<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/page/9/?d=2</link><description>News: News</description><language>en</language><item><title>Scary drifters and fancy bows (v1.12.5)</title><link>https://www.vintagestory.at/blog.html/news/scary-drifters-and-fancy-bows-v1125-r238/</link><description><![CDATA[
<p>
	<strong>Dear Players</strong><br />
	v1.12.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<img alt="0-bow.jpg.47f07c6beb39ef50ccb56566a2d0396f.jpg" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image" data-fileid="2929" data-ratio="124.80" style="width:250px;height:auto;" width="490" src="//media.vintagestory.at/monthly_2020_02/0-bow.jpg.47f07c6beb39ef50ccb56566a2d0396f.jpg" /></p>

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

<ul><li>
		All the changes in <a href="https://www.vintagestory.at/blog.html/news/no-food-near-spawn-on-dedicated-servers-fix-v1125-rc1rc2-r235/" rel="">rc.1, rc.2</a> and <a href="https://www.vintagestory.at/blog.html/news/no-food-near-spawn-on-dedicated-servers-fix-2-v1125-rc3-r237/" rel="">rc.3</a>
	</li>
	<li>
		Feature: New item model for the magic wand (creative mode tool)
	</li>
	<li>
		Feature: New item model for the bow
	</li>
	<li>
		Tweak: Ore deposit quantity now scales with world height (double world height = double deposits)
	</li>
	<li>
		Tweak: Reduced deposit quantity for chromite, ilmenite and pentlandite, which have no use right now
	</li>
	<li>
		Tweak: /stats command now shows the amount of active entities
	</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: Might fix an issue with entities not turning inactive, and thus increase server load. Tiny performance optimization on inactive entities.
	</li>
	<li>
		Fixed: Waypoint colors turnring into hex numbers (red when edited will be red again)
	</li>
	<li>
		Fixed: Should mitigate a bug where harvesting an animal and taking out the items made them disappear
	</li>
	<li>
		Fixed: Might fix ipv6 ips not working to connect to or host a server
	</li>
	<li>
		Fixed: Knapping animation getting stuck and repeating forever
	</li>
	<li>
		Fixed: Temporal stability indicator not correctly scaling with the GUI SCale
	</li>
	<li>
		Fixed: Server side frame profiler not pointing to the right systems
	</li>
	<li>
		API Fixed: Item shape alternates overly dark shaded
	</li>
</ul>]]></description><guid isPermaLink="false">238</guid><pubDate>Wed, 26 Feb 2020 13:18:00 +0000</pubDate></item><item><title>No food near spawn on dedicated servers fix #2 (v1.12.5-rc.3)</title><link>https://www.vintagestory.at/blog.html/news/no-food-near-spawn-on-dedicated-servers-fix-2-v1125-rc3-r237/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Asdf</strong></span><br />
	v1.12.5-rc.3, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	One more step towards version 1.12.5, which fixes a lot of usability issues. \o/<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2926" href="//media.vintagestory.at/monthly_2020_02/Screenshot_from_2020-02-24_21-54-58.png.6df3211d06e19c3adae191ee2e236a6a.png" rel=""><img alt="Screenshot_from_2020-02-24_21-54-58.thumb.png.7bf0f833c579326baff6ce3ae1d1c733.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2926" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_02/Screenshot_from_2020-02-24_21-54-58.thumb.png.7bf0f833c579326baff6ce3ae1d1c733.png" /></a><br /><span style="font-size:12px;">Screenshot by EccentricEngie</span><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Tweak: Can now place meteorite blocks in the mining bag
	</li>
	<li>
		Fixed: Text sizing issues with non default gui scale and sign blocks and labeled chests
	</li>
	<li>
		Fixed: Game crashing when customizing a world
	</li>
	<li>
		Fixed: Minor ui issues
	</li>
	<li>
		Fixed: More debug logging to narrow down some crashes
	</li>
	<li>
		Fixed: Translocator not showing how many temp. gears it needed for repair in block interaction help
	</li>
	<li>
		Fixed: Vine cause block placement lag and weird issues with spoilage rates in containers
	</li>
	<li>
		Fixed: Smelting info not shown for moldable tools in the handbook
	</li>
	<li>
		Fixed: Black square when breaking an opened container
	</li>
	<li>
		Fixed: Boar attack sounds not playing
	</li>
	<li>
		Fixed: Added missing clay forming description texts in the recipe selector dialog
	</li>
	<li>
		Fixed: Crash when entering too-large number into waypoint color input. Better handling of wrong color values.
	</li>
	<li>
		API Tweak: "Created by metal molding" in the handbook now configurable by the createdByText attribute
	</li>
</ul>]]></description><guid isPermaLink="false">237</guid><pubDate>Tue, 25 Feb 2020 11:41:00 +0000</pubDate></item><item><title>Delayed response times</title><link>https://www.vintagestory.at/blog.html/news/delayed-response-times-r236/</link><description><![CDATA[
<p>
	<strong>Dear <em>very</em> quickly growing community</strong><br /><br />
	I've been flooded with support requests and emails. So far it's only been me that is handling those and I'm starting to seriously struggle to keep up with them. This means you might need to wait for a while until I can respond to them.
</p>

<p>
	Please hold on while I will try to scale up the operations! Thank you <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/2764.png" class="ipsEmoji" alt="❤️"></p>

<p>
	Hint: For those who did not receive their game key, please make sure that you've checked your Spam folder, it may have ended up there.<br />
	Hint2: If you still have troubles getting the game key and really don't want to wait: You can buy another key from itch.io and humble store, which is more reliable and then request a refund for the one purchased on vintagestory.at
</p>

<p>
	<strong>[Edit:]</strong> I should have responded to all support tickets and emails by now, and the VS Team is now able to help as well! 
</p>
]]></description><guid isPermaLink="false">236</guid><pubDate>Mon, 24 Feb 2020 19:10:00 +0000</pubDate></item><item><title>No food near spawn on dedicated servers fix (v1.12.5-rc.1/rc.2)</title><link>https://www.vintagestory.at/blog.html/news/no-food-near-spawn-on-dedicated-servers-fix-v1125-rc1rc2-r235/</link><description><![CDATA[
<p>
	<strong>Dear quickly growing Community</strong><br />
	v1.12.5-rc.1/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>
	It seems that all previous versions of the game have an issue where when you set up a dedicated server, any new world will generate with the patchy climate configuration. This ends up making some players spawn in a hot and wet climate where there is little food available.<br /><br />
	If are a server owner and you'd like to fix that here's some solutions that come to mind:
</p>

<ul><li>
		Stay on v1.12.4: Fly around in creative mode (/gamemode creative then F3 to fly, F2 to speed up), find a better spot, then set up 2 teleporters between there and spawn and link them up. You can find the teleporter in the creative inventory (Hint: Teleporter, not translocator). That would let new players find more food and keep the current world.
	</li>
	<li>
		Stay on v1.12.4: You can correct the mistake in the serverconfig.json and then create a new world, see below for instructions
	</li>
	<li>
		Install v1.12.5-rc.1 or wait until stable, then create a new world
	</li>
</ul><p>
	Single player worlds are not affected by this issue. Beyond that this release contains multiple bugfixes and a few small tweaks.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2916" href="//media.vintagestory.at/monthly_2020_02/2020-02-22_01-14-35.png.ff463b41f6e85d54953af953fb015485.png" rel=""><img alt="2020-02-22_01-14-35.thumb.png.a835fec0e04c790c158ad9ac9b83cf9e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2916" data-ratio="53.70" width="1000" src="//media.vintagestory.at/monthly_2020_02/2020-02-22_01-14-35.thumb.png.a835fec0e04c790c158ad9ac9b83cf9e.png" /></a><br /><span style="font-size:12px;">Screenshot by Wayward</span><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Feature: Can now <strong>take torches out of a torch holder</strong> by right clicking
	</li>
	<li>
		Tweak: <strong>Copper/Tin spawn balancing</strong>
		<ul><li>
				Standard mode: 20% more surface copper deposits
			</li>
			<li>
				Exploration mode: Doubled surface copper and surface tin deposits
			</li>
			<li>
				Wilderness survival: Doubled surface copper deposits
			</li>
		</ul></li>
	<li>
		Tweak: Fleeing sows and boars are now 33% faster
	</li>
	<li>
		Tweak: New <strong>sprint animation for drifters </strong>and they are now also seek and flee a bit faster
	</li>
	<li>
		Tweak: Added sub-command "/land claim <strong>allowuseeveryone</strong> [on|off]" to grant use access to everyone. <span style="font-size:9px;">not tested yet. *hides* <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"></span>
	</li>
	<li>
		Tweak: Attempts to <strong>fix dead animals floating up</strong> to the top block. Might break other stuff
	</li>
	<li>
		Tweak: The falling block sound is now considered an ambient sound and is thus affected by the ambient sound slider
	</li>
	<li>
		Tweak: Added debug logging to find various rare crash and freeze bugs
	</li>
	<li>
		Tweak: A newly installed game now starts in full screen by default
	</li>
	<li>
		Tweak: Updated credits page and <strong>german translations</strong>
	</li>
	<li>
		Tweak: /stop now has an optional arg for the programs exit code
	</li>
	<li>
		Tweak: Added experimental "spawnRadius" feature to randomize player spawn points, not optimized or well tested yet.
	</li>
	<li>
		Tweak: Small performance improvement in the animation system (Technical info: Don't update the walking speed on every single frame)
	</li>
	<li>
		Fixed: Game not shipping with oalinst.exe, causing some system to not play any sounds
	</li>
	<li>
		Fixed: Firestarter not mentioned in the firepits interaction help
	</li>
	<li>
		Fixed: The carcass block that spawns after harvesting an animal was offseted
	</li>
	<li>
		Fixed: Unable to get nuggets from crystallized ore
	</li>
	<li>
		Fixed: Game crashing when smithing all the way to the blocks boundaries
	</li>
	<li>
		Fixed: Farmland not getting watered by rainfall if a crop is growing on it
	</li>
	<li>
		Fixed: Minor UI alignment issues in the fire pit and dialog title bar
	</li>
	<li>
		Fixed: A revived player is still on fire
	</li>
	<li>
		Fixed: Game crashing when typing a decimal point in the world edit ui on some systems
	</li>
	<li>
		Fixed: Might fix loose stones spawning in water during worldgen
	</li>
	<li>
		Fixed: Hotfix for a bug that causes dedicated servers to generate worlds with patchy climates instead of the default realistic climate bands.
	</li>
	<li>
		Fixed: Block interaction help overlapping issue on certain gui scales
	</li>
	<li>
		Fixed: Should fix locusts up side down when walking on walls
	</li>
	<li>
		Fixed: Able to put dress pieces on armor stands
	</li>
	<li>
		Fixed: Minor graphical glitch with metal fences
	</li>
	<li>
		API Feature: Added ICoreServerAPI.InjectConsole(). Useful for piping server commands through a mod.<br /><br />
		 
	</li>
</ul><p>
	Patchy climate fix:<br /><br />
	To make dedicated servers in version 1.12.4 generate realistic climate bands, you would need to shut down the server, open serverconfig.json replace
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">"WorldConfiguration": null,</span></pre>

<p>
	with
</p>

<pre class="ipsCode prettyprint lang-javascript prettyprinted">
<span class="pln">    </span><span class="str">"WorldConfiguration"</span><span class="pun">:</span><span class="pln"> </span><span class="pun">{</span><span class="pln">
      </span><span class="str">"worldClimate"</span><span class="pun">:</span><span class="pln"> </span><span class="str">"realistic"</span><span class="pun">,</span><span class="pln">
      </span><span class="str">"gameMode"</span><span class="pun">:</span><span class="pln"> </span><span class="str">"survival"</span><span class="pun">,</span><span class="pln">
      </span><span class="str">"temporalStability"</span><span class="pun">:</span><span class="pln"> </span><span class="kwd">true</span><span class="pun">,</span><span class="pln">
      </span><span class="str">"temporalStorms"</span><span class="pun">:</span><span class="pln"> </span><span class="str">"sometimes"</span><span class="pun">,</span><span class="pln">
      </span><span class="str">"graceTimer"</span><span class="pun">:</span><span class="pln"> </span><span class="str">"0"</span><span class="pln">
    </span><span class="pun">},</span></pre>

<p>
	and then generate a new world. The bug should be hotfixed in version 1.12.5.
</p>
]]></description><guid isPermaLink="false">235</guid><pubDate>Sun, 23 Feb 2020 13:24:00 +0000</pubDate></item><item><title>Supermoon (v1.12.4)</title><link>https://www.vintagestory.at/blog.html/news/supermoon-v1124-r234/</link><description><![CDATA[
<p>
	<strong>Dear Community</strong><br />
	v1.12.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	So turns out I accidentally introduced a bug in v1.12.3 that caused a huge super moon for the first 10 seconds then it switched to daytime. Since it it was kinda neat, its now an actual feature, but as a rare event <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2898" href="//media.vintagestory.at/monthly_2020_02/2020-02-18_14-28-39.png.16dc586e6951953a5e2d851754942478.png" rel=""><img alt="2020-02-18_14-28-39.thumb.png.9381e7b10df653fd22c51e2cd72d0632.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2898" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_02/2020-02-18_14-28-39.thumb.png.9381e7b10df653fd22c51e2cd72d0632.png" /></a>
</p>

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

<ul><li>
		Feature: Added rare Supermoon event. Only happens during or near full moon.
	</li>
	<li>
		Tweak: Increased the chance for clouds by a bit, which reduces the chance for rain a bit. Increased the chance of clear sky by a lot for hot and dry areas.
	</li>
	<li>
		Fixed: Long texts in the item stack info overflowing on large gui scales
	</li>
	<li>
		Fixed: Singleplayer and Multiplayer screens all squished when minimizing and then reopening the game window
	</li>
	<li>
		Fixed: Huge moon and night time when connecting to a server or singleplayer world
	</li>
	<li>
		Fixed: The remapper assistant did not remap all the planters
	</li>
</ul>]]></description><guid isPermaLink="false">234</guid><pubDate>Tue, 18 Feb 2020 14:45:00 +0000</pubDate></item><item><title>Knapping shortcuts (v1.12.3)</title><link>https://www.vintagestory.at/blog.html/news/knapping-shortcuts-v1123-r233/</link><description><![CDATA[
<p>
	<strong>Dear Community</strong><br />
	v1.12.3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<img alt="knapping-breakoff-s.gif" class="ipsImage" data-ratio="93.67" height="281" width="300" src="https://cdn.discordapp.com/attachments/479736466453561345/678676764834267178/knapping-breakoff-s.gif" /></p>

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

<ul><li>
		Tweak: Disconnected parts from a knapping surface will now break off
	</li>
	<li>
		Tweak: Worldmap Spiral icon a bit more visible
	</li>
	<li>
		Tweak: Connecting players should now be invulnerable and not resume the passage of time until in-game
	</li>
	<li>
		Tweak: Updated language files to latest version
	</li>
	<li>
		Tweak: Sticks now have a 3d model
	</li>
	<li>
		Tweak: Added missing ignite interaction help to fire pits
	</li>
	<li>
		Fixed: Armor stands accepted clothes which were invisible and could no longer be removed
	</li>
	<li>
		Fixed: Knapping surface and clay form were darker than intended
	</li>
	<li>
		Fixed: Drop down menus misaligned on non default GUI scales
	</li>
	<li>
		Fixed: Game crashing when placing a fox kit from the creative inventory
	</li>
	<li>
		Fixed: Game crashing when trying to knap or clay form in cases where the server failed to load any recipes
	</li>
	<li>
		Fixed: Low health effects being applied while the game is paused, causing cumulative screenshake
	</li>
	<li>
		Fixed: Map dialog not opening HUD when pressing Esc
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">233</guid><pubDate>Mon, 17 Feb 2020 07:27:00 +0000</pubDate></item><item><title>New trailer (v1.12.2)</title><link>https://www.vintagestory.at/blog.html/news/new-trailer-v1122-r232/</link><description><![CDATA[
<p>
	v1.12.2, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Also, the new trailer is out!
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/wAsc8_Srx-c?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	I'd also like to take this opportunity to thank you everyone for being part of our ambitious goals of creating a groundbreaking new voxel sandbox experience. We're now sending out 400 emails to press and influencers to get the word out, so we can make this our fulltime job at some point. If you like our game, please consider writing <a href="https://www.vintagestory.at/store/product/1-game-account/" rel="">a review on our site</a> and/or upvoting or sharing our <a href="https://www.reddit.com/r/gaming/comments/f3rhf5/were_creating_a_wilderness_survival_sandbox_game/" rel="external nofollow">reddit post</a>. Thanks!<br />
	 
</p>

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

<ul><li>
		Tweak: Light and medium temporal storms are now slightly stronger
	</li>
	<li>
		Tweak: When first creating a new world, a chat message will tell the amount of days until the next temporal storm
	</li>
	<li>
		Tweak: Small performance improvement for bases with labeled chests (Don't render distant labeled chest texts)
	</li>
	<li>
		Tweak: Low temporal stability + temporal storm effect is now capped so it doesn't go to extremes
	</li>
	<li>
		Tweak: Tweaked flat fog a bit more to make it look less broken
	</li>
	<li>
		Fixed: "Standard" playstyle had grace timer enabled and temporal storms set to rare instead of sometimes
	</li>
	<li>
		Fixed: OpenAL error spam during low stability
	</li>
	<li>
		Fixed: In some cases mechanical power systems would stop working
	</li>
</ul>]]></description><guid isPermaLink="false">232</guid><pubDate>Fri, 14 Feb 2020 12:37:00 +0000</pubDate></item><item><title>The stormy weathers update (v1.12.0, v1.12.1)</title><link>https://www.vintagestory.at/blog.html/news/the-stormy-weathers-update-v1120-v1121-r231/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Underchallenged and Overchallenged Vintarians!</strong></span><br />
	v1.12.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br />
	On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game.<br /><br />
	[Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended.<br /><br /><strong>Screenshots, Gifs, Videos </strong>of new stuff after pre.1<br /><br />
	3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil.<br /><img alt="0-ironbloom.png.4025908d6abed3ad431f31df91671488.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2822" data-ratio="89.37" style="width:500px;height:auto;" width="583" src="//media.vintagestory.at/monthly_2020_02/0-ironbloom.png.4025908d6abed3ad431f31df91671488.png" /></p>

<p>
	<br />
	More mechanization: A helve hammer to mechanize iron bloom and metal plate working<br /><img alt="autosmith2.gif.6f0eea7bc4e680d7a1274eda5336b842.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2821" data-ratio="67.54" width="570" src="//media.vintagestory.at/monthly_2020_02/autosmith2.gif.6f0eea7bc4e680d7a1274eda5336b842.gif" /><br /><br />
	Auroa Borealis effect in northern regions
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/MEjkH7aUaWw?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	Glow worms now spawn in certain caves<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2824" href="//media.vintagestory.at/monthly_2020_02/glowworms.png.0ba41289dc840d5386542b5b2ee881aa.png" rel=""><img alt="glowworms.thumb.png.3950b00bb62aa847a96802c7cbf21f41.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2824" data-ratio="56.20" style="width:800px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_02/glowworms.thumb.png.3950b00bb62aa847a96802c7cbf21f41.png" /></a>
</p>

<p>
	<br />
	Various crystals and Amethysts now spawn in the world in the form of Vugs.<br /><img alt="vugs.png.e638b1cfff290b0bcddd9d92adca7f21.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2823" data-ratio="78.77" width="815" src="//media.vintagestory.at/monthly_2020_02/vugs.png.e638b1cfff290b0bcddd9d92adca7f21.png" /><br /><br />
	Reflective surfaces shader effect
</p>

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</div>

<p>
	Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block<br /><img alt="crystalizedores-small.gif" src="http://files.tyron.at/perm/crystalizedores-small.gif" /><br /><br />
	Backpacks now visibly show on the players back<br /><img alt="0-backpack2.png.c9efca1a07c30e5b34b742f82cb55493.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2829" data-ratio="171.39" style="width:350px;height:auto;" width="402" src="//media.vintagestory.at/monthly_2020_02/0-backpack2.png.c9efca1a07c30e5b34b742f82cb55493.png" /></p>

<p>
	<br />
	Many blocks can now be randomly rotated<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2830" href="//media.vintagestory.at/monthly_2020_02/rotatableblocks.png.da0750ffa81dceceff488795d4cb33f3.png" rel=""><img alt="rotatableblocks.thumb.png.6286efb581f66c401333ba27bc6eaee6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2830" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_02/rotatableblocks.thumb.png.6286efb581f66c401333ba27bc6eaee6.png" /></a><br /><br />
	New Tapestry blocks in Underground ruins, amongst other new goodies<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2838" href="//media.vintagestory.at/monthly_2020_02/2020-02-04_09-55-44.png.234c56f78c6b067c05b58fd6acf4e0e6.png" rel=""><img alt="2020-02-04_09-55-44.thumb.png.71c9bf3865c0ca0ff1d52b4cfce2e4fe.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2838" data-ratio="59.10" width="1000" src="//media.vintagestory.at/monthly_2020_02/2020-02-04_09-55-44.thumb.png.71c9bf3865c0ca0ff1d52b4cfce2e4fe.png" /></a><br /><br />
	Clouds now receive pretty sunset coloring<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2831" href="//media.vintagestory.at/monthly_2020_02/2020-02-05_21-53-42.jpg.4f07bc8e1489c61af74a8abe0f425146.jpg" rel=""><img alt="2020-02-05_21-53-42.thumb.jpg.27c2a770932d2aace9e091e77b8fbe70.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2831" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2020_02/2020-02-05_21-53-42.thumb.jpg.27c2a770932d2aace9e091e77b8fbe70.jpg" /></a>
</p>

<p>
	<br />
	A new damage overlay<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2020_02/2019-12-31_11-20-36.jpg.4a232e5489d76625a6ee36ecf09ef92c.jpg" rel="external nofollow"><img alt="2019-12-31_11-20-36.thumb.jpg.277cc94dd6d47f1945b5ab7292ffd03c.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2820" data-ratio="51.00" style="width:600px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2020_02/2019-12-31_11-20-36.thumb.jpg.277cc94dd6d47f1945b5ab7292ffd03c.jpg" /></a>
</p>

<p>
	<br />
	...and a low health overlay/effect
</p>

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<p>
	<br />
	A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added<br /><img alt="0-wpedit.png.7bedac6379c6231c824c5d6918631dbc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2827" data-ratio="57.42" width="761" src="//media.vintagestory.at/monthly_2020_02/0-wpedit.png.7bedac6379c6231c824c5d6918631dbc.png" /></p>

<p>
	 
</p>

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

<ul><li>
		Everything mentioned in the <a href="https://www.vintagestory.at/blog.html/news/the-stormy-weathers-update-v112-pre1-r230/" rel="">pre.1 blog post</a><br />
		 
	</li>
	<li>
		The updates in in rc.1, rc.2 and stable
		<ul><li>
				Feature: <strong>Smithing rework</strong>
				<ul><li>
						There is no longer invisible extra voxels. What you place is what you get. Adding an ingot adds a 3x2x7 cuboid of voxels
					</li>
					<li>
						Removed all but one Upset Mode, you can instead rotate the work item using right mouse click with hammer in hands. Not sure if thats a good change will probably re-add the other 3 modes
					</li>
					<li>
						Reworked many of the smithing recipes to better fit the more limited available voxels
					</li>
				</ul></li>
			<li>
				Feature: <strong>Cloud system rework</strong>
				<ul><li>
						Clouds are now colored during colored sunsets
					</li>
					<li>
						The regional weather system of the game is now also reflected in the cloud patterns. You can now see different cloud patterns in the sky
					</li>
					<li>
						Some more attempts to reduce the rather ugly blocky seams in the clouds
					</li>
				</ul></li>
			<li>
				Tweak: Removed some quirk about how chunks are loaded. Should make it so that chunks load instantly upon connecting/loading a world but might cause 1-3 frame long unknown blocks, let me know if that happens
			</li>
			<li>
				Tweak: Low chance of fixing the fast hunger bug
			</li>
			<li>
				Tweak: Lowered rain sound pitch and volume while under water
			</li>
			<li>
				Tweak: Speed up world loading by reducing regex matching in the crystalized ore item
			</li>
			<li>
				Tweak: Improved clouds performance (added a discard; to shader code. 30-&gt;38 FPS when the sky is in view at 128 viewdistance on an intel hd 620)
			</li>
			<li>
				Tweak: Firepit tweaks
				<ul><li>
						Brought the firing temperatures for clay products a bit closer together (was kinda wacky range. 600 for molds, 1100 for bricks, 600 for shingles. Now its 650 for molds, 800 for bricks and shingles). Single shingles require less time on their firing temperature to fire.
					</li>
					<li>
						The firing temperature is now reached more quickly, therefore going above the firing/smelting temperature is much slower, reducing the "overtemperature" bonus.
					</li>
					<li>
						Firepits heat up quicker
					</li>
				</ul></li>
			<li>
				Tweak: Mitigate ruin generation overlap issues. Logs a warning instead of throwing an exception
			</li>
			<li>
				Tweak: Reduce chance of gold deposits by a bit
			</li>
			<li>
				Tweak: Maybe fixes a rare rounding error when smelting metals
			</li>
			<li>
				Fixed: Rain sound not playing while swimming
			</li>
			<li>
				Fixed: Butterflies causing client stutter
			</li>
			<li>
				Fixed: Translocator animation oddities
			</li>
			<li>
				Fixed: Rain going through roofs and worldmap not showing correct blocks in some cases (theoretically fixed)
			</li>
			<li>
				Fixed: Z-Fighting on leaves when wavy foliage was turned off
			</li>
			<li>
				Fixed: Capped max temp storm strength to fix a server side exception
			</li>
			<li>
				Fixed: Forge extinct upon reloading the world or chunk
			</li>
			<li>
				Fixed: Crucible not placeable
			</li>
			<li>
				Fixed: Game crashing when a helve hammer gets unloaded
			</li>
			<li>
				API Fixed: Mods with missing modinfo.json crashing the game
			</li>
			<li>
				API Fixed: Game crashing on invalid transitionprops
			</li>
			<li>
				API Fixed: Handbook crashing on invalid modded chest blocks<br />
				 
			</li>
		</ul></li>
	<li>
		The updates from all the pre-releases after pre.1
		<ul><li>
				Feature: <strong>Added display case </strong>to showcase your ores, shells and other small items
			</li>
			<li>
				Feature: Added <strong>mechanical helve hammer</strong>. Can be used to autocraft metal plates and iron ingots from an iron bloom
			</li>
			<li>
				Feature: Added <strong>mechanical power brake </strong>block. Can be used to bring a mechanical power system to a halt
			</li>
			<li>
				Feature: <strong>World generation additions</strong>
				<ul><li>
						Added <strong>vugs inside quartz veins</strong> - hollow cracks filled with crystals
					</li>
					<li>
						Added <strong>loose boulder</strong>s, these generate in mountainy and deserty areas
					</li>
					<li>
						Added <strong>glow worms </strong>to caves
					</li>
					<li>
						Added <strong>Tapestry</strong> and other new blocks to ruins. The former will give players more insight into the games lore
					</li>
				</ul></li>
			<li>
				Feature: Added <strong>bioluminescent particle effect </strong>to warm, humid waters. Only appear in some locations.
			</li>
			<li>
				Feature: Added <strong>aurora borealis </strong>effect to cold regions of the game
			</li>
			<li>
				Feature: Added <strong>rare crystalized versions of ore</strong>. Drop with a 1/200 chance from graded ores, if not blown up by bombs.
			</li>
			<li>
				Feature: Added <strong>armor stands</strong>, can be used to showcase armor
			</li>
			<li>
				Feature: <strong>Added Raccoons</strong>. Spawns in forests near trees. Will eat berries from berry bushes and break harvestable skeps for the honey comb. Can pick up and carry around food.
			</li>
			<li>
				Feature: <strong>Multilayer smithing</strong>. The way smithing works changed notably with this change. It's kinda weird but also kinda interesting. Tweaked Spear and Hammer smithing recipe
			</li>
			<li>
				Feature: Wearing a <strong>backpack now visibly shows</strong> on the back of the player
			</li>
			<li>
				Feature: <strong>Waypoint editor</strong>. Can now add, modify or delete waypoints by right clicking on the world map. Can now assign icons to waypoints
			</li>
			<li>
				Feature: Added a <strong>shiny reflective effect</strong> to crystals, ingot plates, crystalized ores, display cases and other blocks
			</li>
			<li>
				Feature: <strong>Iron bloom</strong>. Bloomeries no longer yield iron ingots directly but instead drop iron bloom which has to be worked into ingots on the anvil.
			</li>
			<li>
				Feature: <strong>Improved damage overlay</strong>, new low health overlay
			</li>
			<li>
				Feature: Can now quickly cool down hot items by throwing them into water
			</li>
			<li>
				Feature: Tool modes now display names in the tool mode selector ui
			</li>
			<li>
				Feature: Added amethyst, smoky and rose quartz crystals.
			</li>
			<li>
				Feature: <strong>Microblock chiseling improvements</strong>
				<ul><li>
						Can now chisel slabs and stairs
					</li>
					<li>
						Can now attach blocks to solid sides of chiseled blocks
					</li>
					<li>
						Added new chisel mode to horizontally flip a block
					</li>
					<li>
						Some experiments to chiseling to try to fix the weird ambient occlusion and sub/block light propagation. Let me know if that looks better
					</li>
				</ul></li>
			<li>
				Feature: <strong>Creatures and items can now burn</strong>. Standing in lava will now instantly ignite entities. Hitting an entity with a torch has a 10% chance to ignite it
			</li>
			<li>
				Feature: Items and dead creatures inside lava will disappear after a short delay
			</li>
			<li>
				Feature: <strong>Full drifter </strong>model and texture <strong>remake</strong>
			</li>
			<li>
				Feature: Hailstorms now damage the player
			</li>
			<li>
				Feature: Added ability to create savegame backups through the modify screen
			</li>
			<li>
				Feature: Butterflies now flee from nearby players
			</li>
			<li>
				Feature: Some blocks now are randomly rotated (flowers, mushrooms, reeds, saplings, tall grass, etc.)
			</li>
			<li>
				Feature: Added <strong>5 new decorative storage vessels. </strong>Added ornate planters variants, can be purchased at the artisan trader
			</li>
			<li>
				Feature: Chests, Vessels, Lanterns, Watering cans and Buckets can be rotated in 22.5 degree intervalls
			</li>
			<li>
				Feature: New set of main menu backgrounds
			</li>
			<li>
				Feature: Client side performance improvements to counteract the additional cost of fluffy leaves (Technical info: Poor man's LOD. The game tesselates each chunk twice now a low detail version and a high detail version. Distant chunk are now drawn using the low detail version. Increases RAM usage by a lot currently. Blocktypes can now define a lod1Shape shape file. You can set the lod range using .clientconfig lodbias [0..1] default is 0.25)
			</li>
			<li>
				Feature: Added a remapper assistant. This tool now requires players only to press a button instead of going to the wiki and copypasting commands. Please make a backup of your savegames before using it.
			</li>
			<li>
				Tweak: <strong>Game Server performance improvements</strong>
				<ul><li>
						Uneccessary ~8% performance cost on the server (measured on the public test server)
					</li>
					<li>
						Server frozen for 1-3 seconds during autosave
					</li>
					<li>
						Major lag issue in the mechanical power system that will lead to an eventual server death
					</li>
					<li>
						Significant RAM savings and reduced startup times for large game servers (about 600 MB less on the public test server)
					</li>
					<li>
						Reduced default autosave interval from 2 minutes to 5 minutes
					</li>
				</ul></li>
			<li>
				Tweak: The "Liquid foam effect" graphics settings now also disables the reflective effects on crystals and ingots
			</li>
			<li>
				Tweak: Searching in the creative inventory should yield better search results by prioritizing item names over item descriptions
			</li>
			<li>
				Tweak: Added "GL Error checking" developer mode
			</li>
			<li>
				Tweak: Renamed Sword to Longblade
			</li>
			<li>
				Tweak: Added some handbook documentation on mechanical power and temporal stability
			</li>
			<li>
				Tweak: All creature can now step a little higher (1 1/8th blocks instead of 1 block)
			</li>
			<li>
				Tweak: The translocator spawns extra particles upon teleport
			</li>
			<li>
				Tweak: Can now place solid rock and prospecting picks in mining bags
			</li>
			<li>
				Tweak: No longer need to hold down right mouse button to pan
			</li>
			<li>
				Tweak: Updated to OpenAL Soft 1.16 to fix sound system not initializing properly everyone once in a while until restarted
			</li>
			<li>
				Tweak: The Bloomery and Anvil no longer resets the temperature of the material / work item
			</li>
			<li>
				Tweak: Updated metal pouring sound
			</li>
			<li>
				Tweak: Dropping a stack of items on the ground makes it split into multiples of 4
			</li>
			<li>
				Tweak: Clay forming and Smithing helper grids now only show when you have clay / a hammer in hands
			</li>
			<li>
				Tweak: Set monster spawn grace timer to 0 for the default survival mode
			</li>
			<li>
				Tweak: Added "Metal molding" info to handbook when a tool can be made from pouring metal into molds
			</li>
			<li>
				Tweak: Can now make a skep harvestable in creative mode by right clicking on it with a honey comb in hands
			</li>
			<li>
				Tweak: Distance fadeout for dynamic shadows
			</li>
			<li>
				Tweak: Made ember block more glowy (creative mode block)
			</li>
			<li>
				Tweak: Added medium sized carpets to creative mode
			</li>
			<li>
				Tweak: Improved incandescent materials glow
			</li>
			<li>
				Tweak: Draining temporal stability sound only starts playing when at 65%
			</li>
			<li>
				Tweak: Translocator now also animates and plays sounds when another player steps on it
			</li>
			<li>
				Tweak: Increased chance for hailstorms
			</li>
			<li>
				Tweak: Fear reduction for animals set to 10 generations instead of 20
			</li>
			<li>
				Tweak: Forge embers now look more glowy
			</li>
			<li>
				Tweak: The new lod system no longer requires additional GPU RAM and semi-smoothly fades between high detail and low detail
			</li>
			<li>
				Tweak: Refined low temporal stability sounds
			</li>
			<li>
				Tweak: World gen tweaks
				<ul><li>
						Sealevel water now generates ice block below -17 °C
					</li>
					<li>
						Reduced lake generation below -5 °C down to 0 lakes at -20 °C
					</li>
					<li>
						Trees no longer generate below -18 °C
					</li>
				</ul></li>
			<li>
				  Tweak: Increased marble deposit size
			</li>
			<li>
				Tweak: Minor chunk updating performance improvement (Technical info: Leaves now do a quick check before they do a room search for updaing their wavy state)
			</li>
			<li>
				Tweak: Optimize and improve the quality of dynamic shadows (Technical info: Now uses hardware level interpolation, increased range for reduced quality, shadow pass now uses only low detail chunks, attempted to minimize the chunks rendered during the shadow pass)
			</li>
			<li>
				Tweak: Worldedit Air brush tool no longer replaces water unless targeting water
			</li>
			<li>
				Tweak: Removed commands /glitch, /rain and /slomo
			</li>
			<li>
				Tweak: Removed starter torch when creating a new world
			</li>
			<li>
				Tweak: Loose sticks now look prettier
			</li>
			<li>
				Tweak: Reduced butterfly spawn rate
			</li>
			<li>
				Tweak: Can now add more items to the shelf, such as ores
			</li>
			<li>
				Fixed: Wrong textures and transformations when placing the new style tools on the tool rack
			</li>
			<li>
				Fixed: Game crashing when clicking on an external link on some Linux systems
			</li>
			<li>
				Fixed: Game too bright for many players. This update resets the extra brightness and extra gamma level to 1. You can set it back if the game is too dark for you now
			</li>
			<li>
				Fixed: Crafting recipe for fire starter missing
			</li>
			<li>
				Fixed: Unable to ignite a fire pit with a torch
			</li>
			<li>
				Fixed: Game not launching on Mac OS
			</li>
			<li>
				Fixed: Worldedit Cutout not working with the cuboid paint brush
			</li>
			<li>
				Fixed: Labeled chest text writing issues
			</li>
			<li>
				Fixed: Sign text is now length capped
			</li>
			<li>
				Fixed: Game crashing when attempting to rename a savegame inside the modify world screen
			</li>
			<li>
				Fixed: Gear HUD visible in spectator mode
			</li>
			<li>
				Fixed: /worldconfig not applying changes correctly in some cases
			</li>
			<li>
				Fixed: Wrong third-person transformation for held mushrooms and firestarters
			</li>
			<li>
				Fixed: New slab placement mode mechanic not properly working for some slab types
			</li>
			<li>
				Fixed: Setting cloud y position in the world edit gui could no longer be disabled
			</li>
			<li>
				Fixed: Cloud vertical stutter when the player is moving vertically
			</li>
			<li>
				Fixed: OutOfMemoryException when igniting a bomb
			</li>
			<li>
				Fixed: Quern stopped grinding when the output slot is full
			</li>
			<li>
				Fixed: The command /weather seti not properly initializing the new cloud pattern
			</li>
			<li>
				Fixed: Game crashing when exiting before its loaded
			</li>
			<li>
				Fixed: Cleaver not placeable on tool rack
			</li>
			<li>
				Fixed: High velocity particles causing heavy lag
			</li>
			<li>
				Fixed: Creatures inside water creating high velocity particles
			</li>
			<li>
				Fixed: Torch inside torchholders emitting old style particles
			</li>
			<li>
				Fixed: Game crashing in some cases (NRE in ModSleeping)
			</li>
			<li>
				Fixed: Vertical mud brick slab side solid issues
			</li>
			<li>
				Fixed: Ice blocks flicker issues
			</li>
			<li>
				Fixed: Held torch particles spawned at the wrong location for other players
			</li>
			<li>
				Fixed: Some areas had rain and thunder where there should have been snow only
			</li>
			<li>
				Fixed: More issues with the clay planter
			</li>
			<li>
				Fixed: Farmland, Forges, Firepits and Torches ignoring low levels of rain
			</li>
			<li>
				Fixed: Creative search deleting all text on backspace in cases where it shouldn't
			</li>
			<li>
				Fixed: Wrong lighting on the windmill blades
			</li>
			<li>
				Fixed: Old creative worlds had temporal stability enabled
			</li>
			<li>
				Fixed: Block breaking overlay not visible
			</li>
			<li>
				Fixed: Added some missing tree types to the world edit tree tool
			</li>
			<li>
				Fixed: All creatures not wandering and staying in place more often than they should
			</li>
			<li>
				Fixed: Some characters not displayed or not displayed correctly in chat messages above the players head
			</li>
			<li>
				Fixed: Significant lag issue when looking up in the sky
			</li>
			<li>
				Fixed: Block breaking overlay not adjusted for wind waving motion and random rotations
			</li>
			<li>
				Fixed: Might fix torches and firestarters sometimes not igniting fires when they should
			</li>
			<li>
				Fixed: Crafting trapdoors or slabs put them in horizontal only mode
			</li>
			<li>
				Fixed: Should fix temporal stability mechanic now disabled everywhere
			</li>
			<li>
				Fixed: Creature animations no longer playing properly
			</li>
			<li>
				Fixed: Thrown spears not using the new models
			</li>
			<li>
				Fixed: Should fix worldgen meteor impacts removing water blocks
			</li>
			<li>
				Fixed: Should fix saplings that grew at a chunk edge generating with cut off leaves
			</li>
			<li>
				Fixed: Barrel fullness indicator wrong for honey
			</li>
			<li>
				Fixed: Able to put in berries and the likes into crucibles in some cases
			</li>
			<li>
				Fixed: Might fix saltpeter re-appearing at random in the underground
			</li>
			<li>
				Fixed: Falling sand and gravel not emitting dust particles
			</li>
			<li>
				Fixed: Should fix joining players upside down for a few seconds
			</li>
			<li>
				Fixed: Some animations not correctly playing
			</li>
			<li>
				Fixed: Some particles (e.g. smoke or rain) loosing randomness in some cases
			</li>
			<li>
				Fixed: A couple minor tweaks and fixes too small to mention individually
			</li>
			<li>
				Fixed: Full snow blocks now have a full hitbox if there is a flat snow layer on top. 1 Thick snow layers no longer have any hitbox
			</li>
			<li>
				Fixed: Occlusion culling not considered during shadow pass
			</li>
			<li>
				Fixed: Baked bread lasted only 1-2 days
			</li>
			<li>
				Fixed: All tools were tier 0
			</li>
			<li>
				Fixed: Multi-Wildcard crafting recipes threw an exception when looked at in the handbook
			</li>
			<li>
				Fixed: Firepit particle related crash on the client
			</li>
			<li>
				Fixed: Silver and Gold ores yielding more nuggets than they are supposed to
			</li>
			<li>
				Fixed: Leaves still slowing down chunk loading
			</li>
			<li>
				Fixed: Might fix a crash with the .blockitempngexport command
			</li>
			<li>
				Fixed: Game crashing on disconned/leave world in some cases
			</li>
			<li>
				Fixed: Storm particles not spawning
			</li>
			<li>
				Fixed: Much better framerate when dynamic shadow are enabled. (Far shadows did not use low detail leaves)
			</li>
			<li>
				Fixed: Small carpets made the block below invisible
			</li>
			<li>
				Fixed: Should fix game crashing for some players when starting an echo chamber track
			</li>
			<li>
				Fixed: Rare jitter issue with animations
			</li>
			<li>
				Fixed: Throwing spear crashes the game
			</li>
			<li>
				Fixed: Mechanical power blocks not receiving shadows
			</li>
			<li>
				Fixed: Creatures sometimes not seeing the player and thus not attacking or fleeing from them
			</li>
			<li>
				Fixed: Rainfall in some places where it should be snowing
			</li>
			<li>
				Fixed: Stutter when trying to access claimed blocks
			</li>
			<li>
				Fixed: Butterfly sitheight on the crops was too high
			</li>
			<li>
				Fixed: A server thread crashing caused odd/broken shutdown behavior as the server ran Server.Stop() twice in 2 threads<br />
				 
			</li>
		</ul></li>
	<li>
		API Updates since pre.1
		<ul><li>
				Fixed: Runtime loading of textures into a texture atlas not working when loaded from within the creative inventory
			</li>
			<li>
				API Tweak: JSON Shape elements can now have a Reflective property to make things shiny
			</li>
			<li>
				API Refactor: new "schematicSeed" argument for BlockEntity.OnLoadCollectibleMappings()
			</li>
			<li>
				Tweak: Added block patch placement mode NearSaltWater and UnderSaltWater for Tonys immersion mod
			</li>
			<li>
				Tweak: Added privilege "denybreakreinforced" to deny reinforced block breaking for the civ community
			</li>
			<li>
				Tweak: Dropdown gui elements values can now use rich text
			</li>
			<li>
				Refactor: Smithing and knapping recipe patterns now are multilayer you need to surround your pattern with [[ and ]]
			</li>
			<li>
				Refactor: Ditched Collectible.GetQuantityToolModes and Collectible.DrawToolModeIcon and replaced it with Collectible.GetToolModes()
			</li>
			<li>
				Refactor: capi.Render.UnregisterRenderer no longer calls Dispose() on the renderer. You have to call Dispose() manually now!
			</li>
			<li>
				Feature: Composite shape definitions can now also define offsetX/Y/Z
			</li>
			<li>
				Feature: Added engine side support for multiple textures sizes per shape, this now fixes the wrong texture scaling on the armor stand.
			</li>
			<li>
				Feature: Added ability to combine shapes during runtime using shape overlays ( shape: { base: "shape1", overlays: [ { base: "shape2" } ] )
			</li>
			<li>
				Feature: Can now get a TextureAtlasPosition from a texture path using e.g. api.BlockTextureAtlas[texturePath]
			</li>
			<li>
				Feature: Added api.*TextureAtlas.InsertTextureCached()
			</li>
			<li>
				Refactor: the tools MiningTier is now called ToolTier (MiningTier is still valid but deprecated)
			</li>
			<li>
				API Fixed: Not able to load assets from the config/ folder
			</li>
			<li>
				API Feature: New block property: randomizeRotations
			</li>
			<li>
				API Fixed: Entity hurt event damage source was not set to player when a player attacked (v1.11 bug)
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">231</guid><pubDate>Tue, 04 Feb 2020 21:15:23 +0000</pubDate></item><item><title>The stormy weathers update (v1.12-pre.1)</title><link>https://www.vintagestory.at/blog.html/news/the-stormy-weathers-update-v112-pre1-r230/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Underchallenged and Overchallenged Vintarians!</strong></span><br />
	v1.12-pre.1 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Yet again, this update was the "but now for real seasons" update, but to have seasons it would be seriously nice to also have rain and snow, so I ended up adding that and much more, to a point where you, the community voted on discord 2 to 1 that this should become its own update. On the bright side, we now have a beautiful weather system and I have now a pretty clear plan on how to get the rest of the seasons mechanics into the game for the next update. You'll also discover that the quality of the games ambient has also been pushed much further as well as a rather game changing new survival mechanic that conveys some more of that juicy lore into Vintage Story.
</p>

<p>
	<strong>Please notice</strong><br />
	1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.12 is not feature complete yet!<br />
	2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.12 blog post will come when the first release candidate is ready.<br /><br /><strong>Still planned features for v1.12:</strong> (disclaimer: Any amount of them might not make it into v1.12)
</p>

<ul><li>
		Optimization pass. The new weather system and fluffy leaves are rather costly. I hope to add a low detail mode or something of the sorts.
	</li>
	<li>
		A special drifter drop during low temporal stability
	</li>
	<li>
		A mannequin to put your armor on
	</li>
	<li>
		A helve hammer to semi-automate smithing
	</li>
	<li>
		Immersive Armor crafting
	</li>
	<li>
		Animated chest lid, double chests
	</li>
	<li>
		Rock boulders, a luminescent block in caves, papyrus root, rotatable containers
	</li>
	<li>
		New drifter models, tool model overhaul, canvas block
	</li>
	<li>
		1-2 new creatures<br />
		 
	</li>
</ul><p>
	<strong>Screenshots, Gifs, Videos</strong>
</p>

<p>
	Completely reworked, location bound weather system. There's now various degrees if wind, snow, rain, hail and other weather effects. Weather impacts various mechanics in the game, such as extinguishing fires.
</p>

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

<p>
	<br />
	Visible impact of wind on the game world, recognizes wind protected rooms<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2637" href="//media.vintagestory.at/monthly_2019_12/2019-11-29_10-15-24.jpg.af5b66bee673334f8f0386f5e392e2a2.jpg" rel=""><img alt="2019-11-29_10-15-24.thumb.jpg.60fe64c713523e7a4a8400cfb71db301.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2637" data-ratio="66.40" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-11-29_10-15-24.thumb.jpg.60fe64c713523e7a4a8400cfb71db301.jpg" /></a>
</p>

<p>
	<br />
	One of the new precipitation types: Hail<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2638" href="//media.vintagestory.at/monthly_2019_12/2019-11-28_21-39-08.jpg.4c1c2c9b3719e94d20cfda82ae975639.jpg" rel=""><img alt="2019-11-28_21-39-08.thumb.jpg.d99784a5c7d49328bdcfdfa2ef64543a.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2638" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-11-28_21-39-08.thumb.jpg.d99784a5c7d49328bdcfdfa2ef64543a.jpg" /></a>
</p>

<p>
	<br />
	New cloud formations such as towering cumulonimbus clouds and wavy undulating clouds<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2639" href="//media.vintagestory.at/monthly_2019_12/2019-11-25_14-19-58.jpg.80f0483e100d16b6bff462f76129b466.jpg" rel=""><img alt="2019-11-25_14-19-58.thumb.jpg.85b14ab46deccd7bb9ff6b6d108e1b9e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2639" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-11-25_14-19-58.thumb.jpg.85b14ab46deccd7bb9ff6b6d108e1b9e.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2642" href="//media.vintagestory.at/monthly_2019_12/2019-12-14_21-16-43.jpg.c1c561f02a5aa0fc2f76e3db8fbcf466.jpg" rel=""><img alt="2019-12-14_21-16-43.thumb.jpg.904baa63de57feb7a8c1c9fe1845bddd.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2642" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-12-14_21-16-43.thumb.jpg.904baa63de57feb7a8c1c9fe1845bddd.jpg" /></a>
</p>

<p>
	<br /><strong>Temporal stability mechanic</strong>. You now have to watch out for low stability areas and temporal storms. More info on this in rc.1 to avoid spoilers <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 /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2635" href="//media.vintagestory.at/monthly_2019_12/tempstab.jpg.f6bcd3664ffc2347fbbdb02411e9918a.jpg" rel=""><img alt="tempstab.thumb.jpg.893fbc8273bfb72a182b3d9aef8f2da1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2635" data-ratio="54.60" width="1000" src="//media.vintagestory.at/monthly_2019_12/tempstab.thumb.jpg.893fbc8273bfb72a182b3d9aef8f2da1.jpg" /></a><br /><br /><br />
	A great many improvements on the games ambient, such as new ambient sounds and new torch visuals
</p>

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

<p>
	<br />
	42 variants of sea shells now spawn on beaches<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2636" href="//media.vintagestory.at/monthly_2019_12/2019-11-18_19-32-26.jpg.c409cbeb79d63c76ff39f7595e178a77.jpg" rel=""><img alt="2019-11-18_19-32-26.thumb.jpg.5f9a205a89a735756238d47ddb83564d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2636" data-ratio="54.90" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-11-18_19-32-26.thumb.jpg.5f9a205a89a735756238d47ddb83564d.jpg" /></a>
</p>

<p>
	<br />
	Fluffy leaves for all the trees<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2640" href="//media.vintagestory.at/monthly_2019_12/2019-12-03_14-31-31.jpg.b1788b3a0cdeae765c6727d26acb24b7.jpg" rel=""><img alt="2019-12-03_14-31-31.thumb.jpg.feea0917c1a512df46aed2a0e2cbb00a.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2640" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-12-03_14-31-31.thumb.jpg.feea0917c1a512df46aed2a0e2cbb00a.jpg" /></a><br /><br />
	Greatly improved the falling block mechanics which now produce avalanche like behavior<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2641" href="//media.vintagestory.at/monthly_2019_12/2019-11-19_11-03-14.jpg.6ccd9f0e9f94812c00ca20589ae71b93.jpg" rel=""><img alt="2019-11-19_11-03-14.thumb.jpg.5490f5b03a12b5c6a1f1aedc95fa0c2e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2641" data-ratio="56.80" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-11-19_11-03-14.thumb.jpg.5490f5b03a12b5c6a1f1aedc95fa0c2e.jpg" /></a>
</p>

<p>
	<br />
	Can now force slabs into having the placed only vertically or horizontally by putting them in the crafting grid to change the placement mode<img alt="0-slabmode.png.adc5226c7f014f24c7c5cb48b5ed0d1e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2643" data-ratio="53.30" width="698" src="//media.vintagestory.at/monthly_2019_12/0-slabmode.png.adc5226c7f014f24c7c5cb48b5ed0d1e.png" /><br /><br />
	Some tools now have a new stylized look. More still to come.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2644" href="//media.vintagestory.at/monthly_2019_12/0-hctools.png.fc4e2a8f85c3470fe658d399cf6b0464.png" rel=""><img alt="0-hctools.thumb.png.c650fd6eb494bc5bf510f2e320af8638.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2644" data-ratio="30.80" width="1000" src="//media.vintagestory.at/monthly_2019_12/0-hctools.thumb.png.c650fd6eb494bc5bf510f2e320af8638.png" /></a>
</p>

<p>
	You now need a fire starter or a torch to ignite a fire pit, whereas the latter is the more reliable option<br /><img alt="firestarter-smol.gif" class="ipsImage" data-ratio="159.80" height="326" width="204" src="http://files.tyron.at/perm/firestarter-smol.gif" /></p>

<p>
	 
</p>

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

<ul><li>
		Feature: <strong>Massive Weather system rework</strong>

		<ul><li>
				<strong>Weather </strong>patterns are <strong>now location bound</strong>. Deserts will have different weather patterns than for example Jungles
			</li>
			<li>
				<strong>Cloud system rework</strong>. Added many new cloud patterns, some with special effects, such as undulating clouds
			</li>
			<li>
				<strong>Wind system</strong>
				<ul><li>
						Added 2 wind ambient sounds (one when the player is in a forest and one in a forest-less area)
					</li>
					<li>
						The Plants and Tree leaves swaying intensity now depends on the wind speed
					</li>
					<li>
						The motion of particles Particles is now affected by wind
					</li>
					<li>
						Enclosed rooms block the wind
					</li>
				</ul></li>
			<li>
				<strong>Precipitation system</strong>. Various types and intensities of downfall now occur on a regular interval
			</li>
			<li>
				Some weather patterns will now make it rain or hail
			</li>
			<li>
				Cold areas will have snowfall instead of rain, with a fluid transition from rain to snow
			</li>
			<li>
				Added thunder and lightning effects
			</li>
			<li>
				Feature: Weather in-world impact
				<ul><li>
						Butterflies now rest during rain
					</li>
					<li>
						Forges, firepits and forges will extinguish when rain, snow or hail falls on them
					</li>
					<li>
						Farmland gets moist during rain<br />
						 
					</li>
				</ul></li>
		</ul></li>
	<li>
		Feature: <strong>Added temporal stability mechanic</strong>
		<ul><li>
				The hotbar hud now has a <strong>temporal flux meter</strong>. Certain areas, especially the deep underground will drain the player of temporal flux. Stable areas slowly recover the players temporal flux
			</li>
			<li>
				Can extract temporal flux with a temporal gear in off hand and knife in active hand then hold right mouse
			</li>
			<li>
				New world config to disable the temporal stability mechanic. Disabled by default in the exploration mode.
			</li>
			<li>
				Added <strong>temporal storms</strong>. Causes low stability effects every x days.
			</li>
			<li>
				During low stability you will enter the Rust world:
				<ul><li>
						When very low, you take regular damage from being in it
					</li>
					<li>
						Drifters do not walk away from the player during daylight
					</li>
					<li>
						Drifters will spawn during daylight
					</li>
					<li>
						Tougher drifters will spawn
					</li>
					<li>
						The minimum spawning distance to the player is reduced to 0<br />
						 
					</li>
				</ul></li>
		</ul></li>
	<li>
		Feature: <strong>Exhaustive ambient and realism improvements</strong>
		<ul><li>
				<strong>Torch rework</strong>: New model, fancier particles, plays sounds when in hands. Now has a burned out block variant.
			</li>
			<li>
				<strong>Firepit rework</strong>: You now need a fire starter or a torch to ignite it. Spawns fancier fire particles and with a pot inside the fire particles spawn around the pot
			</li>
			<li>
				<strong>Tree leaves rework:</strong> They are now all fluffy
			</li>
			<li>
				<strong>Falling blocks rework</strong><span>:</span> They now spawn a lot of particles, play a sound, has a chance to drag other unstable blocks with it, can fall sideways, sideways falling blocks also push player and other creatures, and unstable soil has a chance to collapse when jumped on. In the wilderness survival mode sand, gravel and soil cannot be stacked vertically.
			</li>
			<li>
				<strong>Felling tree improvements</strong>: Felling a tree now plays a sound and spawns a bunch of falling leaves
			</li>
			<li>
				<strong>Forge rework:</strong> Added burning ember ambient sounds and the forges burn time is now calendar based (i.e. sleeping will make it go out rather quickly). This should also fix sync some oddities in multiplayer.
			</li>
			<li>
				<strong>Still water </strong>ambient <strong>sound</strong>
			</li>
			<li>
				<strong>Added seashells:</strong> Spawn on beaches. Can be ground into lime. Comes in 42 variations.
			</li>
			<li>
				<strong>Tool models rework</strong>: Several tools now have a new stylized look
			</li>
			<li>
				The chest now has a new model<br />
				 
			</li>
		</ul></li>
	<li>
		Feature: New tool: <strong>Cleaver</strong><span>. Can be used reliably 1 hit kill domesticated animals starting from their 3rd generation</span>
	</li>
	<li>
		Feature: A number of bugfixes that allows <strong>increased world sizes</strong>. And now create worlds of size 32x32 mil, although there's a few minor glitches left to fix at this size
	</li>
	<li>
		Feature: <strong>Reduced RAM usage</strong> by 10-60% (Technical info: Empty chunks are now determined server side, hence may never need to get decompressed. Tall superflat worlds are mostly empty chunks, so these benefit the most from this change)
	</li>
	<li>
		Feature: Can now put <strong>slabs </strong>in the crafting grid to <strong>change their placement mode</strong> (Auto, Forced horizontal, forced vertical)<br />
		 
	</li>
	<li>
		Tweak: Hyena chase and flee speed is now doubled
	</li>
	<li>
		Tweak: Holding space while swimming should no longer jitter now
	</li>
	<li>
		Tweak: Improved/Fixed the ambient particles (fireflies, summer dust, in water dust)
	</li>
	<li>
		Tweak: Updated to official OpenTK 3.1. Should fix Issue #174 (Win32Exception)
	</li>
	<li>
		Tweak: Added some info on the plumb and square to the handbook
	</li>
	<li>
		Tweak: Added /debug netbench to benchmark server side networking
	</li>
	<li>
		Tweak: Worldmap hotkeys are no longer shown in the controls menu in a wilderness survival game
	</li>
	<li>
		Tweak: The fuel in hot firepits with an empty input slot now last 3 times longer
	</li>
	<li>
		Tweak: Sleeping animals that are getting damaged now wake up for a while
	</li>
	<li>
		Fixed: Game crashing when placing/removing planks from a plank pile
	</li>
	<li>
		Fixed: Half of the music tracks of the game never played
	</li>
	<li>
		Fixed: Game crashing on empty custom network packets
	</li>
	<li>
		Fixed: Sun texture sometimes glitching out
	</li>
	<li>
		Fixed: Might fix charcoal pits burning down if they are placed at the intersection of chunks
	</li>
	<li>
		Fixed: Should fix thick outlines on the knapping surface when the chunk wireframe is enabled
	</li>
</ul><p>
	 <br /><strong>API Updates</strong>
</p>

<ul><li>
		Feature: Added capi.Event.RegisterAsyncParticleSpawner(ContinousParticleSpawnTaskDelegate handler) for asynchronous particle spawning
	</li>
	<li>
		Feature: Added --tracelog trace logging commandline switch. Useful for mod development with visual studio. Lets you delete the RedirectLogs.cs
	</li>
	<li>
		Feature: Added callback block.OnJsonTesselation(MeshData sourceMesh, BlockPos pos, int[] chunkExtIds, int extIndex3d)
	</li>
	<li>
		Refactor: Blocktype json particle system: Renamed glowLevel to vertexFlags
	</li>
	<li>
		Refactor: Many of the particle property fields were camel cased, now they start with an upper case letter
	</li>
	<li>
		Refactor: capi.Render.ShakeCamera() is now capi.Render.AddCameraShake()
	</li>
	<li>
		Refactor: In the block class<br />
		  bool OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting, ref EnumHandling handling)<br />
		    =&gt;<br />
		    EnumIgniteState OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting)<br />
		 
	</li>
	<li>
		Tweak: Dropped obfuscation on ClientPlatform code (~5k LoC)
	</li>
	<li>
		Tweak: New BlockBehavior callbacks: OnBeforeRender(), OnCreatedByCrafting() and GetHeldBlockInfo()
	</li>
	<li>
		Tweak: New event: OnEntityDeath
	</li>
	<li>
		Tweak: New server event: OnTrySpawnEntity
	</li>
	<li>
		Tweak: Better logging during mod loading
	</li>
	<li>
		Tweak: api.ModerLoader.GetModSystem&lt;&gt;() no longer returns a reference for disabled mods
	</li>
	<li>
		Tweak: Ability to animate the off hand item in code by setting controls.LeftUsingHeldItemTransformBefore
	</li>
	<li>
		Fixed: Source mods crash upon load when they referenced other mods
	</li>
	<li>
		Fixed: Collision and Selectionboxes where limited to 1/16th of a cube, now increased to 1/1000th. Also .bsedit was glitchy when using fractional numbers
	</li>
	<li>
		Fixed: Game crashing when more than 4000 items were registered
	</li>
</ul>]]></description><guid isPermaLink="false">230</guid><pubDate>Sun, 29 Dec 2019 14:13:00 +0000</pubDate></item><item><title>Plate dupe fix (v1.11.11)</title><link>https://www.vintagestory.at/blog.html/news/plate-dupe-fix-v11111-r229/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.11, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Fixes an item dupe glitch.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2019_12/2019-12-12_20-23-15.jpg.00089c5b5e6b835d7c9321e0514e7b43.jpg" data-fileid="2630" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="2630" data-ratio="67.80" width="1000" alt="2019-12-12_20-23-15.thumb.jpg.70e2357716e13e98981bea6501878198.jpg" src="//media.vintagestory.at/monthly_2019_12/2019-12-12_20-23-15.thumb.jpg.70e2357716e13e98981bea6501878198.jpg" /></a><br /><span style="font-size:12px;">Screenshot and Build by Zaldaryon</span>
</p>

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

<ul><li>
		Tweak: Some error checking to avoid / better report crashes some specific crashes
	</li>
	<li>
		Tweak: Game now shows a warning on each savegame when attempting to open it with an older version of the game
	</li>
	<li>
		Fixed: Plank piles falling apart in some cases
	</li>
	<li>
		Fixed: Metal plate dupe glitch
	</li>
	<li>
		Fixed: Trying to put food into non-empty crocks did not properly merge meals
	</li>
	<li>
		Fixed: Missing visuals and translations for cooked meals containing pickled vegetables
	</li>
	<li>
		API Tweak: Added some exception logging when the ModLoader fails with a TypeException
	</li>
</ul>]]></description><guid isPermaLink="false">229</guid><pubDate>Sun, 15 Dec 2019 12:14:43 +0000</pubDate></item><item><title>Shelf storage (v1.11.10)</title><link>https://www.vintagestory.at/blog.html/news/shelf-storage-v11110-r228/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.10, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	So turns out you were not able to use pickled vegetables as part of cooking. I could not let this rest and *had* to make a patch for that.<br />
	Why do you ask? Maybe I'm being OCD about minor details? Perhaps its some odd form of procrastination so I don't have to work on v1.12? Is it due the community excitedly going like "We love you, but give us more features, you pleb!"? Or am I too embarrassed over my own mistakes? We'll never know! <span><img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span>
</p>

<p>
	<br />
	Also you can put crucibles and bowls on shelves now! \o/<br /><br /><img class="ipsImage ipsImage_thumbnailed" data-fileid="2629" data-ratio="68.48" width="882" alt="0-shelf.png.e2b5a1e65a821213ea4278e30550949b.png" src="//media.vintagestory.at/monthly_2019_12/0-shelf.png.e2b5a1e65a821213ea4278e30550949b.png" /></p>

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

<ul><li>
		Feature: Shelves can now also hold bowls, and crucibles
	</li>
	<li>
		Tweak: The angry bee mob model now more closely resembles the peaceful bees
	</li>
	<li>
		Tweak: Set zfar to 3000 blocks so very distant clouds are also rendered, lets see how that goes. Might cause additional z-fighting or clipping issues
	</li>
	<li>
		Fixed: Might fix or mitigate fall damage when standing very close to the edge
	</li>
	<li>
		Fixed: Gold and silver chain not smith-able
	</li>
	<li>
		Fixed: Some of the underground loot logging an error ("Cannot fix itemstack mapping") and deleting itself
	</li>
	<li>
		Fixed: An early server shutdown caused the calendar system to throw an exception
	</li>
	<li>
		Fixed: Pickled vegetables could not be used in meals
	</li>
	<li>
		Fixed: Worldmap broken near the world edge
	</li>
	<li>
		Fixed: Translocator throwing exceptions when near the world edge
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">228</guid><pubDate>Thu, 12 Dec 2019 08:53:11 +0000</pubDate></item><item><title>Respawn patch (v1.11.9)</title><link>https://www.vintagestory.at/blog.html/news/respawn-patch-v1119-r227/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.9, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	In an attempt to fix issues related to respawning I seem to have broken it even further in v1.11.8, but I'm fairly confident that this time I fixed it for good!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2019_12/0-dizz-chisel.png.12e88178e4bf85db311a6d275c33185a.png" data-fileid="2627" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="2627" data-ratio="56.20" width="1000" alt="0-dizz-chisel.thumb.png.67551d66654f56d12859b9acf8623ab9.png" src="//media.vintagestory.at/monthly_2019_12/0-dizz-chisel.thumb.png.67551d66654f56d12859b9acf8623ab9.png" /></a><br /><span style="font-size:12px;">Screenshot and build by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/3128-dizz/?do=hovercard" data-mentionid="3128" href="https://www.vintagestory.at/profile/3128-dizz/" rel="">@DiZz</a></span>
</p>

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

<ul><li>
		Fixed: One more attempt to reduce stutter issue with the block info hud
	</li>
	<li>
		Fixed: One more worldmap crash fixed on invalid blocks
	</li>
	<li>
		Fixed: Respawning not working properly in many cases. This might, at long last, fix all respawn related issues.
	</li>
	<li>
		Fixed: One more attempt at fixing a very rare SQLite Error
	</li>
	<li>
		Fixed: Salt bed deposits were not supposed to spawn visibly on the sides of cliffs. This change should notably reduce them.
	</li>
	<li>
		Fixed: Some serious berry harvesting oddities (crashing, bushes duplicating, etc.)
	</li>
	<li>
		Fixed: Other players armor in multiplayer not updating or glitchy
	</li>
	<li>
		Fixed: Should prevent caves filled with saltpeter
	</li>
	<li>
		Fixed: Mitigate lava falls very transparent
	</li>
	<li>
		Fixed: Distant clouds cut off (technical info: doubled z-far clipping plane distance from 1500 to 3000. Might cause new z-fighting or clipping issues, but lets see)
	</li>
</ul>]]></description><guid isPermaLink="false">227</guid><pubDate>Tue, 10 Dec 2019 13:37:58 +0000</pubDate></item><item><title>Gold and Silver armor (v1.11.7, v1.11.8)</title><link>https://www.vintagestory.at/blog.html/news/gold-and-silver-armor-v1117-v1118-r226/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.7, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br />
	[Edit:] Also uploaded v1.11.8 to fix a potential server dead lock issue
</p>

<p>
	Perhaps I shouldn't have touched the v1.11 branch anymore, now I cannot seem to stop releasing more of them ^_^;<br />
	I've come to notice the armor calculations were not calculated as intended, so they might have gotten a bit of a nerf now. But on the bright side, we've now got fancy gold and silver armor. They are mostly a vanity item, as their protection values are about the same as copper.
</p>

<p>
	<img alt="0-armor-plate-silver.png.5f9cc6dd6d877f3bf2b70557eddc0fdf.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2619" data-ratio="136.80" style="width:394px;height:auto;" width="395" src="//media.vintagestory.at/monthly_2019_12/0-armor-plate-silver.png.5f9cc6dd6d877f3bf2b70557eddc0fdf.png" />  <img alt="0-armor-plate-gold.png.a3d1ad691bebf42f86bde162443369fe.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2621" data-ratio="124.54" style="width:432px;height:auto;" width="434" src="//media.vintagestory.at/monthly_2019_12/0-armor-plate-gold.png.a3d1ad691bebf42f86bde162443369fe.png" /></p>

<p>
	 
</p>

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

<ul><li>
		Feature: Added Gold and Silver Chain and Plate armor by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/252-balduranne/?do=hovercard" data-mentionid="252" href="https://www.vintagestory.at/profile/252-balduranne/" rel="">@Balduranne</a>
	</li>
	<li>
		Tweak: Added a section on mechanical power to the handbook
	</li>
	<li>
		Tweak: Another attempt to fix stutter issues with the block info hud and block interaction help
	</li>
	<li>
		Tweak: Entity info box now shows their damage tier
	</li>
	<li>
		Tweak: Changed default surface copper deposity frequency for survive&amp;build works from Uncommon to Rare
	</li>
	<li>
		Tweak: Reduced the amount of salt lake beds by 33%
	</li>
	<li>
		Tweak: Armor fix-up
		<ul><li>
				Added "high damage resistant" to gambeson, leather and plate armor. This means damage taken from high tier
			</li>
			<li>
				A high damage vs. protection tier disparity now drains the armors durability a lot more. In other words, if you decide to fight enemies that do tier 3 attacks with tier 0 armor then your armor will have a bad time
			</li>
			<li>
				Some polishing touches to some of the armor sounds. Chain and brigandine sounds are a bit more silent. Brigandine sounds are now shorter. Landing on the ground now also plays a sound.
			</li>
			<li>
				Fixed locust doing only tier 0 damage
			</li>
			<li>
				Fixed: Jump walking/sprinting in armor was faster than going by foot
			</li>
			<li>
				Fixed protection values incorrectly calculated
			</li>
		</ul></li>
	<li>
		Fixed: Hyenas attacking in passive mode
	</li>
	<li>
		Fixed: A bunch of fixes to make the game more crash resilient against invalid blocks
	</li>
	<li>
		Fixed: Rare server crash
	</li>
	<li>
		Fixed: Spectator mode players visible in the worldmap and held items were also visible
	</li>
	<li>
		Fixed: Axe not chopping down resin logs
	</li>
</ul>]]></description><guid isPermaLink="false">226</guid><pubDate>Sat, 07 Dec 2019 13:58:00 +0000</pubDate></item><item><title>Rebalance and bugfix patch #3 (v1.11.5, v1.11.6)</title><link>https://www.vintagestory.at/blog.html/news/rebalance-and-bugfix-patch-3-v1115-v1116-r225/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br /><strong>[Edit:]</strong> Also released v1.11.6 to fix a crash related to the changes in the lighting system!
</p>

<p>
	It's always a difficult balance to strike on whether to work on new stuff or to push more bugfix/balancing releases and when and how often and etc. <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br />
	This balancing/bugfix release was probably worth releasing as part of v1.11 still though. Do let me know if how you think though!<br /><br />
	Also, the wind mill is now 33% more impressive, as you can add another section of sails now <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="2618" href="//media.vintagestory.at/monthly_2019_12/2019-12-04_23-31-08.jpg.6e5e7101261a4a8635e45f3a05df6070.jpg" rel=""><img alt="2019-12-04_23-31-08.thumb.jpg.7d105d8abc49221acf74ed6c994a28fe.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2618" data-ratio="55.00" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-12-04_23-31-08.thumb.jpg.7d105d8abc49221acf74ed6c994a28fe.jpg" /></a>
</p>

<p>
	 
</p>

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

<ul><li>
		Tweak: Propick fix-up
		<ul><li>
				The propick is now 12 times more sensitive - very low quantities of ore are now listed as "Miniscule quantity"
			</li>
			<li>
				Gold and Silver deposits were not detected by the pro pick<br />
				 
			</li>
		</ul></li>
	<li>
		Tweak: Land claiming fix-up
		<ul><li>
				Reduced minimum claim area size from 6x6x6 to 5x5x5
			</li>
			<li>
				Fixed "/land claim new" throwing an exception when max claims were used up
			</li>
			<li>
				Fixed: Adding an area to a land claim sometimes reported that it was not adjacent although it was<br />
				 
			</li>
		</ul></li>
	<li>
		Tweak: Wind mills now can be extended by another section. This means 3 wide wind mills are now at 75% efficiency. Add another section for 100%
	</li>
	<li>
		Tweak: The bee mob now does tier 3 damage
	</li>
	<li>
		Tweak: In places where gold and silver deposits spawns, the amount of small deposits are now 30-40% less
	</li>
	<li>
		Fixed: In some cases game client getting laggy after longer game play
	</li>
	<li>
		Fixed: Very low damage with armor was healing the player
	</li>
	<li>
		Fixed: Should fix rams aggressive in the passive mode
	</li>
	<li>
		Fixed: More sun lighting issues. Fully enclosed rooms did not turn dark in some cases. Might require a new chunks or /debug cr for the correct lighting to apply.
	</li>
	<li>
		Fixed: Might fix some issues with player respawn
	</li>
	<li>
		API Fixed: /expclang generating invalid lang entries for modded blocks
	</li>
</ul>]]></description><guid isPermaLink="false">225</guid><pubDate>Thu, 05 Dec 2019 09:36:00 +0000</pubDate></item><item><title>Rebalance and custom world sizes patch #2 (v1.11.3, v1.11.4)</title><link>https://www.vintagestory.at/blog.html/news/rebalance-and-custom-world-sizes-patch-2-v1113-v1114-r224/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	A few more tweaks here, a few more fixes there so we can have awesome game-play everywhere \o/<br /><br />
	[Edit:] Also released v1.11.4 to fix a crash when attempting to create a new world with the standalone game server!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2591" href="//media.vintagestory.at/monthly_2019_12/2019-12-02_13-42-34.png.d8561c3a6d80f8aa77d8d398274321d8.png" rel=""><img alt="2019-12-02_13-42-34.thumb.png.f75a1936d233326dc0c792a09ca3a49e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2591" data-ratio="55.00" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-12-02_13-42-34.thumb.png.f75a1936d233326dc0c792a09ca3a49e.png" /></a>
</p>

<p>
	 
</p>

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

<ul><li>
		Tweak: Quern can now also be powered from the bottom
	</li>
	<li>
		Tweak: Hoppers no longer pull items from a container above them. Use chutes for that.
	</li>
	<li>
		Tweak: Updated trader buying/selling lists. The commodities and survival goods trader now have a much larger stock of halite
	</li>
	<li>
		Tweak: Updated all language files
	</li>
	<li>
		Tweak: Doubled the default land claiming allowance
	</li>
	<li>
		Tweak: Wooden gears now make a creaky wood sound when turning
	</li>
	<li>
		Tweak: Flour, Lime, Salt and Bonemeal now dissolves thrown in water
	</li>
	<li>
		Fixed: Automated Quern rotating in the wrong direction
	</li>
	<li>
		Fixed: Removing and replacing a part of a mechanical power train caused the now reconnected part to not turn
	</li>
	<li>
		Fixed: Armor durability was deduced based on the deducted damage and not the incoming damage. Armor durability will now go down more significantly
	</li>
	<li>
		Fixed: Jerkin had the same grid recipe as leather armor. Also crafting jerkin was more expensive than intended
	</li>
	<li>
		Fixed: Windmill blades wrongly oriented again
	</li>
</ul>]]></description><guid isPermaLink="false">224</guid><pubDate>Mon, 02 Dec 2019 12:57:00 +0000</pubDate></item><item><title>Rebalance and custom world sizes patch (v1.11.2)</title><link>https://www.vintagestory.at/blog.html/news/rebalance-and-custom-world-sizes-patch-v1112-r223/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.2, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Took 2 days off from working on v1.12 to supply you with a few important fixes and balancing changes. A bit daring to mark it stable immediately. Let's see how that goes <span><img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span>
</p>

<p>
	<span>Amongst the tweaks and fixes I also added that you can set the world width and length in the customize world screen</span>. Anyone up for a 128x128 mini-world challenge? <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 /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2589" href="//media.vintagestory.at/monthly_2019_12/2019-12-01_00-44-59.jpg.e483de81129990c44eaf4bccce2ed1d5.jpg" rel=""><img alt="2019-12-01_00-44-59.thumb.jpg.ab07c99db8c758d7d663cd5fa39ef7b4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2589" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_12/2019-12-01_00-44-59.thumb.jpg.ab07c99db8c758d7d663cd5fa39ef7b4.jpg" /></a>
</p>

<p>
	 
</p>

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

<ul><li>
		Feature: <strong>Quern automation</strong>. If the querns output slot is full or taken, it will begin to spit out flour on its 4 sides. If any side is blocked, that side is skipped but also the grinding progress is reset. Place hoppers below to collect the flour for full automation.
	</li>
	<li>
		Feature: <strong>Improved crock shelf interaction</strong>. Can now more intuitively select where to place a crock
	</li>
	<li>
		Feature: Added <strong>world config for world width, length </strong>and a setting on whether you can fall off the edge
	</li>
	<li>
		Tweak: <strong>Armor rebalance</strong>.
		<ul><li>
				Debuffed plate armor protection a bit.
			</li>
			<li>
				Smithing metal scales now yields 2 scale piles each instead of 1
			</li>
			<li>
				Added leather jerkin armor that gives 40% protection which is now used as a base ingredient for brigandine and chain armor
			</li>
			<li>
				Chain armor is now a base ingredient for scale and plate armor. Tweaked the grid recipes for those armors in the process.
			</li>
		</ul></li>
	<li>
		Tweak: Porridge debuff: Spoils 33% faster and grain inside meals is 12% less nutritious
	</li>
	<li>
		Tweak: Wind will blow more often now and is less local
	</li>
	<li>
		Tweak: Added new sound for plate placing
	</li>
	<li>
		Tweak: Bombs extinguish themselves if ignited close to claimed lands
	</li>
	<li>
		Tweak: Sold out items at the trader are now visibly crossed out
	</li>
	<li>
		Tweak: Applying a lock now plays a sound and the block info hud for chests now display that they are locked or reinforced
	</li>
	<li>
		Tweak: Changing GUI scale now also scales the mouse cursors
	</li>
	<li>
		Tweak: Piglets now more likely to grow into femals than males
	</li>
	<li>
		Tweak: Reduced iron deposit size by about 14%
	</li>
	<li>
		Tweak: Crafting sails is now twice as costly, but yields 4 times as many sails
	</li>
	<li>
		Tweak: Flour dropped as item now dissolves in water
	</li>
	<li>
		Tweak: Chisel takes half durability loss when using for microblock chiseling
	</li>
	<li>
		Tweak: In passive creatures mode, creatures no longer get aggressive when they take fall damage
	</li>
	<li>
		Tweak: Bunch of attempts to fix incorrect turn directions of mechanical power blocks. Maybe fixed now?
	</li>
	<li>
		Fixed: Jitter on rotating mechanical power blocks, buttery smooth motion 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" /></li>
	<li>
		Fixed: Able to fall of world edge if x or z coord is &lt;= 0
	</li>
	<li>
		Fixed: Rare crash related to falling blocks
	</li>
	<li>
		Fixed: Rare crash with the decal system (e.g. caused by teleporting often)
	</li>
	<li>
		Fixed: Rare crash related to interacting with blocks (e.g. querns)
	</li>
	<li>
		Fixed: Plate pile deleting plates if placed in bulk
	</li>
	<li>
		Fixed: When selling something to a trader, in some cases, he would take away more items from the player than needed
	</li>
	<li>
		Fixed: Various issues with the chunks at world edges not rendering correctly
	</li>
	<li>
		Fixed: Itemstack info tooltip not updating when flipping between 2 similar items
	</li>
	<li>
		Fixed: Wolves in passive mode were still aggressive
	</li>
	<li>
		Fixed: Foam shader effect not set by presets
	</li>
	<li>
		Fixed: GL Debug mode not setting up the gl debug callback handler
	</li>
	<li>
		Fixed: Might fix the NullReferenceException originating from ChunkTesselatorManager.OnFinalizeFrame
	</li>
</ul>]]></description><guid isPermaLink="false">223</guid><pubDate>Sun, 01 Dec 2019 17:51:00 +0000</pubDate></item><item><title>The game challenge Update, Hotfix #1 Stable (v1.11.1)</title><link>https://www.vintagestory.at/blog.html/news/the-game-challenge-update-hotfix-1-stable-v1111-r222/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

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

<ul><li>
		Tweak: Improved creature leaping accuracy. They now take the players velocity into account to jump in the right direction. Locust move a bit faster
	</li>
	<li>
		Tweak: Added server uptime to the /stats command
	</li>
	<li>
		Fixed: Should actually fix v1.10 locust cages crashing and not spawning locusts
	</li>
	<li>
		Fixed: Some missing translations
	</li>
	<li>
		Fixed: Game crashing when spamming the Q button on a backpack slot item
	</li>
	<li>
		Fixed: Cooking 33% spoiled cabbage turned into a rotten meal
	</li>
	<li>
		Fixed: Hot meals not showing the "Perishable" notice
	</li>
	<li>
		API Tweak: Added a bunch of "Custom1-2-3" flags to EnumItemStorageFlags for modders to use as a temporary solution until recoded
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">222</guid><pubDate>Thu, 21 Nov 2019 10:41:37 +0000</pubDate></item><item><title>The game challenge Update, Hotfix #1 (v1.11.1-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/the-game-challenge-update-hotfix-1-v1111-rc1-r221/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.1-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	Let's make the stable more stable, with an unstable! <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br />
	In other news, work on version 1.12 is under way and, although only semi-planned, already made some great strides in visual fidelity. I'll post some sneak peek screenshots at some point.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2019_11/2019-11-16_23-07-00.png.068a11294ef950dc20897470818a3937.png" data-fileid="2573" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="2573" data-ratio="55.30" width="1000" alt="2019-11-16_23-07-00.thumb.png.76afe7e237cb8e7cd5a54781b9d46191.png" src="//media.vintagestory.at/monthly_2019_11/2019-11-16_23-07-00.thumb.png.76afe7e237cb8e7cd5a54781b9d46191.png" /></a><br />
	 
</p>

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

<ul><li>
		Tweak: Added 2 new world config options: Player walk speed and allow claims yes/no. Exploration mode now has reduced walk speed, wilderness survival now has land claiming disabled
	</li>
	<li>
		Tweak: Undo player move speed increase from rc.6. Not sure why I added it
	</li>
	<li>
		Tweak: Removed player block stepping sounds when the player swimming at the bottom of a lake
	</li>
	<li>
		Tweak: Moved the ambient bloom slider to the right column, below the sepia slider, to indicate that this is not a graphics quality option
	</li>
	<li>
		Tweak: Minor creature move speed tweaks on the fox and hare
	</li>
	<li>
		Tweak: Improvised armor debuff. Halved durability, reduced protection from 65% to 55%
	</li>
	<li>
		Tweak: Creatures no longer sit or sleep more than half over the edge of a block, making them look really floaty
	</li>
	<li>
		Tweak: The Watering Can now last 3 times as long
	</li>
	<li>
		Tweak: Improved falling block stuff. Should less likely flicker upon falling
	</li>
	<li>
		Tweak: The more tougher drifter variants are now also less likely to flee from the player
	</li>
	<li>
		Fixed: Incorrect colors and brightness on the world map
	</li>
	<li>
		Fixed: Other players shown as sneaking in multiplayer although they weren't
	</li>
	<li>
		Fixed: Thrown items with 'Q' were no longer properly thrown
	</li>
	<li>
		Fixed: Various crashes with the .exponepng command
	</li>
	<li>
		Fixed: Particles not able to move through some blocks
	</li>
	<li>
		Fixed: Game crashing when placing an invalid item/block in your active hand slot. Still need to figure out where that invalid item comes from in the first place
	</li>
	<li>
		Fixed: Distant papyrus plant not correctly blended
	</li>
	<li>
		Fixed: Might fix the bug where creatures spawned in new chunks die nearly instantly
	</li>
	<li>
		Fixed: Able to apply a pad lock to a non-reinforced block (this does not really have a use and is glitchy)
	</li>
	<li>
		Fixed: Mitigate some render flicker issues when far away from the map middle
	</li>
	<li>
		Fixed: Hover text element cut off by the scrollable area in the world customize screen
	</li>
	<li>
		Fixed: Game crashing when clicking on a text link in the login screen
	</li>
	<li>
		Fixed: Block info hud not updating reinforced block strength
	</li>
	<li>
		Fixed: /bre grantgroup not working
	</li>
	<li>
		Fixed: Server exception when trying to break a v1.10 locust nest
	</li>
	<li>
		Fixed: In inhostile mode hyenas ran after the player
	</li>
	<li>
		Fixed: Some missing translations
	</li>
	<li>
		Fixed: Various minor ai issues
	</li>
	<li>
		Fixed: AI Wander task made drifters climb peaks and stay there
	</li>
	<li>
		Fixed: Nothing inside a Crock but still not fillable
	</li>
	<li>
		Fixed: Wrong block name for semi repaired translocators
	</li>
	<li>
		Fixed: Glass slabs on full glass blocks removed some block faces that it sholdn't
	</li>
</ul>]]></description><guid isPermaLink="false">221</guid><pubDate>Tue, 19 Nov 2019 19:32:15 +0000</pubDate></item><item><title>The game challenge Update, Stable (v1.11.0)</title><link>https://www.vintagestory.at/blog.html/news/the-game-challenge-update-stable-v1110-r220/</link><description><![CDATA[
<p>
	<strong><span style="font-size:16px;">Dear Community</span></strong><br />
	v1.11.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	We've made it. Version 1.11 looks like its ready for everybody \o/. I hope the new and updated content is worthy of its name. A great many thanks to everyone that tested the pre-releases and release candidates.
</p>

<p>
	Now, onto version 1.12, wohoooo <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2558" href="//media.vintagestory.at/monthly_2019_11/2019-11-12_09-22-14.jpg.0cd4a8145903a6422e906d352f1a9dba.jpg" rel=""><img alt="2019-11-12_09-22-14.thumb.jpg.7b2f42e1c402d21e30083c4ddec1a419.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2558" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-12_09-22-14.thumb.jpg.7b2f42e1c402d21e30083c4ddec1a419.jpg" /></a><br /><br /><br /><strong>Game updates since v1.10</strong>
</p>

<ul><li>
		<a href="https://www.vintagestory.at/blog.html/news/the-game-challenge-update-v111-pre1-r213/" rel="">This massive list for all changes until pre.1</a>
	</li>
	<li>
		<a href="https://www.vintagestory.at/blog.html/news/the-game-challenge-update-step-2-v111-rc1-r215/" rel="">This second large list for all changes until rc.1</a><br />
		 
	</li>
	<li>
		Since rc.6:
		<ul><li>
				Tweak: Creature hostility buff
				<ul><li>
						Tweak: Increased corrupt locust damage
					</li>
					<li>
						Tweak: Wolves now sometimes leap at the player
					</li>
				</ul></li>
			<li>
				Tweak: Armor debuff
				<ul><li>
						Increased hunger drain on some of the armor types
					</li>
					<li>
						Each 3 points of damage taken incurs additional armor durability loss by 1. So a creature doing 30 damage would incur 10 durability loss
					</li>
					<li>
						Several creatures now incur higher tier damage, meaning high tier armor becomes slightly less effective, and below tier armor becomes notably less effective against them. Damage tiers:
						<ul><li>
								Boar, Tainted drifter: Tier 1 (Copper)
							</li>
							<li>
								Bighorn sheep, Wolves, Corrupt drifter, Bronze Locust: Tier 2 (Bronze)
							</li>
							<li>
								Nightmare drifter, Corrupt Locust: Tier 3 (Iron)
							</li>
						</ul></li>
				</ul></li>
			<li>
				Tweak: Sword rebalance
				<ul><li>
						Copper: +0.5 damage, -50 durability
					</li>
					<li>
						Gold/Silver: +0.5 damage
					</li>
					<li>
						Tin bronze: -50 durability
					</li>
					<li>
						Bismuth bronze: +0.25 damage, -50 durability
					</li>
					<li>
						Black bronze: -0.25 damage, -40 durability
					</li>
					<li>
						Iron: -0.5 damage, -50 durability<br />
						 
					</li>
				</ul></li>
			<li>
				Tweak: Reduced resin spawn chance
			</li>
			<li>
				Tweak: Querns will now definitely stop grinding if a player let go of them
			</li>
			<li>
				Fixed: Clouds flickering
			</li>
			<li>
				Fixed: Backside of the windmill sails sometimes not visible
			</li>
			<li>
				Fixed: All hares having the same texture
			</li>
		</ul></li>
</ul>]]></description><guid isPermaLink="false">220</guid><pubDate>Wed, 13 Nov 2019 20:21:00 +0000</pubDate></item><item><title>Game Challenge Update, Candidate 5 (v1.10-rc.6)</title><link>https://www.vintagestory.at/blog.html/news/game-challenge-update-candidate-5-v110-rc6-r219/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear Players</strong></span><br />
	v1.11-rc.6 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	With some slightly drastic changes to the physics simulation, for science!!<br />
	.<br />
	..<br />
	...<br />
	j/k, it should improve performance by a couple percent. Also more attempts in reducing stutter, this time the games camera system had to suffer.
</p>

<p>
	Last rc for realzies!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2557" href="//media.vintagestory.at/monthly_2019_11/2019-11-12_09-21-06.jpg.9526470bd9d47c22a871f78a2e2fb9e1.jpg" rel=""><img alt="2019-11-12_09-21-06.thumb.jpg.27fca9bb3db6938783a20cef0f1d2ee5.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2557" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-12_09-21-06.thumb.jpg.27fca9bb3db6938783a20cef0f1d2ee5.jpg" /></a>
</p>

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

<ul><li>
		Tweak: The liquid foam effect can now be disabled in the graphics settings. Useful for players with low end graphics cards
	</li>
	<li>
		Tweak: Reduced stutter, maybe. <span style="font-size:12px;">(technical info: correct physics time stepping, I have no idea why this was wrongly implemented for such a long time. Also not sure if it even changed anything notably. Argh.)</span>
	</li>
	<li>
		Tweak: Increased performance <span style="font-size:12px;">(technical info: reduced physics simulation tick rate by 20%, no longer necessary to tick so often. Also this broke the physics constants, so I had to re-tweak them to be hopefully as close to the old ones.)</span>
	</li>
	<li>
		Tweak: Animals no longer sit down so often
	</li>
	<li>
		Fixed: Bloomery info hud showing contents twice
	</li>
	<li>
		Fixed: Should fix game crashing on 32-bit systems. <span style="font-size:12px;">(technical info: Re-Added large address aware switch to the game binary)</span>
	</li>
</ul>]]></description><guid isPermaLink="false">219</guid><pubDate>Tue, 12 Nov 2019 21:42:31 +0000</pubDate></item><item><title>Game Challenge Update, Candidate 5 (v1.10-rc.5)</title><link>https://www.vintagestory.at/blog.html/news/game-challenge-update-candidate-5-v110-rc5-r218/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear Players</strong></span><br />
	v1.11-rc.5 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br />
	So this might be the last release candidate if all goes well. I would have already marked this one as stable but I did some slightly hacky things to fix some stutter and world generation issues.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2556" href="//media.vintagestory.at/monthly_2019_11/2019-11-11_23-01-12.jpg.cda5a88f39e9acd0a0efa6fe80b216e0.jpg" rel=""><img alt="2019-11-11_23-01-12.thumb.jpg.2622566df6341eb0cf70f8b5c2d9585f.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2556" data-ratio="59.50" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-11_23-01-12.thumb.jpg.2622566df6341eb0cf70f8b5c2d9585f.jpg" /></a>
</p>

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

<ul><li>
		Tweak: Added command: ".exponepng hand" to export a png file of the currently held block/Item
	</li>
	<li>
		Tweak: Reduced stutter <span style="font-size:12px;">(Technical info: Novel, albeit somewhat messy method of refreshing the block/entity hud info box without creating a new texture each time on the gpu)</span>
	</li>
	<li>
		Tweak: Reduced stutter #2 <span style="font-size:12px;">(Technical info: Statbar refreshing is now off-threaded. Seems like the blur operation was quite costly?)</span>
	</li>
	<li>
		Tweak: Chalk can now also be ground to lime
	</li>
	<li>
		Tweak: Player icon on the worldmap a bit sharper
	</li>
	<li>
		Tweak: Worldmap chunks a bit darker
	</li>
	<li>
		Fixed: Breaking a flower pot with a lupine inside yieled a unkown block
	</li>
	<li>
		Fixed: Mitigated worldgen bug where walls on chunk edges appear, particularly on tall mountains
	</li>
	<li>
		Fixed: The world loading screen should now stutter significiantly less
	</li>
	<li>
		Fixed: Satiety rounding issue in the character dialog
	</li>
	<li>
		Fixed: Rendering glitch when looking through tinted glass at distant terrain
	</li>
	<li>
		Fixed: Several blocks emitting ambient occlusion that shouldn't
	</li>
	<li>
		Fixed: Raw bushmeat in barrel texture missing, again
	</li>
	<li>
		Fixed: Nutrition statbars in the character dialog not refreshing while the dialog is opened
	</li>
</ul>]]></description><guid isPermaLink="false">218</guid><pubDate>Mon, 11 Nov 2019 21:38:00 +0000</pubDate></item><item><title>Game Challenge Update, Candidate 3 (v1.10-rc.3, rc.4)</title><link>https://www.vintagestory.at/blog.html/news/game-challenge-update-candidate-3-v110-rc3-rc4-r217/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear Players</strong></span><br />
	v1.11-rc.3 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a><br /><br />
	[Edit:] Also released rc.4 to fix a major crash on multiplayer!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2554" href="//media.vintagestory.at/monthly_2019_11/2019-11-09_14-24-16.jpg.d762a82b256906e2faaa1f8cfc01c541.jpg" rel=""><img alt="2019-11-09_14-24-16.thumb.jpg.6c14765a2e017ea63467f33095566c8a.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2554" data-ratio="60.20" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-09_14-24-16.thumb.jpg.6c14765a2e017ea63467f33095566c8a.jpg" /></a>
</p>

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

<ul><li>
		Feature: Added /worldconfig to change world configurations of existing worlds
	</li>
	<li>
		Tweak: Lime stones can now also be ground in the quern
	</li>
	<li>
		Tweak: Armor balance tweaks
		<ul><li>
				Reduced Brigandine protection values by 2%
			</li>
			<li>
				Crafting Brigandine costs now 3 times as much leather
			</li>
			<li>
				Crafting chain armor now costs 6 chain or 12 ingots less
			</li>
			<li>
				Increased durability for chain armor by another 100 uses
			</li>
		</ul></li>
	<li>
		Tweak: The +25% hunger drain when holding an item in the offhand is now shown in the character stats
	</li>
	<li>
		Tweak: Might fix stuttering issues for most players (Technical info: Yet again removed Thread.Sleep() from the main render loop when VSync is on. Can however enable it again by setting Vsync mode to "On+Sleep")
	</li>
	<li>
		Fixed: Bunch of weird animation blending issues, which amongst others, caused dead animals to not properly use their dead pose. This may cause new issues with animations. Please report them to Tyron if you find any.
	</li>
	<li>
		Fixed: Some issues with the frame profiler not reporting some infos that its supposed to
	</li>
	<li>
		Fixed: Hyena hurt sound way too silent
	</li>
	<li>
		rc.4 fixes:
		<ul><li>
				Fixed: Info HUD not showing/updating when looking at creatures
			</li>
			<li>
				Fixed: Game crashing on multiplayer in some cases
			</li>
			<li>
				Fixed: Baby hare disappearing upon death
			</li>
			<li>
				Fixed: Hitboxes of baby hares, hyena pups and wolf pups too large. Baby hare hitbox was off-center
			</li>
		</ul></li>
	<li>
		API Tweak: Upped max animatable elements from 31 to 35
	</li>
</ul>]]></description><guid isPermaLink="false">217</guid><pubDate>Sat, 09 Nov 2019 12:51:00 +0000</pubDate></item><item><title>Game Challenge Update, Candidate 2 (v1.10-rc.2)</title><link>https://www.vintagestory.at/blog.html/news/game-challenge-update-candidate-2-v110-rc2-r216/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Dear Players</strong></span><br />
	v1.11-rc.2 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="png" data-fileid="2553" href="//media.vintagestory.at/monthly_2019_11/0-chickensleep.png.c61480c30649ef0f2607942ad440f12d.png" rel=""><img alt="0-chickensleep.thumb.png.287e488c37ad5d2a3d2d889b3b1667de.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2553" data-ratio="60.40" width="1000" src="//media.vintagestory.at/monthly_2019_11/0-chickensleep.thumb.png.287e488c37ad5d2a3d2d889b3b1667de.png" /></a>
</p>

<p>
	<br />
	Retouching creature animations and AI for the hundredth time <span><img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br />
	Some of their behaviors were still quite derpy. This update should make them act more naturally, make them more of a challenge but also yield greater rewards. Let's see how it goes!</span>
</p>

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

<ul><li>
		Feature: Improved creature AI
		<ul><li>
				Added sleeping behavior to all animals
			</li>
			<li>
				Animals should react twice as fast upon getting attacked now
			</li>
			<li>
				When in water, creatures act like they're swimming instead of acting like underwater torpedoes
			</li>
			<li>
				Sitting creatures stand up when a player gets close. Search range reduces to 0 after 10 generations of breeding
			</li>
			<li>
				Male Bighorn sheep always attack players when in close range, but they will stop doing so after 10 generations of breeding
			</li>
			<li>
				Creatures now will attack and chase players at the same time. They no longer have to stop to attack
			</li>
			<li>
				Bighorn sheep, boars and wolves now flee from the player if their health gets low<br />
				 
			</li>
		</ul></li>
	<li>
		Feature: Added barrel cacti to deserts. Just a decorative block for now.<br />
		 
	</li>
	<li>
		Tweak: Creature gameplay balancing tweaks
		<ul><li>
				Hens, Boars and bighorn sheep now require twice as many days to reproduce
			</li>
			<li>
				Increased drifter melee damage for all types (2 hp =&gt; 2.5 hp, 3.5 hp =&gt; 4 hp, 6 hp =&gt; 8 hp, 8 hp =&gt; 12 hp, 16 hp =&gt; 20 hp)
			</li>
			<li>
				Increased chase and flee speed for foxes and bighorn sheep
			</li>
			<li>
				Increased boar flee speed
			</li>
			<li>
				Slightly increased wolf chase speed
			</li>
			<li>
				Decreased bighorn sheep health (20 hp =&gt; 17 hp for femals, 25 hp =&gt; 19 hp for males)
			</li>
			<li>
				Increased wolf health points (10 hp =&gt; 14 hp)
			</li>
			<li>
				Doubled meat, fat, bone and hide drop rates for hyenas, boars, wolves and bighorn sheep
			</li>
			<li>
				Increased bighorn sheep attack speed
			</li>
			<li>
				Now only takes 20 generations of breeding instead of 30 to make creatures not fear players<br />
				 
			</li>
		</ul></li>
	<li>
		Fixed: Metal lamellae costing 1 ingot but smelting into 2 ingots
	</li>
	<li>
		Fixed: Plank block costing 4 planks, but saw-able into 8 planks
	</li>
	<li>
		Fixed: Creature attack animation sometimes not playing
	</li>
	<li>
		Fixed: Can't shift+right click with peat in hands on a firepit to refuel
	</li>
	<li>
		Fixed: Some memory leak issues related to the sign post
	</li>
	<li>
		Fixed: Drop downs in the customize screen cut off in some cases
	</li>
	<li>
		Fixed: Creatures sometimes were not playing their idle animation
	</li>
	<li>
		Fixed: Ultra high and Glorious graphics preset were the same
	</li>
	<li>
		Fixed: Game crashing when using an ore bomb
	</li>
	<li>
		Fixed: Game crashing when placing a quern
	</li>
	<li>
		Fixed: Player Name not shown in the chat dialog
	</li>
	<li>
		Fixed: Bunch of derpiness with player and creature animation
	</li>
</ul>]]></description><guid isPermaLink="false">216</guid><pubDate>Fri, 08 Nov 2019 14:12:00 +0000</pubDate></item><item><title>The Game Challenge Update, Step 2 (v1.11-rc.1)</title><link>https://www.vintagestory.at/blog.html/news/the-game-challenge-update-step-2-v111-rc1-r215/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Underchallenged and Overchallenged Vintarians, Step 2!</strong></span><br />
	v1.11-rc.1 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<strong>Changes until pre.1</strong><br />
	Check out the <a href="https://www.vintagestory.at/blog.html/news/the-game-challenge-update-v111-pre1-r213/" rel="">previous blog post</a><br />
	 
</p>

<p>
	<strong>Screenshots/Gifs</strong> for all new/changed features <strong>since pre.1</strong><br /><br />
	Added Armor. You can now craft various types of armor in survival mode. These come with intricate protection values which depend on the weapon tier you get attacked with.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2545" href="//media.vintagestory.at/monthly_2019_11/ArmorLineUp02.png.85aefb2449a82cb298754df2fe20f063.png" rel=""><img alt="ArmorLineUp02.thumb.png.dd42615679d00631f2471937eb2d1742.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2545" data-ratio="36.30" width="1000" src="//media.vintagestory.at/monthly_2019_11/ArmorLineUp02.thumb.png.dd42615679d00631f2471937eb2d1742.png" /></a><br /><br />
	Player stats: Besides protection, armor has various effects on the player. This new stats system also forms the basis for a future herbalism and status effects update.<br /><img alt="0-stats.png.444d11831b53ff5c9ac5b1f6ff24d37f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2547" data-ratio="52.95" width="729" src="//media.vintagestory.at/monthly_2019_11/0-stats.png.444d11831b53ff5c9ac5b1f6ff24d37f.png" /><br /><br />
	New mobile container: The hunter backpack. Hand Baskets and Linen bags now have one extra slot.<br /><img alt="backpack.png.7a9f8329706fa7e34d40530ce821e721.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2546" data-ratio="80.88" width="502" src="//media.vintagestory.at/monthly_2019_11/backpack.png.7a9f8329706fa7e34d40530ce821e721.png" /><br /><br />
	Sawing logs no longer yield plank blocks but individual plank items. Can create piles of planks.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2548" href="//media.vintagestory.at/monthly_2019_11/0-plankpile.png.c9d3b382e7a035f91b45c85c4a62c146.png" rel=""><img alt="0-plankpile.thumb.png.502ee73ca6122bafc26152e6a76bad39.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2548" data-ratio="32.40" width="1000" src="//media.vintagestory.at/monthly_2019_11/0-plankpile.thumb.png.502ee73ca6122bafc26152e6a76bad39.png" /></a><br /><br />
	Added resin to pine trees. Can be harvested and regrows after 7 days. Is required to craft lamellar armor<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2549" href="//media.vintagestory.at/monthly_2019_11/0-resin.png.523d167e289127c61d0c2b81d05aead8.png" rel=""><img alt="0-resin.thumb.png.2a031c870b6ed02854262fffd894533d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2549" data-ratio="58.10" width="1000" src="//media.vintagestory.at/monthly_2019_11/0-resin.thumb.png.2a031c870b6ed02854262fffd894533d.png" /></a><br /><br />
	Several new or reworked tree generators to increase tree shape variety. For example the cypress<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2550" href="//media.vintagestory.at/monthly_2019_11/2019-11-06_14-36-38.jpg.9080ad4ea6b36364942808af00bb915a.jpg" rel=""><img alt="2019-11-06_14-36-38.thumb.jpg.68896da474d223f36f5aaa5356dc560d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2550" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-06_14-36-38.thumb.jpg.68896da474d223f36f5aaa5356dc560d.jpg" /></a><br /><br />
	Reworked cloud system. Added some large patches of tall grass to deserts<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="2551" href="//media.vintagestory.at/monthly_2019_11/2019-11-06_14-41-27.jpg.8b73e9cdf2e6ec0c9c5523730fc1d8db.jpg" rel=""><img alt="2019-11-06_14-41-27.thumb.jpg.59671b5f7f838262dca93e709348823c.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2551" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2019_11/2019-11-06_14-41-27.thumb.jpg.59671b5f7f838262dca93e709348823c.jpg" /></a><br /><br />
	Added papyrus to hot climates. Should help new players when spawning in placed where there are no cattails<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2552" href="//media.vintagestory.at/monthly_2019_11/0-papyrus.png.59ead5069e1d9893141b3b9d208c8b71.png" rel=""><img alt="0-papyrus.thumb.png.947fa47bad9d24dd88488c0b12453247.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2552" data-ratio="56.80" width="1000" src="//media.vintagestory.at/monthly_2019_11/0-papyrus.thumb.png.947fa47bad9d24dd88488c0b12453247.png" /></a><br /><br /><br /><br /><strong>All game updates since pre.1</strong> (excludes fixes for bugs introduced since pre.1)
</p>

<ul><li>
		Feature: <strong>Added Arrmor</strong>. Gambeson, Lamellar, Brigandine, Chain, Scale and Plate armor, can now be crafted in survival mode. Added lamellae, scales and chain pieces that can be smithed.
	</li>
	<li>
		Feature: Added <strong>4 new player stats</strong>: Ranged weapon aiming accuracy and charge time, healing effectiveness and move speed
	</li>
	<li>
		Feature: Added <strong>single plank items</strong>. Cutting a log now yields single plank items. All crafting recipe that required plank blocks now require planks items. Can create plank piles.
	</li>
	<li>
		Feature: Pine trees now sometimes spawn with <strong>harvestable resin</strong> attached to them. Regrows after being harvested.
	</li>
	<li>
		Feature: <strong>Golden name in chat </strong>for purchasers of the supporter add-on
	</li>
	<li>
		Feature: Added <strong>several new/improved tree generators </strong>to worldgen (acacia, bristlecone pine, cypress, norway maple, japanese maple, viney kapok and dead acacia)
	</li>
	<li>
		Feature: <strong>Papyrus </strong>is now a thing in hot climates that drops cattails for now. Also no longer creates corrupted black chunks, yay \o/
	</li>
	<li>
		Feature: <strong>Mobile inventory rework:</strong>
		<ul><li>
				Basket: 2 slot =&gt; 3 slots
			</li>
			<li>
				Hunter back pack:  x  =&gt; 4 slots (made from an oiled hide that air-cures after 2 days, see handbook for recipe)
			</li>
			<li>
				Linen bag: 4 slots =&gt; 5 slots
			</li>
			<li>
				Leather back pack: 6 slots =&gt; 6 slots<br />
				 
			</li>
		</ul></li>
	<li>
		Tweak: The graphics quality presets now also set a MaxFPS value
	</li>
	<li>
		Tweak: One attempt to reduce lag spikes (Technical info: Parallelized cloud tile recomputation. Should reduce lag spikes caused by the cloud system)
	</li>
	<li>
		Tweak: Reduced CPU RAM usage by about 130 megabytes (Technical info: Ditched CPU Ram Texture atlas after we're done creating texture atlasses. Instead we pre-generate 30 random pixels and 1 average color for particles and the world map)
	</li>
	<li>
		Tweak: Reduced CPU RAM usage by about 70 megabytes (Technical info: A ram intensive object that's no longer needed after the game was loaded was not disposed)
	</li>
	<li>
		Tweak: Worldgen: Dry areas now generate with less trees
	</li>
	<li>
		Tweak: Vines now also wave with the wind
	</li>
	<li>
		Tweak: Fixed textures upside down on shingle, stone brick and plank stairs
	</li>
	<li>
		Tweak: Reduced boar health
	</li>
	<li>
		Tweak: Increased drifter damage for tainted, corrupt and nightmare variants
	</li>
	<li>
		Tweak: Increased the drifters item drop rates for the harder drifter variants
	</li>
	<li>
		Tweak: "Water portion" is now named "Water Portion (1 litre"), the same is applied to all liquid portions
	</li>
	<li>
		Tweak: Updated trader buying/selling lists, which fixes a few missing/incorrect entries and added a small few new ones
	</li>
	<li>
		Tweak: Improved logging when the game server cannot connect to the auth server
	</li>
	<li>
		Tweak: The Anvil smithing guide grid lines are now the same as for clay forming: Green - put, Red - remove<br />
		 
	</li>
	<li>
		Fixed: Should fix smithing work items displaying an incorrect tooltip
	</li>
	<li>
		Fixed: Hitting a trader made him blink out of existence
	</li>
	<li>
		Fixed: Trying to place crocks on invalid positions played a sound instead of showing an ingame error
	</li>
	<li>
		Fixed: Should fix bucket contents not showing up in some cases
	</li>
	<li>
		Fixed: Should now actually fix login link not visible in the main menu, and also fix issues with traders spawning and other problems
	</li>
	<li>
		Fixed: Should now actually fix some supportor nametags not showing up
	</li>
	<li>
		Fixed: *ALL* number inputs in the game are now culture invariant. This means the decimal point is "." across all language configurations. This also fixes the main screen logout link not being visible on some machines
	</li>
	<li>
		Fixed: Name tag and chat text overlapping eachother
	</li>
	<li>
		Fixed: Oil lamp interaction help saying it can be used for igniting stuff
	</li>
	<li>
		Fixed: Golden name tag not appearing until the player relogged
	</li>
	<li>
		Fixed: Fog incorrectly applied to mechanical power blocks and dropped items
	</li>
	<li>
		Fixed: Texture and AO issues on Slabs
	</li>
	<li>
		Fixed: Able to delete a work item on the anvil by placing another work item
	</li>
	<li>
		Fixed: Forge able to heat metal over 1100 degrees in some cases
	</li>
	<li>
		Fixed: Should fix fulgens errors related to missing texture mappings
	</li>
	<li>
		Fixed: Player and Trader name tags not in the new UI style
	</li>
	<li>
		Fixed: Default brightness was at 1.3? o.o
	</li>
	<li>
		Fixed: Server masterserver heartbeat running on the mainthread instead of doing it async, causing heavy lag if the master server did not respond
	</li>
	<li>
		Fixed: Glass block frame changing color when looked at a distance
	</li>
	<li>
		Fixed: Game crashing when breaking a block under a placed barrel
	</li>
	<li>
		Fixed: Placed meal bowls not showing its contents
	</li>
	<li>
		Fixed: Crocks placed on shelves invisible
	</li>
	<li>
		Fixed: Holding left and right mouse button made the seraph all twitchy
	</li>
	<li>
		Fixed: Game crashing with invalid mods enabled
	</li>
	<li>
		Fixed: Firepit sounds playing twice upon reconnecting. Should also reduce network load. Block entity updates were sent to all clients instead of only players in range
	</li>
	<li>
		Fixed: Missing Translations and one typo
	</li>
	<li>
		Fixed: Unable to move items in the hot bar, while holding Alt key to have the mouse unlocked
	</li>
	<li>
		Fixed: Might fix some animals stuck in certain animations/poses
	</li>
	<li>
		Fixed: Game crashing when an invalid save game was in the saves folder
	</li>
	<li>
		Fixed: Holding glass in 3rd person made the seraph sections behind it invisible
	</li>
	<li>
		Fixed: Should no longer be able to clip into blocks from sneaking or sleeping in beds
	</li>
	<li>
		Fixed: Should fix CTRL+F1 sometimes crashing the game
	</li>
	<li>
		Fixed: A number of translations were no longer recognized by the game
	</li>
	<li>
		Fixed: Distant terrain not properly blended against the sky during nights
	</li>
	<li>
		Fixed: Falling soil not placeable on sides of blocks
	</li>
	<li>
		Fixed: Server heartbeat timeout (probably not fixed, but lets see)
	</li>
</ul><p>
	 
</p>

<p>
	<strong>API updates since pre.1</strong>
</p>

<ul><li>
		Feature: Added world.<strong>PlaySoundAt</strong> methods that lets you specify the pitch
	</li>
	<li>
		Feature: New Entity field "<strong>EntityStats Stats</strong>" lets you configure multiple stat modifiers for multiple categories
	</li>
	<li>
		Tweak: Metal spikes now have json configurable damage
	</li>
	<li>
		Tweak: Can now configure damage tier and damage type in the melee attack ai task
	</li>
	<li>
		Tweak: DamageSource now has a new property "<strong>DamageTier</strong>"
	</li>
	<li>
		Tweak: IClientNetworkChannel has a new property "Connected" to show it is connected to a server side endpoint
	</li>
	<li>
		Tweak: The Harvestable block behavior is now fully configurable. You might need to adapt your existing block json files. See vanilla berry bush for an example
	</li>
	<li>
		Tweak: All Methods that offered or required the size of a texture atlas now requires a Vec2i or Size2i instead of an int. Textures atlasses can now be rectangular instead of just being square.
	</li>
	<li>
		Tweak: Increased default texture atlas sizes from 2048x2048 to 4096x2048
	</li>
	<li>
		Tweak: capi.Tesselator is now always thread safe
	</li>
	<li>
		Tweak: BESapling min/maxDays property is now a "growthDays" natfloat
	</li>
	<li>
		Tweak: Added worldgen config for sapling growth rate. Default growth rate is now a bit slower and a lot slower for wilderness survival
	</li>
	<li>
		Tweak: Added logged notice that the game only supports source code mods until C# 5.0 when there were comile errors
	</li>
	<li>
		Tweak: ModMaker now errors when attempting to use it on a pre-release
	</li>
	<li>
		Tweak: IWorldManagerApi.AllLoadedChunks should now be thread safe
	</li>
	<li>
		Tweak: Can now supply an override shape for players (for DOAN)
	</li>
	<li>
		Tweak: Atlas.InsertTexture will throw an exception if called from an off-thread
	</li>
	<li>
		Notice: During blockEntity.Initialize() block textures are not guaranted to be loaded yet. If you generate meshes there, postpone it to e.g. the OnTesselation method. See BEFireWoodPile.cs for a good example.
	</li>
	<li>
		Refactor: entityagent.SetWalkSpeedModifier and RemoveWalkSpeedModifier is now marked obsolete. Use the new stats system instead: entity.Stats.Set("walkspeed", key, value, persistent);
	</li>
	<li>
		Refactor: BehaviorOmniAttachable, attribute facingPos is now facingCode
	</li>
	<li>
		Refactor: ItemDress class is now ItemWearable
	</li>
	<li>
		Refactor: Attempting to send a network message through a non-connected network channel will now throw an exception
	</li>
	<li>
		Refactor: IRenderApi.BeginScissor and .EndScissors is now PushScissors and PopScissors
	</li>
	<li>
		Refactor: IClientNetworkAPI.DidReceiveChannelId is now GetChannelState() and should return correct values again
	</li>
	<li>
		Refactor: capi.BlockTextureAtlas.GetRandomPixel() is now capi.BlockTextureAtlas.GetRandomColor()
	</li>
	<li>
		Refactor: Removed capi.BlockTextureAtlas.GetPixelAt(). For reading a blocks average color use capi.BlockTextureAtlas.GetAverageColor() instead. See Block.cs in the vsrepos for an example
	</li>
	<li>
		Refactor: The IServerEventAPI.PlayerChat delegate changed from:<br />
		  string PlayerChatDelegate(IServerPlayer byPlayer, int channelId, string message, BoolRef consumed);<br />
		  to:<br />
		  void PlayerChatDelegate(IServerPlayer byPlayer, int channelId, ref string message, ref string data, BoolRef consumed)
	</li>
	<li>
		Tweak: New Client Setting "glContextVersion", if somebody wants to hack around with different version opengl contexts
	</li>
	<li>
		Fixed: Should fix issues with block entity behavior properties throwing json reader exceptions
	</li>
	<li>
		Fixed: More shape texture derpiness
	</li>
	<li>
		Fixed/Mitigate: Trader spawn spam when during the load of buying/selling lists an exception was thrown
	</li>
	<li>
		Fixed: Network channels could get out of sync client and server side
	</li>
	<li>
		Fixed: Some texture definitions only present in the shape file but not in the blocktype did not get recognized by the engine
	</li>
	<li>
		Fixed: Chunk server side mod data property was not initialized
	</li>
</ul>]]></description><guid isPermaLink="false">215</guid><pubDate>Thu, 07 Nov 2019 11:28:00 +0000</pubDate></item><item><title>The Game Challenge Update (v1.11-pre.1)</title><link>https://www.vintagestory.at/blog.html/news/the-game-challenge-update-v111-pre1-r213/</link><description><![CDATA[
<p>
	<span style="font-size:16px;"><strong>Underchallenged and Overchallenged Vintarians!</strong></span><br />
	v1.11-pre.1 can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	This update was originally meant to be the seasons update but we (and the community on discord) decided to slide in a couple of other updates first, because this game is so <a href="https://www.youtube.com/watch?v=4Z2Z23SAFVA" rel="external nofollow">esey</a>! To all peaceful players, not to worry! Save-games can now be customized freely as to how easy or difficult they are.<br />
	I also snuck in some sweet sweet graphics updates, oh and mechanical power <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></p>

<p>
	<br /><strong>Please notice</strong><br />
	1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.11 is not feature complete yet!<br />
	2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.11 blog post will come when the first release candidate is ready.<br /><br /><strong>Known issues/still to be added:</strong>
</p>

<ul><li>
		Armor is not implemented yet
	</li>
	<li>
		Mechanical power blocks sometimes turn in the wrong direction
	</li>
	<li>
		The singleplayer world mouseover tooltips need nicer formatting
	</li>
	<li>
		Clouds are derpy
	</li>
	<li>
		The way mechanical power blocks are crafted is a placeholder
	</li>
	<li>
		Creature sleeping behavior not implemented yet
	</li>
</ul><p>
	 
</p>

<p>
	<strong>Screenshots and Gifs/Videos</strong>
</p>

<p>
	Added slope shading to world maps<br /><img alt="map-beforeafter.gif" class="ipsImage" data-ratio="69.08" height="690" width="1000" src="https://info.vintagestory.at/files/content/map-beforeafter.gif" /></p>

<p>
	Added beaches to world generation<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2499" href="//media.vintagestory.at/monthly_2019_10/beaches.png.e1326f419aeab9bc8c71e1802089485e.png" rel=""><img alt="beaches.thumb.png.33f44ab920f5126f9c1aba1442fc6cc6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2499" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2019_10/beaches.thumb.png.33f44ab920f5126f9c1aba1442fc6cc6.png" /></a><br /><br />
	Improved overall visuals on god rays, clouds, water and especially prettier sunsets, which now also vary day by day<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2502" href="//media.vintagestory.at/monthly_2019_10/sunset.png.bc69c59c10a27c4f9988e147daeae2a4.png" rel=""><img alt="sunset.thumb.png.35062fc82aaf7de6c2c7dcc429804c1f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2502" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2019_10/sunset.thumb.png.35062fc82aaf7de6c2c7dcc429804c1f.png" /></a>
</p>

<p>
	<br />
	World customizations: You can now easily customize your sandbox experience!<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2503" href="//media.vintagestory.at/monthly_2019_10/customizeplaystyle.png.475d7c3537263222645fa68d75d1888b.png" rel=""><img alt="customizeplaystyle.thumb.png.6aa17e40ef00ce6425044406acdd9b79.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2503" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2019_10/customizeplaystyle.thumb.png.6aa17e40ef00ce6425044406acdd9b79.png" /></a>
</p>

<p>
	<br />
	Playstyle presets. Based on the new customization options the game now offers you 4 carefully chosen presets. Much is still planned for the wilderness surival mode.<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2504" href="//media.vintagestory.at/monthly_2019_10/playstylepresets.png.f4d89ff4e14b552a13569680ec16651d.png" rel=""><img alt="playstylepresets.thumb.png.ebe4cb8f588a3e71dfaa136de4b49a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2504" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2019_10/playstylepresets.thumb.png.ebe4cb8f588a3e71dfaa136de4b49a0a.png" /></a><br />
	 
</p>

<p>
	<br />
	Extensive <strong>challenge update</strong>: Mobs now will act more intelligently through better path-finding and much harder variants of existing creatures have been introduced. Deep Drifters, Tainted Drifters, Corrupt Drifters, Nightmare Drifters and Corrupt locusts await your arrival <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="png" data-fileid="2506" href="//media.vintagestory.at/monthly_2019_10/mobs.png.b71e0fadfa6644172a936f52fd5ebeec.png" rel=""><img alt="mobs.thumb.png.ce3fe87a943b9e6305e73167b99f14d7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2506" data-ratio="55.40" width="1000" src="//media.vintagestory.at/monthly_2019_10/mobs.thumb.png.ce3fe87a943b9e6305e73167b99f14d7.png" /></a>
</p>

<p>
	<br />
	Locusts will now leap at the player<br /><img alt="corruplocust-leap.gif.24c38b7ad39ba5f1cf8db3889feea376.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2507" data-ratio="105.93" width="270" src="//media.vintagestory.at/monthly_2019_10/corruplocust-leap.gif.24c38b7ad39ba5f1cf8db3889feea376.gif" /></p>

<p>
	<br />
	All surface animals now sometimes take a rest<br /><img alt="fox-lie.gif.1caf15c44a3adfd9858a6f1dcfb58227.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2508" data-ratio="93.97" width="199" src="//media.vintagestory.at/monthly_2019_10/fox-lie.gif.1caf15c44a3adfd9858a6f1dcfb58227.gif" />  <img alt="hare-lie.gif.eab7c4671e417d6fb22c65d708a81f09.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2509" data-ratio="78.24" style="width:239px;height:auto;" width="258" src="//media.vintagestory.at/monthly_2019_10/hare-lie.gif.eab7c4671e417d6fb22c65d708a81f09.gif" />  <img alt="pig-sit-cropped.gif.a5678cad08785e81751a0664fe169158.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2518" data-ratio="105.68" style="width:176px;height:auto;" width="306" src="//media.vintagestory.at/monthly_2019_10/pig-sit-cropped.gif.a5678cad08785e81751a0664fe169158.gif" /></p>

<p>
	<br />
	Windmill Power now lets you automate your Quern. The daily grind has finally come to an end!<br /><img alt="quern.gif.c4d114da931763cb68c9c2165b88f0f7.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="2511" data-ratio="115.72" style="width:318px;height:auto;" width="383" src="//media.vintagestory.at/monthly_2019_10/quern.gif.c4d114da931763cb68c9c2165b88f0f7.gif" /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2019_10/mechpower.png.7d2685ad9bb172c4bba1f77b9e7688bb.png" rel="external nofollow"><img alt="mechpower.thumb.png.898113dc4e377d6b2d9477b1ff28c38a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2512" data-ratio="61.09" style="width:604px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2019_10/mechpower.thumb.png.898113dc4e377d6b2d9477b1ff28c38a.png" /></a>
</p>

<p>
	<br />
	Selecting large world heights when creating a new world now also horizontally scales the world, which makes mountains look much more massive<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2513" href="//media.vintagestory.at/monthly_2019_10/mountain.png.80f9ec98341f9949bee797ae217a5d64.png" rel=""><img alt="mountain.thumb.png.e412997286c551e703558d210969707e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2513" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2019_10/mountain.thumb.png.e412997286c551e703558d210969707e.png" /></a>
</p>

<p>
	<br />
	Leatherworking: You now have to process hides in order to acquire leather. Hides now come in 4 different sizes.<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2514" href="//media.vintagestory.at/monthly_2019_10/leatherworking.png.4d1f1e79fa3b76ca808fc5eeb5256bcb.png" rel=""><img alt="leatherworking.thumb.png.2f1a54999eb649a516746fbedeb5ab3b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2514" data-ratio="57.40" width="1000" src="//media.vintagestory.at/monthly_2019_10/leatherworking.thumb.png.2f1a54999eb649a516746fbedeb5ab3b.png" /></a>
</p>

<p>
	Improved distant tree rendering<br /><img alt="trees-beforeafter.gif" class="ipsImage" data-ratio="59.42" height="594" width="1000" src="https://info.vintagestory.at/files/content/trees-beforeafter.gif" /></p>

<p>
	The items on tool racks look less derpy<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="2515" href="//media.vintagestory.at/monthly_2019_10/toolrack.png.062c0ee37d36c3d6eab2af53b091937f.png" rel=""><img alt="toolrack.thumb.png.af767c0cd93db6c167c2e2461199d5b1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2515" data-ratio="46.80" width="1000" src="//media.vintagestory.at/monthly_2019_10/toolrack.thumb.png.af767c0cd93db6c167c2e2461199d5b1.png" /></a>
</p>

<p>
	 
</p>

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

<ul><li>
		Feature: <strong>Beaches</strong> now generate as part of world generation
	</li>
	<li>
		Feature: <strong>Extensive visual rework</strong>
		<ul><li>
				Much improved distant tree rendering. They no longer look like generic blobs of green but like actual trees now
			</li>
			<li>
				Much improved sunset/sunrise ambient. The intensity of it also changes day by day
			</li>
			<li>
				Reduced default fog intensity, for greater distant viewing pleasure
			</li>
			<li>
				Chiseled blocks now also have ambient occlusion applied to them
			</li>
			<li>
				Reworked clouds: Now more opaque and less derpy, but still not quite working as intended
			</li>
			<li>
				Reworked god ray shader: Looks a bit more impressive as it used to in v1.4.6, hopefully without breaking anything <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></li>
			<li>
				Worldmap now with slope shading
			</li>
			<li>
				More scene Brightness tweaks
			</li>
		</ul></li>
	<li>
		Feature: <strong>Mechanical Power</strong>: For now serving the one and only purpose to save you from the daily grind - quite literally. You can now power your querns using wind power.
	</li>
	<li>
		Feature: <strong>World customize screen</strong>
	</li>
	<li>
		Feature: <strong>Tougher adversaries</strong>
		<ul><li>
				Feature: Locust nests now spawn additional locusts when players start breaking the nest
			</li>
			<li>
				Feature: Locust now leap at the player
			</li>
			<li>
				Feature: <strong>Deep locust</strong> nests now spawns corrupt locusts
			</li>
			<li>
				Tweak: Locust nests spawn a bit more often
			</li>
			<li>
				Added <strong>deep drifter variants</strong>. In order of increasing difficulty there are now normal, deep, tainted, corrupt and nightmare drifters.
			</li>
			<li>
				<strong>Improved Path finding</strong>:
				<ul><li>
						Creatures are now much less likely to wander of cliffs
					</li>
					<li>
						Improved their ability to find their targets. Unreachable targets are now besieged (i.e. walk in circles around them, instead of walking into walls)
					</li>
					<li>
						Fleeing creature are more likely to escape instead of running into walls
					</li>
					<li>
						Bighorn sheep walk and run a bit faster
					</li>
				</ul></li>
		</ul></li>
	<li>
		Feature: Can now grant players or groups the right to access or un-reinforce reinforced blocks
	</li>
	<li>
		Feature: Large <strong>world height improvements</strong>
		<ul><li>
				New worlds with increased the world height now not only scales the world vertically, but also horizontally
			</li>
			<li>
				Distance fade out now only applied on the horizontal axis, not on the vertical so standing on a tall mountain will still let you see the ground
			</li>
			<li>
				Tweaked how ram is allocated/freed, this should make tall worlds less memory hungry and not make your computer die as it runs out of ram. (Technical info: Distant chunks are now immediately compressed after being tesselated)
			</li>
		</ul></li>
	<li>
		Feature: Made tool rack tool transforms prettier
	</li>
	<li>
		Feature: <strong>Improved startup performance</strong> by doing less regexes and instead use simpler matching methods when possible.
	</li>
	<li>
		Feature: <strong>Basic leatherworking</strong> implemented
	</li>
	<li>
		Feature: Added <strong>sitting behaviors</strong> to all creatures
	</li>
	<li>
		Feature: Improved Barrel rendering. Its now allowed to have more brine than needed inside the barrel for pickling
	</li>
	<li>
		Feature: If a dialog is outside the window bounds its clamped to the window bounds so players can still move it around
	</li>
	<li>
		Feature: The game client now automatically enables or disables mods depending on what mods the server uses<br />
		 
	</li>
	<li>
		Tweak: Gameplay balancing tweaks
		<ul><li>
				Applied new parameters to anthracite. Now less evenly distributed amongst the world.
			</li>
			<li>
				Nerfed gold and silver ore: all ore pieces now yield 5 units
			</li>
			<li>
				Cassiterite, instead of spawning between 0-60% depth from bottom to surface now spawns between 40-75%
			</li>
			<li>
				Pickling now takes 14 days instead of 20
			</li>
			<li>
				Increased max possible range of translocators
			</li>
		</ul></li>
	<li>
		Tweak: Added new version text hover and link cursor
	</li>
	<li>
		Tweak: Increased music frequency in the "Sometimes" and "Often" options.
	</li>
	<li>
		Tweak: Pickaxes can now be placed into mining bags
	</li>
	<li>
		Tweak: Gamma slider is no longer locked to creative mode only<br />
		 
	</li>
	<li>
		Fixed: Forgot to release unloaded chunk data into the chunk data pool <img alt="o.O" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/huh.png" srcset="//media.vintagestory.at/emoticons/huh@2x.png 2x" title="o.O" width="20" /> Should reduce memory usage and lag spikes
	</li>
	<li>
		Fixed: Rivers on mountains not correctly fading out when at the edge of the view distance
	</li>
	<li>
		Fixed: Single player world edit screen displayed the wrong play style
	</li>
	<li>
		Fixed: Minor visual glitch on some falling block entities
	</li>
	<li>
		Fixed: Water lilies rendering behind water if looked at a distance
	</li>
</ul><p>
	<strong>API Updates</strong>
</p>

<ul><li>
		Feature: Added ore map noise parameter to deposits: oreMapScale, oreMapScale and oreMapSub
	</li>
	<li>
		Feature: Exposed more privilege / group stuff.
		<ul><li>
				IServerCore has now 2 new properties
				<ul><li>
						Groups: Lets you access the player groups that players created
					</li>
					<li>
						PlayerData: Lets you access world-agnostic information on the player, even when the player is offline
					</li>
				</ul></li>
			<li>
				IServerPlayer now has 2 methods: GetGroups() and GetGroup(groupid) to test in what group a player is
			</li>
		</ul></li>
	<li>
		Feature: Block entity behaviors. Can now attach behaviors to block entities. The block entity animation util is now a block entity behavior.<br />
		 
	</li>
	<li>
		Tweak: New client setting cameraShakeStrength: Lets you reduce the overall camera shake strength
	</li>
	<li>
		Tweak: Gui composer setups that could cause a stack overflow now throw an exception
	</li>
	<li>
		Tweak: sapi.even.OnChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) changed last argument from bool to EnumChunkDirtyReason
	</li>
	<li>
		Tweak: The OpenGL debug mode now also will log opengl debut output
	</li>
	<li>
		Tweak: New property: GuiDialog.ZSize allows to set how much z-space a dialog requires.
	</li>
	<li>
		Tweak: Changed mod asset loaded order to be no longer alphabetical but sorted by the order of dependencies
	</li>
	<li>
		Tweak: Json patches are now auto-sided if now side attribute was supplied
	</li>
	<li>
		Tweak: Rename json patch attribute sideType to side. (You can still use sideType until v1.12)
	</li>
	<li>
		Tweak: Improved json patch error feedback<br />
		 
	</li>
	<li>
		Refactor: Method string BlockEntity.GetBlockInfo(IPlayer forPlayer) is now void BlockEntity.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
	</li>
	<li>
		Refactor: Block entity field changes:
		<ul><li>
				Rename BlockPos pos =&gt; BlockPos Pos
			</li>
			<li>
				Rename ICoreApi api =&gt; ICoreApi Api
			</li>
			<li>
				New field : Block Block   (which is already set before at the time Initialize() gets called)
			</li>
		</ul></li>
	<li>
		Refactor: Interface IBlockShapeSupplier is now obsolete. OnTesselation is now always executed on block entities.
	</li>
	<li>
		Refactor: you'll need to add "override" to your OnTesselation methods
	</li>
	<li>
		Refactor: block.IsSuitablePosition(IWorldAccessor world, BlockPos pos, ref string failureCode) is now block.CanPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref string failureCode)
	</li>
	<li>
		Refactor: Added method block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
	</li>
	<li>
		Refactor: Added methods BlockBehavior.CanPlaceBlock and BlockBehavior.DoPlaceBlock
	</li>
	<li>
		Refactor: Changed min/maxY spawn behavior of entities 0..1 is now world bot to sealevel, 1..2 is sealevel to world top
	</li>
	<li>
		Refactor: IServerEventAPI.CanPlaceOrBreakBlock() and CanUseBlock() is now an event,
	</li>
	<li>
		Refactor: Renamed GenLakes to GenPonds in the Survival mod
	</li>
	<li>
		Refactor: The asset load order has changed. If you load sound or music files during StartClientSide(), you need to move that load into the BlockTexturesLoaded event.
	</li>
	<li>
		Fixed: The HighlightBlocks system crashed when more than one color was used
	</li>
</ul>]]></description><guid isPermaLink="false">213</guid><pubDate>Thu, 17 Oct 2019 16:14:00 +0000</pubDate></item></channel></rss>
