed an issue where parts of the map did not redraw properly
			</li>
			<li>
				Fixed Lily Of The Valley way too visible on the map
			</li>
			<li>
				Several changes to hopefully reduce disk write times
			</li>
		</ul></li>
	<li>
		Tweak: Some tweaks to high detail leaves fading. (LOD-crossfade no longer working, more high detail leaves drawn than needed, and .lodbias 0 still drew some high detail leaves)
	</li>
	<li>
		Tweak: The view distance alarm value (the dark purple bar) is now described more clearly and also disabled for single player
	</li>
	<li>
		Fixed: Some experimental changes to the snow accumulation system to make it maybe less glitchy
	</li>
	<li>
		Fixed: A trader that has not been visited in a very long time would visibly swap out their inventory every few seconds
	</li>
	<li>
		Fixed: Low chance of fixing purple grass on some radeon cards*
	</li>
	<li>
		Fixed: The new temporal storm drifter spawn system ending up in an endless loop in some cases
	</li>
	<li>
		Fixed: Should fix black horizontal bar on the screen center on some systems
	</li>
	<li>
		Fixed: Grace timers no longer working
	</li>
	<li>
		Fixed: Modelling errors on doors
	</li>
	<li>
		API Tweak: World map layers now need to render directly to the world map instead of adding/removing map components. This reduces complexity by a lot
	</li>
	<li>
		API Fixed: A syntax error in a json patched file caused an exception in the error handler
	</li>
	<li>
		API Fixed: Syntax error in assets/game/config/remaps.json
	</li>
	<li>
		API Fixed: The client side chunk dirty event sometimes did not fire
	</li>
</ul><p>
	<br /><span style="font-size:12px;">*If it did not fix the grass being purple open file %appdata%/VintageStory/assets/game/shaderincludes/colormap.vsh and on line 89, delete the "-1", then reload the world.</span>
</p>]]></description><guid isPermaLink="false">257</guid><pubDate>Tue, 25 Aug 2020 13:33:00 +0000</pubDate></item><item><title>The Seasons Update, stable (v1.13.0)</title><link>https://www.vintagestory.at/blog.html/news/the-seasons-update-stable-v1130-r256/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Alrighty, v1.13 seems stable enough for everyone* to use. It has been about 6 months since the first v1.12 stable release and includes about 75 new features, 110 tweaks and improvements, 100+ bugfixes and 60 API changes. Enjoy!
</p>

<p>
	*Notable known issues:<br />
	- Users of Radeon HD 5000 and HD 6000 Series Graphics card will have all their grass rendered purple<br />
	- During Winter and Spring snow accumulates in unnatural patterns
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/pqtUW53Ix-M?feature=oembed"></iframe>
	</div>
</div>

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

<ul><li>
		All the changes <a href="https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc1-r252/" rel="">until rc.1</a>, <a href="https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc2-r254/" rel="">rc.2</a> and <a href="https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc3-r255/" rel="">rc.3</a>
	</li>
	<li>
		New since rc.3
		<ul><li>
				Tweak: Gamboised armor debuff. Reduced protection from 75% to 70%, reduced durability from 1000 to 900.
			</li>
			<li>
				Tweak: Handbook updates. Added guide on armor and meal cooking
			</li>
			<li>
				Tweak: Greenhouses should now recognize farmland as greenhouse floor
			</li>
			<li>
				Tweak: Berry bushes now also get the greenhouse temperature bonus
			</li>
			<li>
				Tweak: Added /setchiselblockmat worldedit command to set the material of a chiseled block
			</li>
			<li>
				Tweak: Burning entities now emit light
			</li>
			<li>
				Tweak: New sound for pumpkin breaking/placing and for basket opening/closing. Other minor changes.
			</li>
			<li>
				Fixed: Other players jittered when climbing ladders or when colliding with them
			</li>
			<li>
				Fixed: Game crashing when joining a world where another player is using the quern
			</li>
			<li>
				Fixed: Tool durability modifier not properly applied
			</li>
			<li>
				API Feature: Added handbooksearch:// link protocol to open the handbook with a pre-filled search term
			</li>
		</ul></li>
</ul>]]></description><guid isPermaLink="false">256</guid><pubDate>Tue, 18 Aug 2020 08:33:00 +0000</pubDate></item><item><title>The Seasons Update (v1.13-rc.3)</title><link>https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc3-r255/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13-rc.3 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Getting closer to stable...<br />
	Also, couldn't resist to improve temporal storms some more <span>:&lt;</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4037" href="//media.vintagestory.at/monthly_2020_08/2020-08-15_11-03-16.png.5a80aa577f387514ca58dc0c0a738ce8.png" rel=""><img alt="2020-08-15_11-03-16.thumb.png.52851255d689cdeedae2dbf7c9435f8d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4037" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_08/2020-08-15_11-03-16.thumb.png.52851255d689cdeedae2dbf7c9435f8d.png" /></a>
</p>

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

<ul><li>
		Tweak: Updated language files. Added <strong>swedish and ukrainian translations</strong> \o/
	</li>
	<li>
		Tweak: Add gray overlay to the main menu screen so the white quote and version text is still readable against white background
	</li>
	<li>
		Tweak: More <strong>performance optimizations</strong>
		<ul><li>
				Server side optimization when visiting old chunks <span style="font-size:11px;">(Technical info: Lowered resolution for fast-forward simulation of creature weights)</span>
			</li>
			<li>
				Entity Search running performance leak <span style="font-size:11px;">(Technical info: Iterated over entity partitions way more often than needed due to a design flaw)</span>
			</li>
			<li>
				Improved game world saving speed <span style="font-size:11px;">(Technical info: Saving chunks and mapchunks now uses a prepared sqlite statement)</span>
			</li>
		</ul></li>
	<li>
		Tweak: More <strong>temporal storms reworking</strong>. During storms:
		<ul><li>
				Fixed Drifters fleeing on the surface
			</li>
			<li>
				Fixed all sounds only high pitched and not also low pitched at random
			</li>
			<li>
				Increased chance of igniting creatures when hit by a torch (chance depends on storm strength)
			</li>
			<li>
				Increased glitchiness effect on drifters
			</li>
			<li>
				Rewrote drifter spawning because it didn't work properly. This made storms probably notably more challenging
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Visual fine tuning</strong>
		<ul><li>
				Reduced dynamic shadow attenuation from fog (in other words, shadows more visible now in foggy areas)
			</li>
			<li>
				Shadow artifacts on back sides of blocks should be gone now
			</li>
			<li>
				Should fix some strange rendering issues on some graphics cards (purple grass is still not fixed)
			</li>
			<li>
				Should fix some worldconfigs not properly applying in multiplayer worlds
			</li>
			<li>
				Fixed Particles not properly shaded by fog
			</li>
			<li>
				Fixed Upside down stairs texture alignment issues against other blocks
			</li>
			<li>
				Disabled waving motion on saplings again, looked horribe in flower pots and planters
			</li>
		</ul></li>
	<li>
		Tweak: Made <strong>hens a bit more talkative</strong>
	</li>
	<li>
		Tweak: Drifters now play an aggro sound
	</li>
	<li>
		Tweak: Decreased min light level requirement from 8 to 7 for foxes and wolves to reduce the chance of them spawning inside chicken pens
	</li>
	<li>
		Fixed: Various mechanical power fixes by radfast
	</li>
	<li>
		Fixed: Various fixes for the fence gate by radfast
	</li>
	<li>
		Fixed: Maybe finally fixes trader name tags always visible?
	</li>
	<li>
		Fixed: Snow covered tallgrass did not have the same hitbox as snow layers, causing up/down jitter when walking over it
	</li>
	<li>
		Fixed: Should mitigate an issue where animals endlessly walk towards a food source while not moving
	</li>
	<li>
		Fixed: Animal breeding not working at all
	</li>
	<li>
		API Tweak: Added imageSurface.Bitmap() method that accepts a BitmapRef
	</li>
	<li>
		API Tweak: ClientSettings class is no longer obfuscated
	</li>
</ul>]]></description><guid isPermaLink="false">255</guid><pubDate>Sun, 16 Aug 2020 11:08:00 +0000</pubDate></item><item><title>The Seasons Update (v1.13-rc.2)</title><link>https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc2-r254/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13-rc.2 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Here, have another release candidate. Hopefully after 1 to 3 more of these the game can be declared stable. One important fix left to do is related to Radeon HD 5000 and 6000 series graphics cards, which have all the grass and foliage turned purple. <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f62e.png" class="ipsEmoji" alt="😮"></span><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4027" href="//media.vintagestory.at/monthly_2020_08/2020-08-11_12-36-41.png.7b3213caccfc3a831f04be6a2263f66a.png" rel=""><img alt="2020-08-11_12-36-41.thumb.png.e6ad1ea974ea56e1f015e86d7145197e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4027" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_08/2020-08-11_12-36-41.thumb.png.e6ad1ea974ea56e1f015e86d7145197e.png" /></a>
</p>

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

<ul><li>
		Feature: <strong>New main menu backgrounds</strong>
	</li>
	<li>
		Tweak: More Performance improvements on the snow accum system, should <strong>further reduce lagspikes </strong>caused by it. Might break stuff. (Technical info: Added a fast-path for snowlayer client-&gt;server block updates)
	</li>
	<li>
		Tweak: Added worldConfig 'snowAccum', now disabled in creative building worlds, so players can build with snow again
	</li>
	<li>
		Tweak: Rain clouds now travel twice as fast, should hopefully mitigate never ending rain somewhat
	</li>
	<li>
		Tweak: Snow and Ice now melt much slower at low temperatures
	</li>
	<li>
		Tweak: Distant terrain fades again instead of hard cut-off
	</li>
	<li>
		Tweak: Metal <strong>Lamellar armor rebalance</strong>: +50% durability to all of them
	</li>
	<li>
		Tweak: Fine tuned the models and transforms of most tool heads
	</li>
	<li>
		Tweak: <strong>Hares now drop double the meat</strong> (1 =&gt; 2)
	</li>
	<li>
		Tweak: <strong>Temporal storm tweaks</strong>
		<ul><li>
				Now fades in/out 3 times slower
			</li>
			<li>
				Distant terrain during temporal storm is now more strongly distorted
			</li>
			<li>
				Rain during temporal storms is now rust colored.
			</li>
		</ul></li>
	<li>
		Tweak: Sleeping wolves will wake at greater distance when the player comes close (6 =&gt; 10 blocks)
	</li>
	<li>
		Tweak: Display case glass now less transparent
	</li>
	<li>
		Tweak: Surface copper deposits longer spawn in rich quality, except when its spawns in basalt
	</li>
	<li>
		Fixed: Singleplayer screen: World tool tips covering up the modify icon, making it tricky to find the button
	</li>
	<li>
		Fixed: Bony remains after harvesting floating in air sometimes they will now fall down
	</li>
	<li>
		Fixed: Block breaking overlay were incorrect on anvils, chests, vessels, pots, planters and crops
	</li>
	<li>
		Fixed: Worldedit undo works again
	</li>
	<li>
		Fixed: Setting different days per month for a world was not properly applied
	</li>
	<li>
		Fixed: Immersive Fp mode fixes
		<ul><li>
				Derpy seraph animations when picking up pots and crocks
			</li>
			<li>
				Derpy hands inside pots and barrels when held in handss
			</li>
		</ul></li>
	<li>
		Fixed: Sapling fixes. Snow covered saplings not stacking with other saplings. No longer overly dark with SSAO on. No longer static when windy.
	</li>
	<li>
		Fixed: Various exceptions thrown from loading up old or broken saves
	</li>
	<li>
		Fixed: Various inventory itemstack movement issues with the fire pit and quern
	</li>
	<li>
		Fixed: Mushrooms dropping snow covered variants of themselves
	</li>
	<li>
		Fixed: The current value in drop down gui elements were not vertically centered when the gui scale was not 8
	</li>
	<li>
		Fixed: Customize world screen mouse clicks overlap issues
	</li>
	<li>
		Fixed: 'Days per month' property not synced to client. Causes oddities when it was not set to the default value of 12
	</li>
	<li>
		Fixed: Rain fall where there is no rain clouds (will probably make the sky a lot more cloudy, needs more balancing)
	</li>
	<li>
		Fixed: Game crashing when opening the world map at the edge of the world
	</li>
	<li>
		Fixed: Shadows dropping on water made the shaded water more transparent
	</li>
	<li>
		Fixed: Mild peter panning artifact on dynamic shadows on the far sides of blocks
	</li>
	<li>
		API Feature: *byType wildcards can now be prefixed with @ to be interpreted as a full-on regular expression (which is a rather expensive operation, not recommended to be used for thousands of blocks)
	</li>
</ul>]]></description><guid isPermaLink="false">254</guid><pubDate>Wed, 12 Aug 2020 17:31:00 +0000</pubDate></item><item><title>The Seasons Update (v1.13-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-rc1-r252/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13-rc.1 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Sooooo, looks like we managed to pull of some pretty decent seasons system for the game! \o/
</p>

<p>
	This version is a "release candidate", which means it is feature complete and should be free from most game breaking bugs. We're releasing it into the larger community to find any last remaining major (and minor) issues before going full stable release.
</p>

<p>
	Julius van Vern made us a great trailer for this update, have a look:
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/9a1NXHM0puE?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br /><strong>Game updates since v1.12</strong>
</p>

<ul><li>
		New in rc.1
		<ul><li>
				Tweak: Worldmap waypoint GUI: Flipped the color and name field positions
			</li>
			<li>
				Tweak: Improved torch ignite fp animation
			</li>
			<li>
				Tweak: Locust nests spawn rate now increased, and also randomized per block (for nests in new chunks only)
			</li>
			<li>
				Tweak: Corrupt locust damage increased from 3.5 to 4
			</li>
			<li>
				Tweak: Increased ruin generation by 15%
			</li>
			<li>
				Fixed: Wind waving motion affected by the players position. Made some fine tuning to the motion as well.
			</li>
			<li>
				Fixed: Low weight animal meat debuff not properly applied
			</li>
			<li>
				Fixed: Armor breaking did not play a breaking sound
			</li>
			<li>
				Fixed: A crash related to the character dialog
			</li>
			<li>
				Fixed: Water streams less awkward looking due to odd transparency
			</li>
			<li>
				Fixed: Mushrooms not shown in cooked meals
			</li>
		</ul></li>
	<li>
		<a href="https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-pre1-r251/" rel="">All the changes in pre.1</a>
	</li>
	<li>
		All the changes from pre.2 to pre.16
		<ul><li>
				Feature: New flower: <strong>Lily of the valley</strong>
			</li>
			<li>
				Feature: Can now <strong>climb out of 2 blocks deep water</strong>
			</li>
			<li>
				Feature: <strong>New model for the chisel</strong>, upgraded toolhead models
			</li>
			<li>
				Feature: Can now <strong>plant barrel cacti </strong>in flowerpots and planters. New model for the bamboo sapling
			</li>
			<li>
				Feature: The new chute variants, the clutch, large gear and archimedes screw are now survival craftable
			</li>
			<li>
				Feature: Can now create <strong>multimaterial chiseled blocks</strong>. Combined chiseled blocks in the crafting grid to add materials. Use chisel tool mode to select material. Capped to 4 materials per block.
			</li>
			<li>
				Feature: <strong>Improved support for attaching blocks to chiseled blocks</strong>. Blocks with a small attachment area can now also attach to small areas of a chiseled block.
			</li>
			<li>
				Feature: Can now <strong>apply gold or silver plates to placed lanterns </strong>that have no lining to add lining.
			</li>
			<li>
				Feature: Added world config option "days per month" to set the year length
			</li>
			<li>
				Feature: <strong>Snow layer block upgrades</strong>
				<ul><li>
						Added 2 and 3 layer snowed tallgrass
					</li>
					<li>
						Snow covered topsoil now gets a snowed overlay
					</li>
					<li>
						Players and creatures now sink deeper into the snow
					</li>
					<li>
						Reduced movement speed when in deep snow
					</li>
					<li>
						Now spawn a few snow particles when walking in snow
					</li>
				</ul></li>
			<li>
				Feature: The <strong>farmland moisture level </strong>is now shown in the block info hud. High moisture now gives a small growth speed bonus. Fixed various issues related to farmland moisture.
			</li>
			<li>
				Feature: <strong>Frost overlay system</strong>. Foliage, grass and other plants now will have a frost overlay if the temperature goes below freezing point
			</li>
			<li>
				Feature: <strong>Performance improvemens</strong>:
				<ul><li>
						Improved debug screen performance no longer causes lag spikes on its own. Might break things O_O. (Technical info: Update libcairo to allow multithreaded text rendering, thanks Fulgen!)
					</li>
					<li>
						Improved creature spawn performance another source of lag spikes. (Technical info: Shape tesselation now happens in a seperate thread)
					</li>
					<li>
						Switched to a more efficient noise generator in the shaders, should hopefully give a 1-2 millisecond frame time boost, maybe even more on low end cards (Technical info: Perlin Noise -&gt; Value Noise)
					</li>
					<li>
						Improve world map close and reopen performance (Experimental, technical info: no longer instantly discards chunk images, instead, only discards them 15 seconds of not being used)
					</li>
					<li>
						Should fix lag spikes caused by the cellar system
					</li>
					<li>
						Block place/break delay should now be much reduced around chiseled blocks, but still not instant in some areas
					</li>
					<li>
						Should improve particle performance
					</li>
					<li>
						Slightly improved client side world loading time
					</li>
				</ul></li>
			<li>
				Tweak: Arrow heads can now be placed in the display case
			</li>
			<li>
				Tweak: Removed all tool heads from the "Tools" creative tab
			</li>
			<li>
				Tweak: Butterflies no longer spawn during low temperatures
			</li>
			<li>
				Tweak: Added hacky multi monitor feature: The ability for dialogs to show up in the center screen by setting a left and right margin for dialogs to appear. e.g. on a 3 HD monitor setup, type this:<br />
				   .clientconfig leftDialogMargin 1920<br />
				   .clientconfig rightDialogMargin 1920
			</li>
			<li>
				Tweak: Walking in snow now spawns some snow particles and walking in deep snow will slow you down
			</li>
			<li>
				Tweak: Golden poppies now also rarely spawn in the world
			</li>
			<li>
				Tweak: Deleting a savegame on MS Windows will now move it into the recycle bin instead of permanently deleting it
			</li>
			<li>
				Tweak: Breaking voxels during chiseling now spawns some particles. Slightly more intelligent method of building the selection boxes
			</li>
			<li>
				Tweak: Low to Medium chance of fixing
				<ul><li>
						a) Leaving a server sometimes left the player online which then slowly died
					</li>
					<li>
						b) Attempting to connect to a whitelisted or password protected server kicked the client before the reason of the kick arrived
					</li>
				</ul></li>
			<li>
				Tweak: Green bamboo now drop <strong>green bamboo saplings</strong> and brown bamboo drops brown bamboo saplings
			</li>
			<li>
				Tweak: Reduced default client connection timeout from 600 seconds to 120. Might slightly mitigate issues where players stay logged in after disconnecting
			</li>
			<li>
				Tweak: Added ability for grid recipes to have variable tool durability costs (modders, use new property: "toolDurabilityCost")
			</li>
			<li>
				Tweak: Added recipe to saw apart plank slabs and plank stairs
			</li>
			<li>
				Tweak/fixed: can now place ingot piles, plate piles, peat piles and firewood piles on chiseled blocks if their upside is fully solid
			</li>
			<li>
				Tweak/Fixed: Snow and ice that is not exposed to the sky never melted. It will do so now
			</li>
			<li>
				Tweak: New texture for the edelweiss flower
			</li>
			<li>
				Tweak: Hail has a wider spawn range, making it look less cut off in the distance, changed hail particle color a bit to look more hail like
			</li>
			<li>
				Tweak: Enabling gl debug mode on an unsupported card should throw a more infromative exception now
			</li>
			<li>
				Tweak: Mining bags now accept saltpeter
			</li>
			<li>
				Tweak: Attacked animals should react a bit faster now
			</li>
			<li>
				Tweak: Animals in low light levels now display that they will despawn in their block info
			</li>
			<li>
				Tweak: Change hail particle color a bit
			</li>
			<li>
				Tweak: Improved client side GetBlock(code) performance
			</li>
			<li>
				Tweak: During winter wolves will seek other creature at increase range (15 -&gt; 25) and become hungry faster (20 min -&gt; 10 min)
			</li>
			<li>
				Tweak: All animals during winter will loose weight and thus yield less meat. Can compensate with trough feeding
			</li>
			<li>
				Tweak: During low temperatures the players hunger rate will increase by up to 50%. Can compensate by going into caves or staying in an enclosed room, the increase is only by 16% then
			</li>
			<li>
				Tweak: Animal reproduction debuff
				<ul><li>
						Now also requires males to eat food
					</li>
					<li>
						Pregnant animals now require twice as long to bear young
					</li>
				</ul></li>
			<li>
				Tweak: Crop debuff when exposed to -4°C or lower temperatures (seed drop rate stays the same)
				<ul><li>
						Growing Crops will become growth stunted and yield 50% less produce
					</li>
					<li>
						Ripe crops will become spoiled and yield 75% less produce
					</li>
				</ul></li>
			<li>
				Tweak: Flowering or ripe berry bushed exposed to -4°C or lower will revert back to empty berry bushes
			</li>
			<li>
				Tweak: The "Winter" music track should now play during winter
			</li>
			<li>
				Tweak: Planks debuff. Logs now yield 12 instead of 16 planks
			</li>
			<li>
				Tweak: Bighorn sheep and Boars will no longer spawn during the months december, january and february
			</li>
			<li>
				Tweak: Sleeping now drains 3 time as much satiety
			</li>
			<li>
				Tweak: Damage inflicted at a higher tier than the armor tier now removes 3 times as much durability from the armor piece
			</li>
			<li>
				Tweak: Added "Harsh Winter" world config which is enabled by default. When disabled it will deactive the following newly added changes: Crop damage from low temperature, Reduced meat from animal harvest during winter and disabled sheep and boar spawning during winter.
			</li>
			<li>
				Fixed: Setting Creative mode in worldconfig was not applied
			</li>
			<li>
				Fixed: Medium carpets could be placed on top of eachother
			</li>
			<li>
				Fixed: Quern progress bar derpiness
			</li>
			<li>
				Fixed: More nugget smelting unit rounding issues
			</li>
			<li>
				Fixed: Farmland not getting moist by nearby water
			</li>
			<li>
				Fixed: Switching to backback slots showed the item info for the off-hand
			</li>
			<li>
				Fixed: Server exception and broken blocks when using the creative mode paint brush with chiseled blocks
			</li>
			<li>
				Fixed: Chiseled blocks not resistant against block mapping changes    
			</li>
			<li>
				Fixed: Opening 2 knapping recipe selectors made the other go black
			</li>
			<li>
				Fixed: Able to place rails on top of each other
			</li>
			<li>
				Fixed: Jitter on the water surface effects when flying towards or away from it
			</li>
			<li>
				Fixed: When hovering over an inventory item and then closing the dialog, then doing a left click will no longer take the item out of the inventory
			</li>
			<li>
				Fixed: The server and client tick profiler no longer prints a first wrong result
			</li>
			<li>
				Fixed: Stone bricks no longer survival craftable
			</li>
			<li>
				Fixed: Slab placement mode no longer changeable
			</li>
			<li>
				Fixed: Recipe selector crashing in some instances (when clayforming or smithing)
			</li>
			<li>
				Fixed: Potentially fixed a rare race condition that corrupts the game state, causing players logging off from a server not seen as fully logged off
			</li>
			<li>
				Fixed: Right click with an empty crock on an empty bowl crashing the game
			</li>
			<li>
				Fixed: Game crashing when smithing voxels close to the block edge
			</li>
			<li>
				Fixed: High FoV caused block clipping
			</li>
			<li>
				Fixed: Shift+Left click on a crucible or cooking pot did not prefer the firepit input slot
			</li>
			<li>
				Fixed: .reload textures did not properly reload some textures, amongst others the season and climate color maps. It also leaked memory each reload.
			</li>
			<li>
				Fixed: Mitigate windwave/waterwave jitter, instead of happening every 10 minutes it now happens only every 100 minutes
			</li>
			<li>
				Fixed: Should fix some rare issue where changing the time makes the seraph not sleepy forever
			</li>
			<li>
				Fixed: Game crashing when breaking a scrap pile with the propick
			</li>
			<li>
				Fixed: Some meal ingredients not showing up in cooked meals
			</li>
			<li>
				Fixed: When a trader refreshed its inventory, it did not refresh the prices
			</li>
			<li>
				Fixed: Game crashing with an unclear message when the installed .net framework is below version 4.5.1. It should now crash with a message to update .net
			</li>
			<li>
				Fixed: Potential race condition issue causing all kinds of oddities on the server
			</li>
			<li>
				Fixed: Entities falling below the world never despawned
			</li>
			<li>
				Fixed: Work item rotation oddities on the anvil (now resets the rotation whenever the work item is removed)
			</li>
			<li>
				Fixed: Weird artifacts on snow in the distance (reduced max mipmap level from 4 to 3)
			</li>
			<li>
				Fixed: All json models (e.g. chiseled blocks) were tesselated twice and rendered twice. Zomg. Should improve performance and notably reduce block placing lag
			</li>
			<li>
				Fixed: All creatures becoming invisible if their y-position is below 0
			</li>
			<li>
				Fixed: /list banned crashing the game
			</li>
			<li>
				Fixed: Crash related to the world map
			</li>
			<li>
				Fixed: Lantern glass not rendered when in off-hand
			</li>
			<li>
				Fixed: Singleplayer world list loading all files instead of only .vcdbs ones
			</li>
			<li>
				Fixed: Moon always fully visible despite fog and clouds
			</li>
			<li>
				Fixed: Falling snow deleted water blocks
			</li>
			<li>
				Fixed: Animals could not pathfind through snow
			</li>
			<li>
				Fixed: "x days until first temporal storm" message was shown in newly created worlds with temporal storms disabled
			</li>
			<li>
				Fixed: Command "/ban player message" only allowed a single word as message
			</li>
			<li>
				Fixed: Wolves falling asleep mid-chase
			</li>
			<li>
				API Feature: The transform editor (.tfedit) now also supports tool rack and display case/shelf transforms (remove and place back block/item again to see updated transforms)
			</li>
			<li>
				API Tweak: Added a patched version of cairo graphics that fixes a bug in multithreaded font rendering
			</li>
			<li>
				API Tweak: Removed Enet library
			</li>
			<li>
				API Tweak: New Property ICoreAPI.Logger
			</li>
			<li>
				API Tweak: world.Blocks and world.Items are now of type IList&lt;T&gt; instead of List&lt;T&gt;
			</li>
			<li>
				API Tweak: world.Blocks now will never return null and never return a Block instance whose id is 0. Non existant blocks will have their Code set to null however (not sure if will keep this behavior)
			</li>
			<li>
				API Tweak: Upon asset loading the game will now reload its shaders so that patched vanilla shaders are loaded
			</li>
			<li>
				API Refactor: Moved sapi.WorldManager.GetBlockAccessor to api.World.GetBlockAccessor. Old methods still there but marked obsolete
			</li>
			<li>
				API Fixed: /wgen regen or by that extend api.WorldManager.BroadcastChunk did not send map chunks causing weird behaviors
			</li>
			<li>
				API Fixed: A Blocks InteractStep methods were only called after the player stopped or canceled the interaction
			</li>
			<li>
				API Refactor: Block.CanAttachBlockAt now has a new optional arg Cuboidi attachmentArea
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">252</guid><pubDate>Wed, 05 Aug 2020 20:14:00 +0000</pubDate></item><item><title>Dropping (official) Mac OS Support</title><link>https://www.vintagestory.at/blog.html/news/dropping-official-mac-os-support-r253/</link><description><![CDATA[<p>
	<strong><span style="font-size:16px;">Dear Apple Users,</span></strong>
</p>

<p>
	[Edit 25th Sept 2020:]<br />
	It has come to my attention that Mac OS Catalina will still allow applications to start, which is great. Also please bear in mind that this whole post is not presenting facts, but merely a personal opinion of mine which is not devoid of flaws.<br />
	 
</p>

<p>
	with a heavy heart but also some level of relief I have to announce to you that I will no longer consider Vintage Story officially supporting MacOS. As much as I would like to continue supporting this platform, the lack of stable libraries and frameworks as well as Apples general developer hostile approach makes this goal untenable for me. It has already been a herculean task to get the game working on MacOS and Apple is not making it any easier going forward, particularly in light of recent events.
</p>

<p>
	<strong>Can you elaborate some more?</strong><br />
	- The rendering back-end, OpenGL, is officially considered deprecated by Apple, to be replaced by their own proprietary rendering API that only runs on their systems. If OpenGL is officially removed, it would mean I would need to program a completely new rendering back-end just for Mac OS. Not to speak that the OpenGL driver on mac os has a lot of strange quirks one has to take into account during development.<br />
	- Apple has announced that starting from Mac OS Catalina it wants to quite literally forbid you from launching apps outside the App Store unless the developer goes through some very complicated and non-free certification processes.<br />
	- It also seems that Mac OS Catalina completely broke the mouse movement API within OpenTK, a library that Vintage Story relies on.<br />
	- In the near future Apple wants to switch their hardware from Intel to ARM processors, which would mean more drastic changes on how software has to be written for their platforms.<br />
	In short, Apple is hostile to open, cross-platform software development.
</p>

<p>
	<strong>What about the future? Can I still play on Mac?</strong><br />
	I will continue shipping new versions with a Mac OS build for at least 6 months for those players that still run the game on Mac.<br />
	It is also still possible that official support will come back some day, but for the near term I will de-prioritize Mac OS support.
</p>

<p>
	<strong>I got the game, what are my options?</strong><br />
	1. You are free to request a refund if you got the game and do not wish to await an uncertain future.<br />
	2. If you can still run the game on Mac OS and want to continue doing so, I recommend you do not update to Mac OS Catalina.<br />
	3. Alternatively, most modern 400 dollar laptops can quite decently run Vintage Story on low settings, in some cases even better than old Macbook pros. Intel. Be sure to look up its graphics card, and that it has at least 1000 benchmark points on <a href="https://www.videocardbenchmark.net/" rel="external nofollow">videocardbenchmark.net</a> (2000 recommended)
</p>

<p>
	<br />
	Thank you for your understanding,<br />
	  Tyron<br />
	 
</p>]]></description><guid isPermaLink="false">253</guid><pubDate>Fri, 07 Aug 2020 18:40:00 +0000</pubDate></item><item><title>The Seasons Update (v1.13-pre.1)</title><link>https://www.vintagestory.at/blog.html/news/the-seasons-update-v113-pre1-r251/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Seasonal Community</strong></span><br />
	v1.13-pre.1 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Many of you requested it in the last poll, and we'll deliver. Here is the very first public (preview) release of the seasons update! Turns it its not that easy to build good season simulation <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"> - this is the end result of the cumulative work that spanned several updates - all the way back to version 1.9 where we added realistic climate bands, food preservation in 1.10 and snow and rainfall in v1.12.
</p>

<p>
	<strong>Please notice</strong><br />
	1. This is a bug-ridden preview release, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes.<br />
	2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.13 blog post will come when the first release candidate is ready.<br />
	 
</p>

<p>
	<strong>Screenshots, Gifs, Videos</strong><br /><br />
	Seasons! Seasonal foliage and temperature dependent plant growth<br /><img alt="seasonalfoliage2.gif.75dc988481aee8068c44e7339ce52906.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3985" data-ratio="140.85" width="426" src="//media.vintagestory.at/monthly_2020_07/seasonalfoliage2.gif.75dc988481aee8068c44e7339ce52906.gif" /></p>

<p>
	<br />
	Snow accumulates in winter and melts during summer (WIP)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="3987" href="//media.vintagestory.at/monthly_2020_07/snowaccum.gif.57fb27cfb081bf3c5236cb34ed081463.gif" rel=""><img alt="snowaccum.thumb.gif.9531d196158687bad861d3c5178960cd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3987" data-ratio="42.97" width="1200" src="//media.vintagestory.at/monthly_2020_07/snowaccum.thumb.gif.9531d196158687bad861d3c5178960cd.gif" /></a>
</p>

<p>
	<br />
	Fine detail ambient occlusion with SSAO, for high end users<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="3979" href="//media.vintagestory.at/monthly_2020_07/ssao-fences.gif.3c46bee9597efcfc1d60f56737ed3f88.gif" rel=""><img alt="ssao-fences.thumb.gif.e38706114a630d5377b661447a58d5f1.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3979" data-ratio="54.21" width="1200" src="//media.vintagestory.at/monthly_2020_07/ssao-fences.thumb.gif.e38706114a630d5377b661447a58d5f1.gif" /></a><br /><br />
	Specular sunlight reflections on water surfaces, more foamy water<br /><img alt="sunspecular.gif.5d714e98173339b70c60f70b684c4986.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3980" data-ratio="119.22" width="385" src="//media.vintagestory.at/monthly_2020_07/sunspecular.gif.5d714e98173339b70c60f70b684c4986.gif" /><br /><br />
	New Mechanical power blocks - the large gear and a clutch<br /><img alt="mechpower.gif.d35e7a4e0d4714ea78d753f0ba500391.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3989" data-ratio="62.46" width="570" src="//media.vintagestory.at/monthly_2020_07/mechpower.gif.d35e7a4e0d4714ea78d753f0ba500391.gif" /><br /><br />
	Flowerpot and Planter rework, the planted flowers and plants now have new models and different models depending on the size of the pot.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3990" href="//media.vintagestory.at/monthly_2020_07/0-pots.png.ac9816b5af7dba7f6f4aa03ba24a8714.png" rel=""><img alt="0-pots.thumb.png.3914a2adf849d35db47c53666dbcbc1a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3990" data-ratio="28.80" width="1000" src="//media.vintagestory.at/monthly_2020_07/0-pots.thumb.png.3914a2adf849d35db47c53666dbcbc1a.png" /></a><br /><br /><br />
	Chute rework. Added many more chute block variants, including an archimedes screw<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2020_07/0-chutes.jpg.f16bf9e15fe006220b905c85109f9ff1.jpg" rel="external nofollow"><img alt="0-chutes.thumb.jpg.62669778389f85d945aa87d024e24bbd.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3991" data-ratio="74.40" style="width:500px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_07/0-chutes.thumb.jpg.62669778389f85d945aa87d024e24bbd.jpg" /></a>  <img alt="archimedesscrew3.gif.c865477761a2827c3ff68dd3c41e6524.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3992" data-ratio="114.86" style="width:323px;height:auto;" width="366" src="//media.vintagestory.at/monthly_2020_07/archimedesscrew3.gif.c865477761a2827c3ff68dd3c41e6524.gif" /><br /><br /><br />
	Experimental immersive first person mode
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/RsGekVURQGA?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	The world map is now persistent, as in, it will no longer unload previously discovered areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3982" href="//media.vintagestory.at/monthly_2020_07/0-pers-worldmap.jpg.0b553ddb14624a24e06e6b41db8c0654.jpg" rel=""><img alt="0-pers-worldmap.thumb.jpg.105a6d8f94d939b60f7339a90289fe30.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3982" data-ratio="57.30" width="1000" src="//media.vintagestory.at/monthly_2020_07/0-pers-worldmap.thumb.jpg.105a6d8f94d939b60f7339a90289fe30.jpg" /></a><br /><br />
	Lots of new flora for hot and wet climates: Fern trees, crotons and rafflesias<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3986" href="//media.vintagestory.at/monthly_2020_07/2020-07-06_18-47-15.jpg.821aa974d52e3945a4a75fcee86fae50.jpg" rel=""><img alt="2020-07-06_18-47-15.thumb.jpg.9bc209a4bac8cf2cc850cc26b2e32f27.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3986" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_07/2020-07-06_18-47-15.thumb.jpg.9bc209a4bac8cf2cc850cc26b2e32f27.jpg" /></a>
</p>

<p>
	<strong>Modders</strong> are no longer limited to cubic shapes, here's some pumpkins modded in by Novocain, which he modeled in Blender<br /><img alt="pumpkinobj.png.160ccbabc837bfd6c22204f2963693e4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3984" data-ratio="43.70" width="984" src="//media.vintagestory.at/monthly_2020_07/pumpkinobj.png.160ccbabc837bfd6c22204f2963693e4.png" /></p>

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

<ul><li>
		Feature: <strong>Seasons</strong>

		<ul><li>
				<strong>Seasonal foliage</strong> - pines will have different shades of green, blueberries will turn bright red and maples will have fancy yellow leaves during fall
			</li>
			<li>
				<strong>Snow accumulation</strong> - many blocks can now be covered in snow, such as loose stones, tall grass, saplings, flowers, slabs, stairs and fences - even in unloaded chunks (WIP)
			</li>
			<li>
				<strong>Realistic</strong>, season-, latitude- and season-aware <strong>day/night cycles</strong>
			</li>
			<li>
				Correct hemisphere simulation. If you travel far enough south, the seasons will be flipped, i.e. Winter in July
			</li>
			<li>
				Latitude and day/night-aware <strong>temperature simulation</strong>. Temperature now affects crop growth and the precipitation system. Reeds, Papyrus, Mushrooms and berry bushes will also stop growing during freezing temperatures
			</li>
		</ul></li>
	<li>
		Feature: <strong>Increased graphical fidelty</strong>
		<ul><li>
				<strong>SSAO Shader </strong>- greatly improves the shading of blocks and creatures when enabled
			</li>
			<li>
				<strong>Specular sunlight reflections </strong>on water surfaces
			</li>
			<li>
				<strong>New models</strong> for knife, spear, axe, hoe, shovel and arrows
			</li>
			<li>
				<strong>Trader Outfit bonanza:</strong> They now wear a wide range of accessories
			</li>
			<li>
				Water is now more foamy
			</li>
			<li>
				Bamboo is now also randomly rotated
			</li>
		</ul></li>
	<li>
		Feature: <strong>Experimental immersive first person mode</strong>. Makes it so you can see your own body also in the first person camera mode
	</li>
	<li>
		Feature: <strong>Mechanical Power updates</strong>
		<ul><li>
				Many bugs related to it were fixed
			</li>
			<li>
				New block: The clutch to disengage parts from a powertrain
			</li>
			<li>
				New block: A large gear that translates torque&lt;=&gt;speed and has multiple connectors for small gears (WIP)
			</li>
		</ul></li>
	<li>
		Feature: <strong>Map persistence</strong>. Clients now store already visited map pieces locally
	</li>
	<li>
		Feature: <strong>Flowerpot/planter rework</strong>. You can now plant bamboo, reeds, papyrus, crotons in them. Also several planted models received some updates. The pot and planter is now also ready to receive new plant-in-pot growing mechanics in the future.
	</li>
	<li>
		Feature: <strong>Wide ranging performance optimizations</strong>. As usual we always try to counter the additional performance cost of new features by squeezing out ever more extra frames from the game engine:
		<ul><li>
				<strong>Greatly reduced block update lag </strong>when building with hundreds of chiseled blocks. Reading block entities were a bottleneck, they can now be accessed much more quickly by the game engine<span style="font-size:12px;"> (technical info: moved from an array to a dict)</span>
			</li>
			<li>
				<strong>Major entity optimization</strong> - signifcantly reduced the cost of having many entities loaded at the same time.<span style="font-size:12px;"> (technical info: Player, Entity and Item Physics simulation should now run independently from the physics simulation tps (GlobalConstants.PhysicsFrameTime). This allows us to reduce the physics sim tps from 60 to 30, effectively doubling physics sim capacity. The physics simulation is one of the most costly cpu side operations for the client and server, so this should give a nice performance boost. Probably introduces some new physics oddities though.)</span>
			</li>
			<li>
				Several <strong>performance leaks fixed</strong> for long running worlds. A server with many players that runs for several days eventually ended up very laggy. <span style="font-size:12px;">(technical info: 1. farmland and berry bushes were not properly unloaded, causing creatures searching for food looking through an every increasing list of potential food sources, 2. the entity partitioning system did not seem to properly unload entities, again increasing search costs)</span>
			</li>
		</ul></li>
	<li>
		Feature: <strong>New ram optimization mode:</strong> "Aggressively optimize". Should theoretically save about 200 MB ram. In this mode the game
		<ul><li>
				No longer preloads all sound files, but only loads them on-demand
			</li>
			<li>
				No longer keeps shape files in memory, but unloads them after initial tesselation and loads them back in on-demand
			</li>
			<li>
				Reduces max particles by half
			</li>
			<li>
				Reduces actively held chunk data
			</li>
			<li>
				Unused music files get unloaded
			</li>
		</ul></li>
	<li>
		Feature: <strong>Survival handbook improvements</strong>
		<ul><li>
				Tries to yield more intelligent results when searching
			</li>
			<li>
				Added category tabs
			</li>
			<li>
				Added ".reload handbook" command to more efficiently trial&amp;error handbook entries for modders
			</li>
			<li>
				Added Survival Guide, Progression guide and Mining guide
			</li>
			<li>
				Removed some items that do not belong in the handbook
			</li>
			<li>
				Added survival guide button to the escape menu
			</li>
		</ul></li>
	<li>
		Feature: <strong>More item transport blocks</strong>
		<ul><li>
				Added Archimedes screw for vertical item transport.
			</li>
			<li>
				New 3way, T, straight and cross chutes for horizontal and splitting item transport
			</li>
		</ul></li>
	<li>
		Feature: <strong>Jungle flora updates</strong>
		<ul><li>
				Added fern trees
			</li>
			<li>
				Added rafflessia flowers
			</li>
			<li>
				Added croton plants
			</li>
			<li>
				Jungles should now be more forested and grassier
			</li>
		</ul></li>
	<li>
		Feature: <strong>New world customization options</strong>
		<ul><li>
				Added Polar-equator distance: Lets you define how far you have to travel north or south to reach the pole or the equator
			</li>
			<li>
				Added starting climate: At long last, you can now now select in which climate band you want to spawn
			</li>
			<li>
				Added season switch: Lets you disable the passing of seasons
			</li>
			<li>
				Added global forestation modifier: Change the amount of forest your world has
			</li>
			<li>
				Microblock chiseling is now enabled by default, but only for wood and stone material blocks. Added new config option to enable it for most cubic blocks.
			</li>
		</ul></li>
	<li>
		Feature: Added new rain sound when in forests
	</li>
	<li>
		Feature: Beds are now bouncy
	</li>
	<li>
		Feature: Discovery of lore items now more epic with a gong and announcement message
	</li>
	<li>
		Feature: Added toggle sprint setting. Lets you press down the sprint button only once to activate instead of needing to hold it down continuously
	</li>
	<li>
		Feature: Improved remapper assistant. The tool that helps you upgrade your world to a new version just got easier to use. It now also offers to back up your world and after the remapping is completed, single player worlds will automatically reload
	</li>
	<li>
		Feature: Rotatable anvils
	</li>
	<li>
		Tweak: World Edit Gui Import Tool: Added 2 buttons to rotate the selection CW or CCW
	</li>
	<li>
		Tweak: Updated language files. Added dutch translations \o/
	</li>
	<li>
		Tweak: Made the slope test block rotatable just because.
	</li>
	<li>
		Tweak: Added "Open Logs Folder" to the launching/connecting server screen
	</li>
	<li>
		Tweak: /serverconfig setspawnhere now prints the coordinates in the correct notation
	</li>
	<li>
		Tweak: Lowered the sun a bit, makes sunsets and sunrises look less awkward with the sun still up but everything dark already
	</li>
	<li>
		Tweak: The Handbook browse history now also remembers the scroll position
	</li>
	<li>
		Tweak: Disabled save game setting "AllowCreativeMode" because its confusing, and cannot be enabled again, so it trips up people. Creative mode is now always allowed given the right privileges
	</li>
	<li>
		Tweak: Increased the flee detection range for most animals, therefore when sneaking this range is reduced by 40%
	</li>
	<li>
		Tweak: allowCoordinateHud worldconfig now also affects the coordinates in the debug screen
	</li>
	<li>
		Tweak: Journal Entries are now translatable
	</li>
	<li>
		Tweak: Updated /time command
		<ul><li>
				Now displays the date in a day.month.year format
			</li>
			<li>
				Added subcommand /time setmonth [1..12] or /time setmonth [jan..dec]
			</li>
		</ul></li>
	<li>
		Tweak: Updated weather related commands
		<ul><li>
				Can now do /weather setprecip [0..1 or auto] to set set a permanent override precipitation level
			</li>
			<li>
				Can now do /snowaccum [on|off] do toggle snow accumulation
			</li>
			<li>
				Can now do /snowaccum here [0..4] to test snow accumulation for the current chunk
			</li>
		</ul></li>
	<li>
		Tweak: Farmland now internally works with a moisture level instead of a watered yes/no value. This will allow future updates to the crop growth mechanic.
	</li>
	<li>
		Tweak: Changed how precipitation works. It is no longer a separate weather pattern, but a function of time that is overlaid onto cloud patterns. This was necessary to simulate snow accumulation efficiently, but also would allow for precise weather forecasts in the future or for modders.
	</li>
	<li>
		Fixed: Scrollbar issues in the mods manager at non-8 gui scales
	</li>
	<li>
		Fixed: Vertical jitter when sprinting
	</li>
	<li>
		Fixed: Elusive orange lupine not being generated
	</li>
	<li>
		Fixed: Should fix the game crashing when using a completely empty json block model
	</li>
	<li>
		Fixed: Satiety draining while in creative mode
	</li>
	<li>
		Fixed: Plank stairs and slabs texture not aligning correctly with one another
	</li>
	<li>
		Fixed: Water was no longer having any wavy motion
	</li>
	<li>
		Fixed: Should fix a crashing issue when placing troughs in rare cases
	</li>
	<li>
		Fixed: Curable/Perishable info texts were not translatable
	</li>
	<li>
		Fixed: Disabling the survival mod made a creative world not start
	</li>
	<li>
		Fixed: "Ready to mate" info on dead animals
	</li>
	<li>
		Fixed: Flowing water deleting torch holder blocks
	</li>
	<li>
		Fixed: Throwing spears pulled other spears from distant chest inventories
	</li>
	<li>
		Fixed: /admin landfree removed the admins claims instead of claims of the supplied player name
	</li>
	<li>
		Fixed: Various typos fixed in-game and in code
	</li>
	<li>
		Fixed: Constructing pile of boards dupe bug
	</li>
	<li>
		Fixed: Rare crash related to the particle system (by making chisel blocks a bit more thread safe)
	</li>
	<li>
		Fixed: .reload shapes broke all creature animations (no animations were playing anymore)
	</li>
	<li>
		Fixed: Server throwing exception when typing "{test}" into the console
	</li>
	<li>
		Fixed: A charcoal lit text was not translatable
	</li>
	<li>
		Fixed: Hoppers no longer push items into the quern output slot
	</li>
	<li>
		Fixed: /time calendarspeedmul not sent to client causing sun jitter. Also was not saved to the savegame.    
	</li>
	<li>
		Fixed: Various open file/folder buttons crashing on linux
	</li>
	<li>
		Fixed: Scythe showing as a usable tool instead of knifes on several blocks
	</li>
	<li>
		Fixed: Admin survival players non able to break their own reinforced blocks
	</li>
	<li>
		Fixed: Should fixed chiseled blocks not supporting non 32x32 textures
	</li>
	<li>
		Fixed: Reinforced lanterns broke on first attempt
	</li>
	<li>
		Fixed: Windows Font DPI Setting no longer messes with the in-game fonts
	</li>
</ul><p>
	 
</p>

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

<ul><li>
		Feature: Completed implementation of <strong>.obj and .gltf loader</strong>. Blocks and Items can now also use .obj or .gltf files for their models
	</li>
	<li>
		Feature: Added <strong>harmony lib to improve mod support</strong> - you can use it to patch native code, see also <a href="https://harmony.pardeike.net/" rel="external nofollow">official docs</a>
	</li>
	<li>
		Feature: Added api.Event.OnGetClimate event. Used by the survival mod to adjust the already existing worldgen based temperature value to the current season, latitude and daytime dependencies        
	</li>
	<li>
		Feature: New event IngameDiscovery displays large centered text in a fancy font
	</li>
	<li>
		Feature: Added a <strong>side independent network api</strong>. Added a .GetChannel() method. This simplifies network setup and reduces code repetition. See Example code below
	</li>
	<li>
		Feature: Added GameMath.CyclicValueDistance()
	</li>
	<li>
		Feature: Added zOffset per shape element capability (not yet editable in VSMC)
	</li>
	<li>
		Tweak: <strong>Dropped obfuscation</strong> on 35k client code
	</li>
	<li>
		Tweak: Add RequiredOnServer property to ModInfo
	</li>
	<li>
		Tweak: Allow code mods without ModSystems to be loaded as long as they have a ModInfo attribute
	</li>
	<li>
		Tweak: New animation meta data property "holdEyePosAfterEasein". Can be used to freeze the camera in place in the immersive fp mode. Added that for smithing and knapping so far.
	</li>
	<li>
		Tweak: Added a globally unique identifier for savegames. (savegame.SavegameIdentifier)
	</li>
	<li>
		Tweak: Added 'SQLiteDB' to the api, a basic helper class to set up a sqlite database, check out MapDB in the essentials mod for an example use case
	</li>
	<li>
		Tweak: Renamed IBlockTextureLocationDictionary to ITextureLocationDictionary
	</li>
	<li>
		Refactor: Renamed IntMap to IntDataMap2D
	</li>
	<li>
		Refactor: IGameCalendar.Season is now GetSeason(), as the season now depends on the hemisphere at given location
	</li>
	<li>
		Refactor: Some renaming of the EnumServerRunPhase values, but left old ones in as [Obsolete] for now. Added one new server runphase thats just before loading the first spawn chunks
	</li>
	<li>
		Refactor: Removed Api.World.Calendar.DayLightStrength on the server side. Instead, retrieve the daylight strength with .GetDayLightStrength(double x, double z). The day light strength propery on the client side still exists, but now is the day light strength at the players position.
	</li>
	<li>
		Refactor: IBlockAccessor.GetClimateAt() now has a new arg "EnumGetClimateMode mode" to retrieve the current temperature values
	</li>
	<li>
		Refactor: GameMath.FastSqrt is now obsolete. Apparently it is slower than plain Math.Sqrt *facepalm*
	</li>
	<li>
		Refactor: world.RayTraceForSelection() now has an additional arg take accept an optional entity filter. If you use this method, you might want to add (e) =&gt; e.IsInteractable as entity filter, as this was the previous behavior
	</li>
	<li>
		Refactor: entity.EyeHeight is now entity.LocalEyePos
	</li>
	<li>
		Refactor: entity.LocalPos is now called entity.SidedPos
	</li>
	<li>
		Refactor: sapi.WorldManager.LoadChunkColumnFast is now called sapi.WorldManager.LoadChunkColumnPriority
	</li>
	<li>
		Refactor: Renamed BlockMPBase.HasConnectorAt to HasMechPowerConnectorAt (only relevant for modded in mechanical power blocks)
	</li>
	<li>
		Refactor: Cleaned up paths and naming on a lot of block shape files
	</li>
	<li>
		Major Client-Side Refactor: meshdata.Rgba2 is no more. No longer needed as climate tint is now sampled by the shader instead of baked into the vertices. Consequently:
		<ul><li>
				new MeshData() now takes one argument less.
			</li>
			<li>
				The standard shader no longer has the prog.RgbaBlockIn property
			</li>
			<li>
				Block.TintIndex is gone, replaced by Block.ClimateColorMap and Block.SeasonColorMap
			</li>
			<li>
				The VS ModelCreator no longer has a tint index field, replaced by 2 text fields for the climate color map and season map. Be sure to open the new shape files with the new editor.
			</li>
			<li>
				capi.ApplyColorTintOnRgba(tintIndex, ...) is now capi.World.ApplyColorMapOnRgba(ClimateColorMap, SeasonColorMap, ...)
			</li>
			<li>
				Any meshes that get added to a chunk mesh (e.g. by block entities) require meshdata.SeasonColorMapIds and meshdata.ClimateColorMapIds to be non-null (initialize with verticescount/4 zeros if no color mapping is needed)
			</li>
			<li>
				capi.Tesselator.TesselateShape() no longer takes 1 tint index, but 2 ints a seasonColorMapId and climateColorMapId
			</li>
			<li>
				capi.Render.PreparedStandardShader() now accepts a Vec3f to pass on a color multiplier
			</li>
			<li>
				capi.Render.AllocateEmptyMesh() no longer accepts "int rgba2Size"
			</li>
			<li>
				meshData.XyzFaces is now a byte array instead of an int array to save ram
			</li>
			<li>
				meshData.Renderpasses is now a short array instead of an int array to save ram
			</li>
			<li>
				meshData.XyzFaces now need to hold the face index plus 1 (0 for no face, 1 for north, 2 for east, etc...)
			</li>
			<li>
				Added api.RegisterColorMap() to register a color map that is (optionally) inserted into the block texture atlas, added config/colormaps.json for json loading of color maps.
			</li>
			<li>
				The shaders explicits attrib locations for several shaders shifted by -1 (since we no longer upload Rgba2 data)<br />
				 
			</li>
		</ul></li>
	<li>
		Fixed: The Array Extension .RemoveEntry&lt;T&gt;() garbled the resulting array when removal index was 0
	</li>
	<li>
		Fixed: Using &lt;font&gt; in Richtext caused the text to loose its orientation
	</li>
	<li>
		Fixed: Renamed Block.OnNeighourBlockChange() to Block.OnNeighbourBlockChange(), and this method is now also called client-side
	</li>
	<li>
		Fixed: block type property RandomizeRotations ignoring the RandomizeAxes property
	</li>
	<li>
		Fixed: Crafting recipes that referenced blocks/items that existed but were remapped did not log an error
	</li>
</ul><p>
	<br /><br />
	New simplified Network api sample code, in this case sending custom data to any connecting player:
</p>

<pre class="ipsCode prettyprint lang-c prettyprinted">
<span class="pln">        </span><span class="kwd">public</span><span class="pln"> override </span><span class="kwd">void</span><span class="pln"> </span><span class="typ">Start</span><span class="pun">(</span><span class="typ">ICoreAPI</span><span class="pln"> api</span><span class="pun">)</span><span class="pln">
        </span><span class="pun">{</span><span class="pln">
            api</span><span class="pun">.</span><span class="typ">Network</span><span class="pun">.</span><span class="typ">RegisterChannel</span><span class="pun">(</span><span class="str">"latitudedata"</span><span class="pun">).</span><span class="typ">RegisterMessageType</span><span class="pun">(</span><span class="kwd">typeof</span><span class="pun">(</span><span class="typ">LatitudeData</span><span class="pun">));</span><span class="pln">
        </span><span class="pun">}</span><span class="pln">

        </span><span class="kwd">public</span><span class="pln"> override </span><span class="kwd">void</span><span class="pln"> </span><span class="typ">StartClientSide</span><span class="pun">(</span><span class="typ">ICoreClientAPI</span><span class="pln"> api</span><span class="pun">)</span><span class="pln">
        </span><span class="pun">{</span><span class="pln">
            api</span><span class="pun">.</span><span class="typ">Network</span><span class="pun">.</span><span class="typ">GetChannel</span><span class="pun">(</span><span class="str">"latitudedata"</span><span class="pun">).</span><span class="typ">SetMessageHandler</span><span class="pun">&lt;</span><span class="typ">LatitudeData</span><span class="pun">&gt;(</span><span class="pln">onLatitudeDataReceived</span><span class="pun">);</span><span class="pln">
        </span><span class="pun">}</span><span class="pln">

        </span><span class="kwd">public</span><span class="pln"> override </span><span class="kwd">void</span><span class="pln"> </span><span class="typ">StartServerSide</span><span class="pun">(</span><span class="typ">ICoreServerAPI</span><span class="pln"> api</span><span class="pun">)</span><span class="pln">
        </span><span class="pun">{</span><span class="pln">
            api</span><span class="pun">.</span><span class="typ">Event</span><span class="pun">.</span><span class="typ">PlayerJoin</span><span class="pln"> </span><span class="pun">+=</span><span class="pln"> </span><span class="pun">(</span><span class="pln">plr</span><span class="pun">)</span><span class="pln"> </span><span class="pun">=&gt;</span><span class="pln">
            </span><span class="pun">{</span><span class="pln">
                api</span><span class="pun">.</span><span class="typ">Network</span><span class="pun">.</span><span class="typ">GetChannel</span><span class="pun">(</span><span class="str">"latitudedata"</span><span class="pun">).</span><span class="typ">SendPacket</span><span class="pun">(</span><span class="pln">latdata</span><span class="pun">,</span><span class="pln"> plr</span><span class="pun">);</span><span class="pln">
            </span><span class="pun">};</span><span class="pln">
        </span><span class="pun">}</span></pre>

<p>
	 
</p>]]></description><guid isPermaLink="false">251</guid><pubDate>Tue, 07 Jul 2020 18:30:00 +0000</pubDate></item><item><title>Steaming ahead.... slowly</title><link>https://www.vintagestory.at/blog.html/news/steaming-ahead-slowly-r250/</link><description><![CDATA[<p>
	<strong>Dear Community,</strong>
</p>

<p>
	in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"></p>

<p>
	Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range.
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/BGz5AGrhckg?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog:
</p>

<p>
	<br />
	For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/<br /><img alt="0-slopes.png.6cb1b60f6e1a0a43910db7286241b1c1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3656" data-ratio="89.92" width="595" src="//media.vintagestory.at/monthly_2020_05/0-slopes.png.6cb1b60f6e1a0a43910db7286241b1c1.png" /></p>

<p>
	<br />
	The world map will be persistent<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3658" href="//media.vintagestory.at/monthly_2020_05/2020-04-08_15-44-38.jpg.b9c5443b715415262ec5e5cc067a707b.jpg" rel=""><img alt="2020-04-08_15-44-38.thumb.jpg.af7b93eaa68cf8000b4f99dfefe36b61.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3658" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_05/2020-04-08_15-44-38.thumb.jpg.af7b93eaa68cf8000b4f99dfefe36b61.jpg" /></a>
</p>

<p>
	<br />
	Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks.<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2020_05/2020-04-08_21-22-11.jpg.b6a4c02ecf776ad443fae39a0972f7cd.jpg" rel="external nofollow"><img alt="2020-04-08_21-22-11.thumb.jpg.f31d6503393f160be10eaae860f4d5c5.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3659" data-ratio="56.34" style="width:852px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_05/2020-04-08_21-22-11.thumb.jpg.f31d6503393f160be10eaae860f4d5c5.jpg" /></a>
</p>

<p>
	<br />
	Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power<br /><img alt="archimedesscrew3.gif.ff816b003d9e829fdabe790f4b288cfd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="3660" data-ratio="114.75" style="width:278px;height:auto;" width="366" src="//media.vintagestory.at/monthly_2020_05/archimedesscrew3.gif.ff816b003d9e829fdabe790f4b288cfd.gif" /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2020_05/2020-04-13_21-04-34.png.118687757cb590be12360fd952fbf201.png" rel="external nofollow">  <img alt="2020-04-13_21-04-34.thumb.png.60f457a02f60d08f1c1f8c7718619f27.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3661" data-ratio="56.32" style="width:570px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_05/2020-04-13_21-04-34.thumb.png.60f457a02f60d08f1c1f8c7718619f27.png" /></a>
</p>

<p>
	<br />
	Some extra graphics fidelity is a must <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br />
	Water surfaces will feature specular reflections<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3665" href="//media.vintagestory.at/monthly_2020_05/2020-04-20_16-12-57.jpg.d9f144db409183bae06e965f937e61eb.jpg" rel=""><img alt="2020-04-20_16-12-57.thumb.jpg.0ec6970eaa8632ef4b11bf45de6ea9e7.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3665" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2020_05/2020-04-20_16-12-57.thumb.jpg.0ec6970eaa8632ef4b11bf45de6ea9e7.jpg" /></a><br /><br /><br />
	There will be an experimental immersive first person mode that should give you another edge in world immersion
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/RsGekVURQGA?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3666" href="//media.vintagestory.at/monthly_2020_05/2020-04-26_17-12-32.jpg.1f5ec43aa9ed34e711beb0b368116d6f.jpg" rel=""><img alt="2020-04-26_17-12-32.thumb.jpg.a750245b6b8da3fdb101ce28259742c9.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3666" data-ratio="55.70" width="1000" src="//media.vintagestory.at/monthly_2020_05/2020-04-26_17-12-32.thumb.jpg.a750245b6b8da3fdb101ce28259742c9.jpg" /></a>
</p>

<p>
	<br />
	Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/270a.png" class="ipsEmoji" alt="✊"></p>]]></description><guid isPermaLink="false">250</guid><pubDate>Sat, 16 May 2020 21:00:00 +0000</pubDate></item><item><title>Polish translations (v1.12.14)</title><link>https://www.vintagestory.at/blog.html/news/polish-translations-v11214-r249/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.14, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Our community member Acheron72P and several others were hard at work translating the game into Polish. While not yet complete, it already boasts a wholesome 60%! Thank you for your contributions!<br /><br />
	This release also fixes a heavy game freeze issue when exchanging bag slots often. And a bunch of other things.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3235" href="//media.vintagestory.at/monthly_2020_03/0-voxay-Cave_Ruin_1_Final_-_Copie.png.9282416a7f05ceac32c5a7901cc8fdb6.png" rel=""><img alt="0-voxay-Cave_Ruin_1_Final_-_Copie.thumb.png.641ed6d426de2ac9040345146ede2e05.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3235" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_03/0-voxay-Cave_Ruin_1_Final_-_Copie.thumb.png.641ed6d426de2ac9040345146ede2e05.png" /></a><br /><span style="font-size:12px;">Screenshot and Build by Voxay</span><br />
	 
</p>

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

<ul><li>
		Tweak: Updated language files. Added polish translations, which are 60% complete \o/
	</li>
	<li>
		Tweak: Added a link to an easy-to-read guide on how to host a game server on the multiplayer page
	</li>
	<li>
		Tweak: Made soil less resistant against ore bombs
	</li>
	<li>
		Tweak: Fiddled with the saving code. Maaaybe makes it a bit more robust against corruption from OS/Hardware crashes
	</li>
	<li>
		Tweak: Added ".cam gui off" to prevent the cinematic camera from enabling or disabling the gui overlays
	</li>
	<li>
		Tweak: Added debug logging to find issues where bombs don't ignite and bloomeriess don't stay lit (needs entity debug mode enabled on the server)
	</li>
	<li>
		Fixed: Exception thrown by the json patcher if the asset category was mistyped
	</li>
	<li>
		Fixed: Charcoal pits not syncing up to other players correctly
	</li>
	<li>
		Fixed: Firepit green arrow progression indicator not scaling correctly with different gui scales
	</li>
	<li>
		Fixed: Server was not properly optimizing ram usage (did not properly in-memory compress inactive chunks)
	</li>
	<li>
		Fixed: Eventual freeze of death when continuously placing and removing backpacks, as well as a black flicker when doing so
	</li>
	<li>
		Fixed: Should fix an issue where placing a block/item just in range on the client, but out of range on the server causing a desync issue where the block does not exist server side and the inventory item is not given back client side
	</li>
	<li>
		Fixed: Wrong hover text for the Language setting info
	</li>
	<li>
		Fixed: Should fix harvested creature drops not properly synced up to all players
	</li>
</ul>]]></description><guid isPermaLink="false">249</guid><pubDate>Tue, 31 Mar 2020 16:20:00 +0000</pubDate></item><item><title>Temporally affected echo chamber (v1.12.12, v1.12.13)</title><link>https://www.vintagestory.at/blog.html/news/temporally-affected-echo-chamber-v11212-v11213-r248/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.12, an stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br />
	Somewhat daring to push yet another stable release and without making it a release candidate first, but so is attempting to build a game of this scope from scratch, so I guess I'll just roll with my incessant urge to fix issues as soon as possible <span>¯\_(ツ)_/¯<br /><br />
	[Edit:] Also released v1.12.13 to fix an issue with the new public server search method.</span><br /><br />
	Amongst others, echo chambers lost a glitch or two, therefore behave a bit more "in character" during low temporal stability.
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/7zo-SZzL2eM?feature=oembed"></iframe>
	</div>
</div>

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

<ul><li>
		Tweak: Added a search field for the public server list. Added some player stats to the public servers list.
	</li>
	<li>
		Tweak: Search fields now indicate their purpose with a "Search..." place holder text
	</li>
	<li>
		Tweak: Added server admin command /nexttempstorm to get the days left until the next temporal storm
	</li>
	<li>
		Tweak: The game server will now refuse to start or die on autosave if there is less than 200 MB free disk space. This is to avoid fatal corruption of the savegame if disk space runs out. The threshold can be configured in serverconfig.json
	</li>
	<li>
		Fixed: Should fix issue #489: Item in hand not synchronized across MP when item is consumed
	</li>
	<li>
		Fixed: Rotating a work item on an anvil confused the helve hammer
	</li>
	<li>
		Tweak/Fixed: Temporal instability left the pitch of echo chamber tracks in a weird state. Also fixed that putting a archive on the echo chamber sometimes did not make it play the sound track. Playiny tracks now adjust their pitch during low stability.
	</li>
	<li>
		Fixed: Picking up ingots, firewood, boards and etc. from item piles were moved into the backback instead of the hotbar
	</li>
	<li>
		Fixed: Should mitigate issues with tree chopping not fully removing the huge trees
	</li>
	<li>
		Fixed: More seraph animation derpiness
	</li>
	<li>
		Fixed: Numpad enter not recognized as enter (#488)
	</li>
	<li>
		Fixed: Server Exception spam when hitting a tree with a hammer
	</li>
	<li>
		Fixed: The exploit of using another tool to speed up block breaking is no longer possible
	</li>
	<li>
		Fixed: Should fix more windmill issues (due to wrong map region indexing)
	</li>
	<li>
		Fixed: Pickaxe Mining speed sounds rate dependent on the games framerate
	</li>
	<li>
		Fixed: Worldgen bugs in 1024x1024 sized worlds
	</li>
	<li>
		API Fixed: Containers that expand the inventory beyond the visible range were not usable
	</li>
</ul><p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">248</guid><pubDate>Thu, 26 Mar 2020 10:21:00 +0000</pubDate></item><item><title>New payment Options</title><link>https://www.vintagestory.at/blog.html/news/new-payment-options-r247/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear European Players</span></strong><br />
	we now offer two new payment options on our site:
</p>

<ul><li>
		iDEAL: A popular payment method in the Netherlands
	</li>
	<li>
		SOFORT / Klarna: Payment by Bank transfer for customers in Austria, Belgium, Germany, Italy, Netherlands and Spain. <strong>Disclaimer</strong>: Despite it's Name, payment by SOFORT is the only non-instant payment option. It usually seems to take 2-4 days to complete, but it can take up to 14 business days!
	</li>
</ul><p>
	We are aware that PaySafeCard is another much requested payment option, but at this point our Store does not support it and we cannot tell if or when it will become available. If it does, we will announce it on our blog post!<br />
	 
</p>
]]></description><guid isPermaLink="false">247</guid><pubDate>Mon, 23 Mar 2020 10:58:00 +0000</pubDate></item><item><title>Windmill and Shift+Click Itemstack moving fix (v1.12.10, v1.12.11)</title><link>https://www.vintagestory.at/blog.html/news/windmill-and-shiftclick-itemstack-moving-fix-v11210-v11211-r246/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.10, an stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	I'm really taking the <a href="https://en.wikipedia.org/wiki/Release_early,_release_often" rel="external nofollow">RERO</a> philosophy to heart, it seems. Version 1.12.9 introduced a bug that seemed to make windmills stop for most users. This should fix it. It might also make inventory management a lot easier due some of my attempts at making shift+left clicking stacks act a tad more intelligent!<br /><br />
	[Edit:] Also released v1.12.11 to fix a server side crash!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3164" href="//media.vintagestory.at/monthly_2020_03/dagoline-2020-03-20_10-23-21.jpg.b08a5d7cc9de52dd4d7fff696b4e3ca3.jpg" rel=""><img alt="dagoline-2020-03-20_10-23-21.thumb.jpg.2c6e375e9bfe69af52eef9d12aabc0f1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3164" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_03/dagoline-2020-03-20_10-23-21.thumb.jpg.2c6e375e9bfe69af52eef9d12aabc0f1.jpg" /></a><br /><span style="font-size:12px;">Screenshot by dagoline </span>
</p>

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

<ul><li>
		Tweak: Attempted to make Shift+Left click Itemstack moving more intelligent, e.g. chests are now the preferred container for accepting moved item stacks    
	</li>
	<li>
		Tweak: Added dark outline around waypoint icons
	</li>
	<li>
		Tweak: The new propick mode now consumes 2 durability instead of 5
	</li>
	<li>
		Tweak: Consuming a meal from a bowl should no longer move it into another slot
	</li>
	<li>
		Tweak: Seashells now yield 2 lime instead of 1
	</li>
	<li>
		Tweak: Hunter backpacks now also show up on the players back
	</li>
	<li>
		Tweak: Can no longer add more charcoal than required to the bloomery. This also means you have to add the ore first and then the coal
	</li>
	<li>
		Tweak: Reduced chandelier yellow-ness by a bit
	</li>
	<li>
		Fixed: More third persion animation derpiness. Might cause new derpiness. Lets see O_O
	</li>
	<li>
		Fixed: Bowaim + offhand torch animation derpiness
	</li>
	<li>
		Fixed: Windmills no longer turning
	</li>
	<li>
		Fixed: Artisan trader not selling clay planters and logging errors in the server-main.txt
	</li>
	<li>
		Fixed: Running /stats command right on startup throwing an exception
	</li>
	<li>
		Fixed: Missing block names for plant-in-planter
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">246</guid><pubDate>Sun, 22 Mar 2020 11:03:00 +0000</pubDate></item><item><title>Less op propick mode (v1.12.9)</title><link>https://www.vintagestory.at/blog.html/news/less-op-propick-mode-v1129-r245/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.9, an stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<br />
	Version v1.12.9-rc.2 introduced a new propick mode that is disabled by default. It was meant to help players that don't like purely chance based mode. The second mode is now there to tell you with certainty that an ore is in the vicinity.<br /><br />
	However, since some players suggested to turn the new ProPick Mode into more of a hot and cold game I made a poll on it on discord. You voted 124 to 10 in favor for a hot/cold mode instead, so I've changed it now <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 /><br />
	Instead of telling you the exact distance it's now being more vague about it, by telling the player how much ore it found in the vicinity. This means you'd want to find a local maxima and dig there in the vicinity. Due to that fact, I recommend setting the search radius to 8 or 10, e.g. via "/worldConfig propickNodeSearchRadius 8"<br /><br />
	If you enable it in your existing worlds with above command, remember to reload the world and/or server!<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3122" href="//media.vintagestory.at/monthly_2020_03/kaelty-20200320205233_1.jpg.79b95a54957d5b3d9df64b02ce6eca82.jpg" rel=""><img alt="kaelty-20200320205233_1.thumb.jpg.28cf33933642221f41b992921117bd9e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3122" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_03/kaelty-20200320205233_1.thumb.jpg.28cf33933642221f41b992921117bd9e.jpg" /></a><br /><span style="font-size:12px;">Screenshot by Kaelty</span>
</p>

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

<ul><li>
		Everything from the <a href="https://www.vintagestory.at/blog.html/news/basic-command-block-and-pinnable-waypoints-v1129-rc1-r243/" rel="">rc.1</a> and <a href="https://www.vintagestory.at/blog.html/news/new-propick-mode-new-tanning-path-v1129-rc2-r244/" rel="">rc.2</a> releases
	</li>
	<li>
		Tweak: Changed the new propick mode from showing the exact distance into a more hot/cold type of game where it shows how many blocks are in the vicinty (discord users voted 10:1 for this)
	</li>
	<li>
		Tweak: Disabled /reloadmods. Needs to be properly fixed before it can be used.
	</li>
	<li>
		Tweak: Breed-able creatures now show in their info hud when they are ready to mate
	</li>
	<li>
		Fixed: Lantern placement oddities
	</li>
	<li>
		Fixed: Player animation oddities
	</li>
	<li>
		Fixed: Game crashing when selecting a tool mode when not looking at a block
	</li>
	<li>
		Fixed: Savegame saving issues for worlds that are smaller than 512x512 blocks
	</li>
	<li>
		Fixed: Mitigated drop downs cut off by window border in the customize world screen
	</li>
	<li>
		Fixed: /player name gamemode creative throwing an exception using the german translations
	</li>
</ul>]]></description><guid isPermaLink="false">245</guid><pubDate>Fri, 20 Mar 2020 20:01:08 +0000</pubDate></item><item><title>New Propick mode, new Tanning path (v1.12.9-rc.2)</title><link>https://www.vintagestory.at/blog.html/news/new-propick-mode-new-tanning-path-v1129-rc2-r244/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.9-rc.2, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Kind of minor feature update, this v1.12.9 thing is becoming <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	Due to popular "demand", the prospecting pick now has a secondary mode that will tell the exact distance to ores within a small-ish radius, it is however disabled by default for the Standard and Wilderness survival mode. Use command "/worldConfig propickNodeSearchRadius 6" to enabled it in you world with a search radius of 6. Reload the world once setting has been applied. I do not recommend to set that number beyond 10.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="3115" href="//media.vintagestory.at/monthly_2020_03/cathy-2020-03-18_10-22-00.jpg.7278d4520e755451a5a623722bf0ce59.jpg" rel=""><img alt="cathy-2020-03-18_10-22-00.thumb.jpg.1e664d821c0f91eedb0f1e03fd59fb8e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="3115" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_03/cathy-2020-03-18_10-22-00.thumb.jpg.1e664d821c0f91eedb0f1e03fd59fb8e.jpg" /></a><br /><span style="font-size:12px;">Screenshot by Cathy</span>
</p>

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

<ul><li>
		Feature: Added papyrus roots. Papyrus can now be properly replanted
	</li>
	<li>
		Feature: Added an optional secondary ProPick mode that tells the exact distance of nearby ores. Only enabled by default in the exploration game mode. Enable in your own world e.g. via /worldConfig propickNodeSearchRadius 6  (and then reload the world)
	</li>
	<li>
		Feature: Windmills now accept another set of 4 sails for +25% more power (existing windmills still have the same amount of power)
	</li>
	<li>
		Feature: Leather working can now done without Lime. Borax can be ground into powdered borax, which when mixed with water can be used to soak hides.
	</li>
	<li>
		Feature: Added new world config option to set the global ore spawn rate
	</li>
	<li>
		Feature: Can now configure the audio output devices inside the sound settings
	</li>
	<li>
		Tweak: Temporal storms raise the spawn cap of drifters by up to 50%, reduced drifter fleeing chance upon getting hurt
	</li>
	<li>
		Tweak: Reduced fleeing chance and increased fleeing speed for wild pigs, bighorn sheep and wolves
	</li>
	<li>
		Tweak: Increased durability of hammers by 50%
	</li>
	<li>
		Tweak: New model and texture for the command block
	</li>
	<li>
		Tweak: Updated translation files, Updated trader buying/selling lists
	</li>
	<li>
		Tweak: Tool mode and recipe selection dialog now floaty with immersive mouse mode
	</li>
	<li>
		Tweak: Play a sound when using the command block
	</li>
	<li>
		Tweak: The lore book nows has a 3d model
	</li>
	<li>
		Tweak: Reverted some changes so that "/waypoint add color text" works as before in v1.12.8
	</li>
	<li>
		Tweak: Pinned waypoints are no longer cut off by the map border. Waypoints now scale with the GUI Scale slider
	</li>
	<li>
		Fixed: Game crashing when trying to place a lore item into the display case
	</li>
	<li>
		Fixed: Drifters fleeing the player during daylight even in caves
	</li>
	<li>
		Fixed: Able to create invalid waypoints that crash the game
	</li>
	<li>
		Fixed: World customize screen, world config values were not translated
	</li>
	<li>
		Fixed: Players able to interact with the world while in Spectator mode<br />
		 
	</li>
	<li>
		API Tweak: Can now do api.Render.PushScissor(null) to disable gl scissor mode without affected other components (the previous state is restored with .PopScissor()
	</li>
	<li>
		API Fixed: Game crashing when trying to add liquids into the barrel from a mod domain
	</li>
	<li>
		API Fixed: Error when calling Disconnect on player death
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">244</guid><pubDate>Thu, 19 Mar 2020 16:31:00 +0000</pubDate></item><item><title>Basic command block and pinnable waypoints (v1.12.9-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/basic-command-block-and-pinnable-waypoints-v1129-rc1-r243/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.9-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Hokay, this release fixes several major issues that I believe warrant another bugfix release: Usability issues with the char coal pit, adding waypoints through the map not working for a sizable amount of players and the game freezing when being paused for a while. Derp!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3072" href="//media.vintagestory.at/monthly_2020_03/PuddyMan00-2020-03-15_17-30-46.png.ff21d13efee3c0eca0d353c0e385ce0a.png" rel=""><img alt="PuddyMan00-2020-03-15_17-30-46.thumb.png.36d9326069bb366bd1014116fc274d1b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3072" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_03/PuddyMan00-2020-03-15_17-30-46.thumb.png.36d9326069bb366bd1014116fc274d1b.png" /></a><br /><span style="font-size:12px;">Screenshot by PuddyMan00</span><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Feature: Added a super basic command block to run server commands. Creative inventory only block. Editable by server admins in creative mode, usable by everyone. Will probably stay super basic. Ultimately we'd like to have a more powerful system to run code with blocks.
	</li>
	<li>
		Feature: Added "Pinned" property to waypoints, which makes them not disappear from the map when they get out of range
	</li>
	<li>
		Feature: Added "/entity spawnat entity quantity playername x y z" to spawn a creature near to a player with an optional offset. Can be run from console or command block.
	</li>
	<li>
		Tweak: Bunch of minor tweaks (i.e. improved some interaction help infos)
	</li>
	<li>
		Tweak: Some more info in the handbook, by Redram
	</li>
	<li>
		Tweak: Raw storage vessels can now be picked up with right click
	</li>
	<li>
		Tweak: Torches extinguished by rain can now be also relit by putting them in a fire pit
	</li>
	<li>
		Tweak: Increased the time it takes for neutral creatures to respawn by a factor of 3 and up to 5 for some creatures
	</li>
	<li>
		Tweak: Drifters no longer spawn on light level 8 (lowered the max light level by one)
	</li>
	<li>
		Tweak: Increased beehive spawn chance during worldgen by 10%
	</li>
	<li>
		Tweak: New music frequency mode: "Very Often"
	</li>
	<li>
		Tweak: Lightning and Thunder sounds now attenuate when below sealevel and are now considered ambient sounds and affected by the ambient sound slider
	</li>
	<li>
		Tweak: Gold and Silver lanterns now give a +1 light level boost and they can be lined with gold and silver for +2 light levels as all the other lanterns
	</li>
	<li>
		Tweak: Boosted durability on metal spears by about 40%
	</li>
	<li>
		Tweak: Limited falling gravel/sound/soil sounds to 100 simulatenously. Should mitigate some performance issues when large amounts of blocks collapse
	</li>
	<li>
		Tweak: Visual improvements on panning. Fixed model too dark and made the particle spawn prettier
	</li>
	<li>
		Fixed: Might tweak ugly seams between water blocks that happen on some graphics cards
	</li>
	<li>
		Fixed: Probably fixes strange trenches of missing soil at chunk edges
	</li>
	<li>
		Fixed: Should fix yet another crash related to smithing
	</li>
	<li>
		Fixed: Third person use and attack animation derpiness. Probably causes new derpiness <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄">
</li>
	<li>
		Fixed: Water in buckets and barrels very wavy during winds
	</li>
	<li>
		Fixed: Usability issues with the charcoal pit. It now communicates its state much better
	</li>
	<li>
		Fixed: Game crashing when smashing silver-in-galena ores
	</li>
	<li>
		Fixed: Temporal storms not properly disabled when disabled in the world config, but temporal stability still being enabled
	</li>
	<li>
		Fixed: Crafting dough having an invisible output in the output slot in some cases
	</li>
	<li>
		Fixed: Death spam when dying in lava
	</li>
	<li>
		Fixed: Server falling into an endless exception loop when a player disconnects while teleporting
	</li>
	<li>
		Fixed: Should fix game crashing when clicking on the screenshot link in chat and the file has been deleted already
	</li>
	<li>
		Fixed: Average tick time in /stats showing incorect values. Added "last 10 ticks" info.
	</li>
	<li>
		Fixed: Fixed grass growing under farmland
	</li>
	<li>
		Fixed: Game freezing after unpausing. This might also fix some carcas harvesting oddities!
	</li>
	<li>
		Fixed: Unknown texture when putting cooked meat in a barrel
	</li>
	<li>
		Fixed: A placement-mode cycled slab was no longer stacking with other slabs
	</li>
	<li>
		Fixed: Echo chamber needled and plate invisibe when playing records
	</li>
	<li>
		Fixed: Should fix itemstack tool tip disappearing after a second or so when looking at items inside the firepit
	</li>
	<li>
		Fixed: Exception thrown in /land adminfree
	</li>
	<li>
		Fixed: Locust nests still spawning locusts although there's no player in range
	</li>
	<li>
		Fixed: Trying to knap inside a claimed area crashing the game
	</li>
	<li>
		Fixed: Proppick results not fully translatable
	</li>
	<li>
		Fixed: Adding waypoints through the UI not working on systems where the decimal seperator is ,
	</li>
	<li>
		Fixed: Single short mouse click with a spear in hands stopped the 3rd person animation. Might produce other animation bugs.
	</li>
	<li>
		(API) Tweak: Game will now crash in developer mode and extended debuginfo if the freeze-on-unpause is about to get triggered for finding the source
	</li>
	<li>
		API Tweak: Bucket and Barrel liquid capacity is now JSON configurable
	</li>
	<li>
		API Tweak: Added IBlockAccessor.GetBlockOrNull() to be able to differ between air blocks and unloaded blocks
	</li>
	<li>
		API Tweak: Entity spawn conditions property "GroupSize" is now obsolete in favor for the more correct term "HerdSize"
	</li>
	<li>
		API Tweak: GlobalConstants.DefaultTrackingRange no longer a const
	</li>
	<li>
		API Tweak: Removed serverconfig properties ClientPlayingTimeout and BuildLogging. They had no use.
	</li>
	<li>
		API Tweak: Added /entity spawndebug to have the game print whenever an entity spawned
	</li>
	<li>
		API Fixed: New handbook entry system did not properly respecct mod domains
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">243</guid><pubDate>Mon, 16 Mar 2020 14:11:00 +0000</pubDate></item><item><title>Candlelight dinner time, Hotfix (v1.12.8)</title><link>https://www.vintagestory.at/blog.html/news/candlelight-dinner-time-hotfix-v1128-r242/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.8, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Let's continue the terrible-tyron-stable-update-spam. On the bright side, unless something else is catastrophically broken for a sizable amount of users, I will try hard to make this the last v1.12 release and focus on a feature update next.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3038" href="//media.vintagestory.at/monthly_2020_03/0-puuchie.png.19bf7cba40dddf57d928687f602ba0ec.png" rel=""><img alt="0-puuchie.thumb.png.7d3d04d49a4ac44808a62043b9479d26.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3038" data-ratio="52.90" width="1000" src="//media.vintagestory.at/monthly_2020_03/0-puuchie.thumb.png.7d3d04d49a4ac44808a62043b9479d26.png" /></a><br /><span style="font-size:12px;">Screenshot by Puuchie</span><br />
	 
</p>

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

<ul><li>
		Fixed: Server crashing on startup on systems where ipv6 is disabled
	</li>
	<li>
		Fixed: Charcoal pits no longer smoking when they get unloaded
	</li>
	<li>
		Fixed: Polished bauxite not survival craftable
	</li>
	<li>
		Fixed: Disabled "Console Quick Edit" for dedicated servers running on windows, as this feature has the chance to completely freeze the server
	</li>
</ul>]]></description><guid isPermaLink="false">242</guid><pubDate>Tue, 10 Mar 2020 17:57:00 +0000</pubDate></item><item><title>Candlelight dinner time (v1.12.7)</title><link>https://www.vintagestory.at/blog.html/news/candlelight-dinner-time-v1127-r241/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.7, an stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Yet another important bugfix release to reduce confusion. Worlds that were customized to have a size above 1mil width or length had serious saving issues making players loose their progress. Worlds using default settings or those that were at or below 1mil x 1mil are not affected.<br /><br /><img alt="candles-night.gif" class="ipsImage" data-ratio="93.60" height="395" width="422" src="https://files.vintagestory.at/candles-night.gif" /><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Feature: Placed candles now emit particles
	</li>
	<li>
		Tweak: <strong>Charcoal pits </strong>now need to be <strong>ignited manually</strong>
	</li>
	<li>
		Tweak: Mac OS vertical mouse position offset is now configurable in clientsettings.json via weirdMacOSMouseYOffset. Default value is 5
	</li>
	<li>
		Tweak: Rate limited chat messages per second to 1 per second. Adjust as needed in serverconfig.json, value ChatRateLimitMs
	</li>
	<li>
		Tweak: Added "Run in Repair mode" savegame start option. Should help fixing worlds that crash on startup
	</li>
	<li>
		Tweak: Added new serverconfig option "startupCommands" lets you define commands to be run on startup
	</li>
	<li>
		Tweak: Added command /land adminfree. Admin tool to remove a players claim
	</li>
	<li>
		Tweak: Added "/player playername entity maxhealth hp" to set a players max hp on runtime
	</li>
	<li>
		Tweak: Dedicated servers should now warn if they are started with mono 4
	</li>
	<li>
		Fixed: Should fix server crashing on startup when ipv6 is disabled on the system and ipv4 ip has been supplied
	</li>
	<li>
		Fixed: A 4 slot server only allowed 3 players
	</li>
	<li>
		Fixed: Beehive swarming issues ("Swarming in 2000 days")
	</li>
	<li>
		Fixed: Odd inventory shape for leaves
	</li>
	<li>
		Fixed: Missing crafting recipe for the new bauxite blocks
	</li>
	<li>
		Fixed: Game crashing when putting a full water block in a barrel
	</li>
	<li>
		Fixed: Placed linen and tool racks popping of from chiseled blocks
	</li>
	<li>
		Fixed: Low temporal stability warping much stronger than intended during strong winds
	</li>
	<li>
		Fixed: Unsharp text in the main menu lists (single player, mod manager and multiplayer)
	</li>
	<li>
		Fixed: Acacia saplings only growing into small bushes
	</li>
	<li>
		Fixed: Sneak+Sprint placing a new board pile consumed 4 boards but placed only 1
	</li>
	<li>
		Fixed: Removed 2mil and 4mil world sizes, at these sizes there are overflow issues that store chunks with invalid positions
	</li>
	<li>
		Fixed: Should fix issues where placing/removing blocks causes the undersides of blocks to become black (will not fix existing lighting glitches, place and remove blocks to fix it)
	</li>
	<li>
		Fixed: Server side exception when typing /entity spawn bla*
	</li>
	<li>
		API Fixed: Tool mold drop not using the default block domain
	</li>
	<li>
		API Tweak: Added EnumLightLevelType.TimeOfDaySunLight
	</li>
	<li>
		API Tweak: Added a check for a mapHideOtherPlayers worldconfig to hide other players on maps. A modder can set this value to disable the visiblity of other players on the map (untested)
	</li>
</ul>]]></description><guid isPermaLink="false">241</guid><pubDate>Mon, 09 Mar 2020 12:01:00 +0000</pubDate></item><item><title>Crash on Startup Fix (v1.12.6)</title><link>https://www.vintagestory.at/blog.html/news/crash-on-startup-fix-v1126-r240/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear community</strong></span><br />
	v1.12.6, an stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Looks like I made a tiny mistake that will cause to crash the game for literally everyone <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f631.png" class="ipsEmoji" alt="😱"><br />
	To fix it I went ahead and quickly made v1.12.6 a stable release containing a fix for this.<br /><br />
	The reason was that the game used to ship with 10 main menu background images which change once per week, but at some point we exchanged them with 8 new ones without telling the game about it! I've now fixed that and made it so that the game also no longer crashes if any of the background images are missing.<br /><br />
	Apologies for the inconvenience.<br /><br />
	I've meant version v1.12.6 to contain a few more fixes and have some more testing done on it, but an early release of it is better than no working game at all, so these will have to wait for v1.12.7 it seems.<br /><br /><strong>If you want to stay on v1.12.5</strong><br />
	Create the files <code>assets\game\textures\gui\backgrounds\mainmenu9.png</code> and <code>assets\game\textures\gui\backgrounds\mainmenu10.png</code>, for example by duplicating mainmenu8.png. The path can be found in your Vintage Story game installation directory, usually %appdata%.<br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Fixed: Game crashing on startup
	</li>
</ul>]]></description><guid isPermaLink="false">240</guid><pubDate>Thu, 05 Mar 2020 06:38:00 +0000</pubDate></item><item><title>Bauxite Bonanza (v1.12.6-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/bauxite-bonanza-v1126-rc1-r239/</link><description><![CDATA[
<p>
	<span style="font-size:18px;"><strong>Dear Players,</strong></span><br />
	v1.12.6-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br />
	If everything goes well, then v1.12.6 will be the last stable release before I start working on the next major update. This is mostly a bugfix release with a few small features sprinkled on top <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br /><br /><strong>Pictures</strong></span><br /><br />
	Bauxite can now be turned into cobble stone, polished rock and stone bricks<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2973" href="//media.vintagestory.at/monthly_2020_03/0-bauxite.png.59e6edb222b57f8b58d7522529e610b4.png" rel=""><img alt="0-bauxite.thumb.png.b17075ee76a50cb250f868681ac080de.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2973" data-ratio="48.00" width="1000" src="//media.vintagestory.at/monthly_2020_03/0-bauxite.thumb.png.b17075ee76a50cb250f868681ac080de.png" /></a><br /><br />
	Updated 3D Model for the Toolrack<br /><img alt="0-indent-racks.png.af3b291359e70e66cb0563d6cfe7df0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2974" data-ratio="105.67" style="width:300px;height:auto;" width="698" src="//media.vintagestory.at/monthly_2020_03/0-indent-racks.png.af3b291359e70e66cb0563d6cfe7df0a.png" /><br /><br />
	"Add to Favorites" for the public server list entries<br /><img alt="0-favorites.png.4b075ceb3f19f03fe29d8fef9a2f5633.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2976" data-ratio="60.25" style="width:400px;height:auto;" width="768" src="//media.vintagestory.at/monthly_2020_03/0-favorites.png.4b075ceb3f19f03fe29d8fef9a2f5633.png" /><br />
	 
</p>

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

<ul><li>
		Feature: Public server list tweaks
		<ul><li>
				Added "Add to favorites" feature to the public servers list
			</li>
			<li>
				Empty public servers that are using the default server name are now listed at the bottom, or in other words you get a visibility boost by naming your server
			</li>
		</ul></li>
	<li>
		Feature: Bauxite is now a fully qualified rock type. This means you can create cobble stone, polished stone and bricks from bauxite. <span style="font-size:12px;">Aira will be happy <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"></span>
	</li>
	<li>
		Tweak: Windmills with 2 or more sails now ignore the outermost corner block when testing for breakage or sail addition validity
	</li>
	<li>
		Tweak: Wolves, Boars and Chicken got a flee and chase speed boost
	</li>
	<li>
		Tweak: Updated trader caravans, which now utilize some of the new blocks
	</li>
	<li>
		Tweak: Game Server Performance optimizations (Locust nests no longer spawn locusts and item physics no longer tick when players are far away, fixed lingering firepits)
	</li>
	<li>
		Tweak: Reverted deposit scaling by world height, because not balanced
	</li>
	<li>
		Tweak: Increased amount of zinc deposits by 25%
	</li>
	<li>
		Tweak: Added ability to set world size to 2x2mil and 4x4 mil
	</li>
	<li>
		Tweak: Tool rack tweaks the lower rack is now extended to avoid overlap. Also has a new texture now
	</li>
	<li>
		Tweak: A bunch of other minor tweaks. Added more debug logging and another netbenchmarking stat
	</li>
	<li>
		Tweak: Music played by the echo chamber is now classified as Ambient sound and affected by the ambient sound slider
	</li>
	<li>
		Tweak: Added debug logging to find the invisible bread crafting bug
	</li>
	<li>
		Fixed: Partially worked iron blooms are now titled as such to avoid confusion
	</li>
	<li>
		Fixed: Branch textures inside the brancy leaves being very low resolution
	</li>
	<li>
		Fixed: Drifters and Traders on ladders rotated in a derpy way
	</li>
	<li>
		Fixed: Bows on toolrack wrongly attached
	</li>
	<li>
		Fixed: Texts cut-off in the trader window when using german translations
	</li>
	<li>
		Fixed: Able to place client-side only firepits inside claimed areas
	</li>
	<li>
		Fixed: Able to create invalid waypoints that crash the game. Fixed game crashing when trying to load invalid waypoints
	</li>
	<li>
		Fixed: Trader run animation speed too high. Missing run animation for the balanced personality trader.
	</li>
	<li>
		Fixed: Issues with recently removed firepits replacing blocks
	</li>
	<li>
		Fixed: The armor attribute "Ranged Weapon Charge Time" penalty was denoted with a "-" giving it the impression it actually reduced the charge time
	</li>
	<li>
		Fixed: Main menu performance optimization (30% GPU usage =&gt; 10% GPU usage. Technical info: No longer run postprocessing shader effects while in the main menu)
	</li>
	<li>
		Fixed: Windmill sails rendered too dark
	</li>
	<li>
		Fixed: Mitigate a client crash caused by the weather system
	</li>
	<li>
		Fixed: Text overlapping issues on the multiplayer screen when using german translations
	</li>
	<li>
		Fixed: Some cases of firepit cooking text not updating for other players
	</li>
	<li>
		Fixed: Sign post GUI not ungrabbing mouse
	</li>
	<li>
		Fixed: Clouds again not sunset colored?!
	</li>
	<li>
		Fixed: Might fix the game crashing on linux when using Mono 6
	</li>
	<li>
		Fixed: Mitigate crash issues when a joystick is connected to a windows machine that has more than 64 buttons. The game will now ignore those.
	</li>
	<li>
		Fixed: Issues where there was rain but not rain sounds
	</li>
	<li>
		Fixed: Placing sign posts in invalid positions consumed the sign post and did not place a block
	</li>
	<li>
		Fixed: Various missing translation entries
	</li>
	<li>
		Fixed: Firepit was not properly unloaded, causing it to overwrite existing blocks and other oddities
	</li>
	<li>
		Fixed: White text on signs, labels and signposts way to dark and hard to read
	</li>
	<li>
		Fixed: Text cut off in the trader dialog when using german translations
	</li>
	<li>
		Fixed: Able to chisel blocks in claimed areas
	</li>
	<li>
		Fixed: Memory leak related to disabled buttons
	</li>
	<li>
		Fixed: Minor fixes. Mitigate z-fighting issue with firepits. Fixed placing raccoon pup crashing the game. Added handbook info text for the crock. Added some missing translatables.<br />
		 
	</li>
	<li>
		API Feature: Can now easily add text sections to the handbook by just adding info the the lang/en.json in this format:
		<ul><li>
				"block-handbooktitle-crock-burned-*": "Used for",
			</li>
			<li>
				"block-handbooktext-crock-burned-*": "Long term storage of cooked meals and pickled vegetables. Seal with fat or wax to make food last even longer.",
			</li>
		</ul></li>
	<li>
		API Fixed: Chiseled blocks exported by .gencraftjson would crash when used as a recipe ingredient
	</li>
</ul><p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">239</guid><pubDate>Wed, 04 Mar 2020 11:12:00 +0000</pubDate></item></channel></rss>
