Dear Extraordinary Survivalists
v1.19.2/3, a stable release, can now be downloaded through the account manager
This update contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come!
[Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry!
[Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues
Greenhouse by Mercatto, shared in #screenshots
Game updates
In 1.19.3
Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item
Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture)
Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs
Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection
Fixed: Game crash when you die with a drawn bow in hands
Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them
Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged
Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby
Fixed: Crate inventory info would not update when placed
Fixed: Unable to place knapping surfaces on top of chiseled blocks
Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game
Fixed: Placement failure of a knapping surface showed an error code instead of translated text
Fixed: Linux install.sh not reading the answer for mesa_glthread
Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls
Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion
Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first)
Tweak: Drifters can now also spawn on top of loose stones
Tweak: Brown bears were being found a bit too far into the North
Tweak: Basket trap now shows trapped creature info on block HUD info
Tweak: Added basket traps "How to Use" info to the Handbook
Visual tweaks:
Pony tails and side buns/braids given more adaptability to various headwear
Updated clutter bucket to match new bucket model
Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling
Marketeer clothing set mask returned to undermask form, worn on neck
Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days"
Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows
Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...)
Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players!
Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed online
Tweak: Linux installation: Clean up install.sh [details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps, check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now), add prompt to remove old installation if there was one at the install location]
Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh)
Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences
Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit
Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer
Fixed: Bighorn lambs and Goat kids were not trappable in basket traps
Fixed: Dupe glitch when catching tamed animals
Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories
Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows
Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives
Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives
Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height
Fixed: WorldEdit "Override default values" checkbox did not work
Fixed: Various rare and not-so-rare crashes:
Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499)
Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493)
Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496)
EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version)
Fixed rare crash from RenderDecals if there was a prior exception
Fixed rare client crash in Character menu
Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning
If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure
Fixed: Chute would only push items into the first slot of a crate
Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse.
Fixed: Falling block render jitter, falling blocks not doing damage while falling
Fixed: Quicklime item invisible in inventory because drawn in strange position
Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible
Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness
Fixed: Headless seraph shadows seen in Immersive First Person mode
Fixed: Animation twitching on right mouse down with firestarter on empty firepit
Fixed: Some first person animations never stopping when the current held item broke from 0 durability
Fixed: Jonas lamps would not illuminate the area when placed by worldgen
Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error
Fixed: Signs did not rotate with schematics
Fixed: Rifts not loaded from savegame
Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled
Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock
Fixed: Missing "killed by" localizations for moose, deer, goat, fox
Fixed: Minor typos in en.json English translation
Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart
Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear
Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays
API Fixed: DidPlaceBlock() not called on the last block in the stack
Dear Extraordinary Survivalists
v1.19.1, a stable release, can now be downloaded through the account manager
Some kind of house/barn by nebux, shared in #screenshots
Game updates
Tweak: Tall ferns in planters now respect climate and seasonal tints
Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json
Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error
Fixed: Other players invisible when in Immersive First Person mode
Fixed: colorAccurateWorldmap privilege could not be granted by command, now it can (use command /player <yourname> privilege grant colorAccurateWorldmap and note it is case-sensitive!)
Fixed: Player privileges revoked by command could not be re-granted
Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19
Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled)
Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game
Fixed: A meta block was sometimes found in the trader caravans
Fixed: Eidolon having low health
Fixed: Tule tufts were climate colored
Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency
Fixed: Wooden crate sometimes not craftable in favour of wooden path (detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked)
Fixed: Occasional crash when using Cleaver
Fixed: Butterflies in display cases were slightly askew
Fixed: Treasure chests had old crates
Fixed: Harts Tongue fern lost its seasonal coloring
Fixed: Fox pups now play a death animation
Fixed: Broken transparency in clutter hourglass
Fixed: Missing translation for lung capacity in world config screen
Dear Extraordinary Survivalists
v1.19.0, a stable release, can now be downloaded through the account manager
And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update!
"Windows protected your PC"
When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe.
Apple Mac version
Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try!
Is 1.19 done now?
At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks.
What's next?
For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics.
Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way...
Game update trailer
Screenshots / Gifs
Snowballs! Frosty-fight friends and foes alike
Added indoor rain ambience system
Overhauled First-person mode: Now with hands!
Cave-in system: Build support beams to prevent getting buried alive(only on by default in the Wilderness Survival mode)
Added 11 species of deer and more!
Added 11 types of goats
Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough.
Added antlers and horns, which can be harvested and mounted on walls
Fully reworked surface ruins
Fully reworked underground ruins
Reworked crystal vugs: Now with colorful coverage all around
New Accessibility settings
Added Command Handbook (in Creative mode)
Added Scroll racks, also lets you store Tuning cylinders
World map tweaks: No longer super revealing by default, but instead it displays your prospecting results
Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server
More chisel power: Now supports decors and topsoil
Overhauled/new 3D models for troughs, buckets and seeds
Added Tule and Sedge plants
Added live preview during schematic import
Added warning icon to outdated mods
Game updates
Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.)
Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)
Wolves will attack some of the smaller deer species, and all fawns
Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount
Feature: Added 11 types of goats, some are only found at altitude or in warmer climates
Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config.
Use wooden beams to stabilize mines and tunnels
Falling rock from cave-ins can be very painful!
Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water.
Feature: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps.
Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot
Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability).
Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas.
Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open
Feature: Visual fine tuning
Increased god ray intensity and fine-tuned its shader
Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun
Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head
More haptic menu buttons - the main menu should feel slightly more responsive in actual use
Re-worked large trough, small trough and bucket models
Crop seeds and grain items now have 3D models
Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord)
Faster storm dust particles
Improved seraph idle animation
Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
Fixed: LOD popping at very short view distances (32 and 64
Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders
Feature: Prospecting pick heatmap: added tabs to the world map
Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player
Feature: Chiseling system upgrades
Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again.
Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs
When using slabs as input material the game did not correctly count already used material
Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material
World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil
Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken
Feature: Raccoon and Fox pups now spawn in the world
Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc.
Feature: Improved character selector
Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button
Greatly reduced strange hair combinations when using the Randomize button
Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod)
Added 3 new beards
The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds)
Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial
Feature: Gameplay balancing tweaks and fixes
Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3
Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places
Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta
Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot.
Tweak: Double-headed drifters have a little more health now.
Tweak: Made arid areas more arid (by further filling up lakes with blocks)
Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain
Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful...
Tweak: Polar bears now cannot climb, but can swim faster than other bears
Tweak: Wooden paths can now be made with any type of board
Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output)
Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe
Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless
Tweak: Tin bronze falx damage slightly increased
Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons)
Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model
Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple)
Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid
Tweak: Traders now sell linen by the single sheet
Tweak: Adjusted prices for a couple of trader goods.
Linen now much more expensive, also raised Gambeson armor cost to match.
Most tools slightly more expensive
Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive
Fixed: Players not receiving fall damage when touching a wall during the fall
Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage
Fixed: Ingot piles were combustible
Fixed: Tree seeds were not combustible
Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side)
Fixed: Damaged flax crop still giving a full yield of flax fibres
Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar
Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1)
Tweak: A config for player health regeneration speed is also available on world creation
Feature: All Treasure chests now have more valuable loot in them
Feature: Added one more room to the Resonance Archives. Various tweaks and fixes
Feature: Added new Music track "Arctic Winds" for the polar regions
Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings)
Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed)
Feature: New blocks:
cracked ashlar blocks (ashlar was previously stone bricks)
deadfungi and spotty mold decor layer blocks
some book clutter blocks
clothing drying rack clutter
added 4 variants of aged firepit clutter
added another variant of aged tall display case, another variant of a ruined bed
added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
new rock-typed rubble blocks for the new ruins (Creative mode only at the moment)
all types of aged polished rock
new crystal layer decor block for all crystal types, used in the new Vugs
Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only.
Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass
Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0)
Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean
Trader carts no longer spawn in the Arctic (nor in the Antarctic!)
Updated underground lakes to match the new ruins style
Feature: Added a stack randomizer for all Jonas items
Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
Feature: World Edit upgrades
Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes
Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value.
New option for Paint brush: Placement %
Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only
New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior
New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis)
Fixed chisel brush icon black instead of white
Fixed major derps happening on block entities when using undo/redo after certain operations
Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant
Added a couple of aliases to /we marked commands (e.g. /we minfo)
Feature: Added capability for server owners to compact savegames
/db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large)
/db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion)
A full compact process looks like this:
/wgen autogen 0 (disable generation of chunks)
/db prune 5 confirm (delete all chunks with less than 5 edits)
/db vacuum (compact database)
Tweak: New main menu background images, most of which showcase new 1.19 content
Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open
Tweak: Cosmetics / Easter Eggs
Show appreciation where it's due: new petseraph animation
Entities standing on a rotating Quern now rotate as well
Tweak: Added tarnished steel beams
Tweak: Quartz vugs are more like geodes now!
Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
Tweak: Game text fine tuning
Add item description for knife blade items, to help new players who might think that knife blades are actually knives
Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks
Oiled hides mention a bit more on how curing them works
When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration
Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
Add missing hotkey reminders for other interface settings
Dead animals now show in their block info if they got electrocuted
Omok table top now no longer displays food perish rate in block info
Fixed: Liquid containers showing only first decimal place and thus rounding the value
Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room
Tweak: Audio fine tuning
Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
Improved soundscape for glider gliding and Creative-mode flying
New eating sound for large animals
The Resonator Music is now affected by the music slider, instead of the ambient slider
Handbook tweaks
Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory)
Now also displays if an item can be obtained by harvesting a creature
Handbook entry for alum gives some details of where to find it
Jonas generator room equipment, and Gasifier, removed from the Handbook
Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block
Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references
Tweak: Improved command help
Add client-side .help command
Improved formatting of the help output in chat
Additional command tweaks:
Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability
In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234]
New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block)
Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime
Add optional kill radius parameter to command /entity wipeall
Multiplayer tweaks:
Multiplayer server screens: don't show the server password in clear text
Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion
Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap
Tweak: Removed unused workbench block from game
Additional visual tweaks and fixes
Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2
Tweak: Don't show < > buttons on books with only 1 page
Tweak: Improved sieve item textures
Tweak: Added more depth to Dry stone wall textures; visual tweaks
Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%
Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes
Tweak: Malefactor pendant now worn on neck, rather than emblem location
Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able
Fixed: Redwood beams: wood grain was in the wrong direction
Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green
Fixed: Water against solid/near-solid Microblocks is now rendered correctly
Fixed: Incorrect block breaking overlay on Bamboo
Lots of WorldEdit fine tuning
Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored
Tweak: Add /we exp as alias for /we export
Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.)
Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow
Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear)
Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off
Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area
Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them
Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog
Tweak: Save the FreeMoveAxisLock setting when exiting the game
Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import
Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import
Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed]
Fixed: Schematics now also import/export the fluid layer
Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed
Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water)
Fixed: Decors now get properly placed/removed with undo/redo
Fixed: Multiple issues related to rotations of decors and fluid layer
Fixed: Issues with Mirror, Repeat and Move tool with water and decors
Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo)
Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities
Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false
Fixed: Exception on /we shift shorthands (sms, smn,...)
Fixed: /we shift n 2 would always use 1 as the amount
Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied...
Fixed: MagicWand selection would cause to insert two historystates upon selection
Fixed: WorldEdit selection would not properly update on various tools and undo/redo
Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool
Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities
Water physics fine tuning
Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position)
Fixed: Water continuing to have surface flow after fully healed
Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors
Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels
Tweak: Sound FX (sfx) fine tuning
Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through
Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx)
Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously)
Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly
Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision
Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx
Tweak: Glass blocks now have a unique walk sfx
Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx)
Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks
Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup).
Fixed: Hot springs sludge sound not playing
Fixed: Water step sound not playing when the liquid block contained other blocks
Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time
Various fixes to the newly added indoor rain ambient sounds
Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible)
Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour
Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion
Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons)
Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD
Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
Tweak: Slightly increase the chance for hail
Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more.
Tweak: The plaques in the Resonance Archives are now translatable into other languages
Tweak: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable
Tweak: Terminus translocators can now be placed directionally and no longer always face west
Tweak: Plaster should be easier to orientate consistent with planks and logs
Tweak: Jugs can now be used to make dough
Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model.
Tweak: Added more game credits
Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise
Tweak: Modified hitboxes of several animals
Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind
Tweak: ItemWrench order rotations by name and remove duplicates from list
Tweak: Torch holder light color now the same as a regular torch
Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms)
Tweak: Localise chat messages about schematics received, and fixmappings
Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
Tweaks to error handing:
More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory
Game client no longer displays Host/Ip when failing to connect to a game server
Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game
Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode
Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab
Tweak: Added "Macro Editor" button to the Controls settings tab
Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime
Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
Fixed: Don't crash on invalid block entities
Fixed: Avoid a crash on an incorrectly created crucible itemstack
Fixed: Wild vines not rotating correctly with worldedit
Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile
Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
Fixed: Butterflies now manage to fly away eventually after getting stuck in water
Fixed: Reduce cases of endlessly jumpy dropped items
Fixed: Should now properly sync edge sitting animations on players
Fixed: Player body pitched awkwardly after landing with a glider
Fixed: Unable to complete the Resonance Archives while in immersive first person mode
Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center
Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block]
Fixed: Glider also functioning if inside a backpack (thanks korobya)
Fixed: Pixelated background on the Download Mods screen
Fixed: Some trader carts did not fully generate
Fixed: Should fix watered farmland not updating for other players
Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines
Fixed: GUI alignment issues when references to hotkeys are mixed in with other text
Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button)
Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard
Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest
Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place
Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered
Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4])
Fixed: Running server with --standby argument crashes if serverconfig.json does not exist
Fixed: --port arg not applying to master server advertising
Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU]
Fixed: Linux Wayland freezing on start up issue
Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it
Fixed: .map command would not show up in the Commands Handbook
Fixed: /wgen regen command erroring on missing structures within the target map region
Fixed: Planks block stack combining issues
Fixed: Fruitmash would not count as food in large trough for animals
Fixed: Unable to squeeze honey into placed bowls
Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it.
Fixed: Coal pile crash in certain cases
Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
Fixed: Able to travel very fast with gliders and roads of ladders
Fixed: Various cases where chiseled blocks were not detected as room-enclosing
Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds
Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements
Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance
Fixed: Books went vertical when placed on the ground
Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning
Fixed: Should fix a reported client side crash with the Mycelium block entity
Fixed: Another Memory leak when leaving and reopening single player worlds
Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks
Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room
Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode
Fixed: Game no longer automatically requesting to download unmet dependencies on startup
Fixed: Multiple engine-related exceptions when trying to load an outdated mod
Fixed: 3rd person mode against walls no longer renders the inside of seraph brains
Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation)
Fixed: Avoid potential server side endless loop during a broken/invalid item use action
Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen
Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default]
Fixed: Chute rotations for schematics/worldedit
Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists)
Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds
Fixed: Chutes/Hoppers not able to push items on one side of the trunk
Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded
Fixed: Commands prefix shown on help subcommands
Fixed: Players were omitting knockback when hit, since 1.18.2
Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit
Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space
Fixed: Chiseled blocks in schematics would not rotate the texture
Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block
Fixed: /wgen pos structures not working for underground ruins
Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks
Fixed: /time stop and /time resume commands now working
Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold.
Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil
Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts
Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent
Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya
Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya
Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks
Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms.
Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly
Fixed: Crash when chiseling meta objects such as "collider" cubes
Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops
Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color
Fixed: Various helmets and other headgear obscuring facial hair when it should not
Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly
Fixed: Z-fighting on underside of chimney block
Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation
Fixed: Crash when right clicking an entity with unlit torch
Fixed: Game crashing on the mod manager with invalid mods
Fixed: Gate and Oldworld tapestry not triggering lore discovery
Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
Fixed: Game crashing when trying to break green bamboo with an axe
Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them
Fixed: Peanuts could not be used in the cooking pot.
Fixed: Wrong material with rotated chisel blocks in schematics/ruins
Fixed: Some meats were not displaying correct incontainer textures
Fixed: Seawater missing incontainer translation
Fixed: Bees no longer attack arrows, spears and armor stands
Fixed: Metal nails and strips had incorrect smelting properties
Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel
Fixed: Copying glider schematic gave an extra copy
Fixed: Sieve could have durability completely repaired by placing on ground
Fixed: Pickled vegetables in soup did not have translations
Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes
Fixed: Most potted flowers, and potted bamboo saplings missing windwave
Fixed: Forest floor had incorrect texture on bottom face
Fixed: Cured fish not showing in creative inventory
Fixed: Ingots had incorrect shelf transform
Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8
Fixed: Clutter bookshelves not correctly rotated
Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil
Fixed: Renamed some clutter blocks to fit convention.
Fixed: Hot springs no longer spawning steam particles
Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4
Fixed: Content in trough when rotting not changing into rotten content variant
Fixed: Strange dark shading in the main menu, most noticeable in hover texts
Fixed: .debug find command now returns accurate coordinates
Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency
Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress
Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook
Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown.
Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior
Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250]
Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250]
Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250]
Vintagehosting
Feature: Added ability to delete the complete hosting setup, improved logging
Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt)
Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
Tweak: Can now set or remove a server password
Fixed: Timeout issues when changing server version
Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size)
(Internal: Significant progress towards Vintagehosting mod support)
Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json)
Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics
Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location
Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material
Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC
Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation)
Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite
Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json]
Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file
Tweak: Can use stack randomizers to get resolved when used as a mob drop
Tweak: Allow shipping of .dll files inside a mod's native/ folder
Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set
Tweak: Added api.Event.OnEntityLoaded event
Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes
Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around
Tweak: Game will now print a warning on duplicate animation codes
Tweak: Avoid game crashing from improperly configured liquid containers
Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file:
Tweak: Added "ServerIdentifier" GUID to serverconfig.json
Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions
Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true"
Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods
Tweak: Allow use of meta-layer block in the randomizer block
Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument
Tweak: Worldgen village generator can now define min/maxquantity per schematic group
Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ],
Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom)
Tweak: Can read own entity debug info via command .debug self
Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass
Tweak: Bows can now define custom aim animations via aimAnimationCode attribute
Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation
Tweak: Cleanup XML documentation (mainly missing/old parameter names)
Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen]
Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer
Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility
Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value
Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID
Tweak: Minor Mini Dimensions code improvements:
Players now prevented from flying above height y = 20,480
EntityPos now contains rudimentary dimension support
Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768
Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game
Fixed startup crash if ImportTool is already active, and TestShip y-position jitter
Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor
Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock)
Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds
Tweak: Entity hud info box now shows entity code in extended debug info mode
Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility
Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there
Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures:
textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough
Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations.
Tweak: Add a number of missing translations for our community translators
Tweak: Flour, egg, measuring rope, and quicklime are now 3d items
Tweak: Beeswax, fat, and flax fibers are now ground-storable
Tweak: Necklace models are now positioned to show outside of armor
Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls
Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma
Fixed: Exception thrown in the logging system when a Block failed to load
Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops
Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh()
Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract
Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt
Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info
Refactor: Fox entity types now in one file instead of six.
Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these
Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null
Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones
Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future
Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json
Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape()
Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention()
Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface
Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup
Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example:
creatureDiet: {
foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"],
foodTags: ["fruitmash"],
skipFoodTags: ["rice", "parsnip"]
},
Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation
Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
Fixed: Character class starting items that are not wearable were not being given
Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
Fixed: IServerAPI.ServerIp property crashing on dedicated servers
Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm:
Fixed: Call to unload chunks did not trigger UnloadChunk event
Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range)
Fixed: MaxAnimatedElements setting not set to 46 (was 36)
Fixed: Modded sky.png not getting loaded
Fixed: Clutter block crashing game if a texture was missing, now prints an error
Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox
Fixed: When on IServerPlayer.Disconnect() is called it would crash the client
Fixed: Multiple instance detection by using a named mutex (since net7)
Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
Fixed: Underground ruins would not spawn with decors/overlays
Fixed: Loading order issues when modding in new cave art
Fixed: Game crash when only partially specifying the held sound set
Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp()
Fixed: BeginSubs and BeginSubcommands would not add the aliases properly
Fixed: WorldReady server startup event not being triggered
Changes since 1.19.0-rc.8 (also listed above)
Tweak: New main menu background images, most of which showcase new 1.19 content
Tweak: Omok table top now no longer displays food perish rate in block info
Tweak: Quartz vugs are more like geodes now!
Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation
Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
Fixed: Shingles and other objects in piles sometimes invisible after being placed
Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile
Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
1.19 related changes
Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason)
Tweak: Board recipe now accommodates both plank variants (ns/ud)
Tweak: Adjusted range of the reed trap sfx
Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled
Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants
Fixed: Minor memory leak in main menu
Fixed: Display case link not clickable in Handbook
Fixed: Snow layer walk sfx playing twice
Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing
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