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  • Tyron

    Dear Extraordinary Survivalists 
    v1.20.0-rc.1, a release candidate, can now be downloaded through the account manager.

    The primary focus of this update was on delivering the second major chapter in our game's story.  There are 4 new unique story locations that require long distance travel to reach them. Long distance travel is enhanced by two new transport systems - the Elk for land based travel and the Sailboat for traversing bodies of water.
    The team worked really hard on this one. We powered through natural disasters, family emergencies, unforeseen technical challenges, unfulfilled ambitions and various other roadblocks. I probably sound like a broken record by now, but again we seem to have ended up building one of the largest updates so far. Turns out that hiring more game developers does not speed up development, it just makes us all way more ambitious 😅
    As always, the entire team is deeply grateful for all the feedback, screenshots, gameplay videos, testing and bug reports you have provided to us! Vintage Story would not be the same without your input.
     

    Can I start playing 1.20 now?
    We are decently confident that your v1.19 or older worlds will not break. If you want to be on the safe side, wait until the stable release. But, please do not now use a world created in any of the pre-releases of 1.20 - those pre-release worlds might need manual command entering to get the correct story locations and other corrections, so it will be better to start afresh.
    Old v1.19 worlds should also automatically, retroactively generate the new story locations, and if there are player structures in the way, you will see a dialog appear with instructions on how to manually generate them.
    To get the Elk mount you now need to visit the resonance archive first.

    Can I explore the new lore content now?
    We do have everything in place for you to play through Chapter 2 from start to finish, but it is still a bit rough around the edges. I think it needs another month for it to really be in the place it deserves. For those that don't mind a bit of jank, do have a go! Otherwise, you might to want to wait a few rc releases. We'll keep adding new goodies and polish.
    To get you started with the lore content - revisit the Resonator at the Library, listen to it, then revisit the same treasure hunter who gave you the map to the Resonance Archives. Defeating the Eidolon will now also drop a special item to help you in your journey, but it is optional!
    We hope you will be as dazzled as we were when we first saw everything come together! We are excited to hear, watch and read about your experience with the new lore content - we've put a lot of soul into all of it.

    Still unfinished / known issues
    The new lore content still needs polishing and a few small additions, the last story location will likely still get a larger reward, a number of sounds effects are missing, there is potential performance degradation on dedicated servers due to the new server side physics system, we had to disable the coral reefs for now, the sailboat still needs more work, elks cannot be called from unloaded chunks, and we will do more on gameplay balancing and other various loose ends.

    Game update trailer

     

    Screenshots (of new stuff since pre1)

    Added Elk Ownership system
    calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif


    Added 15 new types of elk blankets for a total of 21
    blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png

    Added dynamic color grading
    dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif

    Crops now get frosted
    frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif




    Game updates since v1.19

    • Everything listed in the pre.1 devlog post
    • Feature: Added two special sound effects
      • Sound dampening effect when underwater
      • Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
    • Feature: Elk now featurecomplete
      • Elk ownership system. Attach the medallion to the elk to claim ownership. Can only own one elk at a time. Ownership allows you to see your elk on the map, see its current health and you can call the elk to you using the bone flute.
      • Added interaction help for elk and sailboat
      • 15 new types of blankets for the Elk
      • Improved swimming behavior of tamed elk. Can no longer dive.
    • Feature: Continued work on sail boat
      • Added additional boat construction "stage" for launching the boat
      • Improved collision of player/creatures <=> sailboat. Entities/Players can no longer walk through it
      • Sailboat info hud now shows who created it (only for pre8+ created boats)
      • Sailboat rear halyard moved forward to avoid clipping through player's head
      • Fixed Boat construction site sliding off when against a wall, fixed creative mode material-less building not working
    • Feature: Dynamic color grading. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
    • Feature: Shield mechanic improvements
      • More oomphy shield blocking sounds. Added light & heavy metal shield hit + heavy wood shield hit
      • Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
      • Some high flying projectiles were not correctly blocked by shields
      • Shield block animation now only playes when successfully blocked
    • Feature: New blocks
      • Added full range of new fired clay colors to shingles.  Different shingle colors can be made in the beehive kiln, in the same manner as bricks
      • Added 'scratched white paint' decor overlay block (creative mode only)
      • Added quad-logs (with and without bark), and corners with extended ends. Extended ends can be covered with another quad-log and chiseled, for longer custom extensions
      • Added 'uneven' style bricks (running, header, and soldier patterns only)
      • Jugs can now be fired in multiple colors in the beehive kiln
    • Feature: The new clay brick chimneys now emit smoke if there is a burning firepit or pit kiln below
    • Feature: Second secret mob now complete and spawning. A few fixes and spawn reduction to the other secret mob.
    • Feature: Added giant water lilies to world generation
    • Feature: Added one new really very large, very rare surface ruin
    • Feature: Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
    • Feature: Performance tweaks
      • Tweak: Improve overall CPU side performance anywhere from 5% to 30% (Technical info: Simply by enabling Dynamic PGO)
      • Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% (Technical info: More CPU cache friendly algorithms for determinining which entities to send to which players, and which of those entities should actively tick. On highly populated servers this can become a bottleneck, e.g. 60 players with 8000 loaded entities = 48000 checks)
      • Fixed: Very large Video-RAM leak when traveling more than 5000 blocks (reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)
      • Fixed: A number of small memory leaks on world leave
      • Tweak: Reduced startup time on certain savegames (Technical info: Greatly improve performance of the block registering/remapping system for savegames with a very high max block id count. E.g. from 6 seconds to 2 seconds. Achieved by greatly reducing the amount of calls to Array.Resize on a very large array)
      • Fixed: Runaway block and item mapping list growth in very old savegames in rare cases, causing 2 to 10 fold loading times and increased RAM usage
      • Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
      • Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
      • Fixed: Lag spikes caused by ChunkMapLayer when teleporting
      • Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
      • Fixed: Memory leak in the dialogue system
      • Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
    • Tweak: Gameplay balancing changes
      • Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
      • Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
      • Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
      • Tweak: Raw fish satiety reduced from 220 to 100
      • Tweak: Path blocks are now reinforcable with the block reinforcement system
      • Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
      • Fixed: Thrown spear when player standing back to a wall was hitting this wall
      • Fixed: Range distance character trait did not affect spears
      • Fixed: Should fix spears damaging creatures multiple times on impact
    • Tweak: Animal AI improvements
      • Fixed: Hopefully a number of cases of animals not running away upon getting hit
      • Fixed: A* Bug - Entities running in circles on halfslabs
      • Fixed: Creatures not getting out of water when they should
      • The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute
    • Tweak: Cave ins are now less predictable, as they can collapse more blocks and create additional cave ins nearby
    • Tweak: Multiplayer server management improvements
      • Feature: Added "/group joinpolicy [inviteonly|everyone]" allows ability for everyone to freely join a group. Added "/group join [groupname|groupid]" to join a public group
      • Tweak: /kick command now also accepts a player selector
      • Tweak: /group command should now deliver localized messages to the player
      • Tweak: Improve Audit logging for take/put of contents from many blocks by a player
      • Tweak: Cleaner UI for Server Disconnected Screen
      • Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
      • Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
      • Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
      • Tweak: Localized language handling between client and server improved, if a language does not exist on the server side it now properly falls back to the default one
      • Tweak: Schematics importing is now more robust against broken block codes
      • Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
      • Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
      • Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
    • Tweak: Visual fine tuning
      • Feature: Added rust decor to locust nests
      • Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
      • Tweak: Additional visual effect while drunk (vary ambient bloom level)
      • Tweak: Topsoil grass coverage texture is now randomly rotated
      • Tweak: Crops now have a frost overlay
      • Tweak: Improve SSAO quality, particularly the high quality setting
      • Tweak: Can now set LodBiasFar in the graphics settings
      • Tweak: Don't wildly wiggle around offhand torch while knapping
      • Tweak: Water striders now tightly follow the water line
      • Tweak: Disable sideways swivel for swimming land dwellers
      • Tweak: Fine tuned fire particles
      • Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
      • Fixed: Mediterranean cypress in large planter had wrong foliage tinting
      • Fixed: Night vision mask visually conflicting with hoods
      • Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
      • Fixed: Animation jerkiness on the Resonator block
      • Fixed: Animated blocks still animated while paused
      • Fixed: Creatures sideways-swiveled too quickly when turning
      • Fixed: Some animation jerkiness with traders
      • Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
      • Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
      • Fixed: Very jerky fp arm movements on very low fps
      • Fixed: Offcentered down arrow on dropdown GUI elements
      • Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
      • Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
      • Fixed: Firestarter did not play animation when using on pitkiln
      • Fixed: Other drunken player made your own player character wobbly
      • Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
    • Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
    • Tweak: Handbook improvements
      • Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
      • Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
      • Handbook did not mention that hot molds will shatter when wet
      • Crash on handbook entry for parchment when hovering over the label-create recipe
    • Tweak: Various chat commands adjustments
      • Added user warning on "/time speed" commands
      • Can now supply itemstack attributes to /giveitem and /giveblock
      • Added new /we importl <filename> command to import large schematics, this command will not be revert-abel but is a lot faster for very large schematics, further if you select the import tool and choose Replace Mode: Replace all no air it will make the import even faster (ideally there are no block in the area you want to import it into)
      • Added ".cam loadold" to be able to load pre 1.20 paths
      • Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
      • Add "/worldedit microblock setname" to set a name for multiple microblocks
      • Add alias /sc for /serverconfig
      • Add /entity set-angle yaw <degrees> command
      • Add /we gcc command to export CustomLandClaims json for storystructures.json
      • Corrected saving of /serverconfig whitelistmode <on/off/default> changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
    • Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
    • Tweak: Add more waypoint suggestions
    • Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
    • Tweak: Don't message box the player on thread crash on exit, just log a warning.
    • Tweak: Ingot Molds are now placed in the facing direction
    • Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
    • Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
    • Tweak: Lowered ground storable hitbox for jugs and pots
    • Tweak: Update Trader Buying/Selling lists
    • Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
    • Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
    • Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
    • Tweak: Spiderweb is now combustible
    • Tweak: Falling blocks system improvments
      • Fixed blocks floating up to the surface
      • Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
      • Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
      • Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
      • Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
      • Fixed: 2 layers of rock above mantle being fully unstable
      • Fixed: exception on massive cave-ins
      • Fixed: falling blocks getting stuck in flowing water
      • Added random falling direction to spread out landslides
    • Tweak: linux run.sh now also works when used from a symbolic link
    • Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
    • Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
    • Tweak: NPCs now reveal their name when asked about it.
    • Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
    • Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
    • Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
    • Tweak: Disable render meta blocks mode when entering survival mode
    • Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
    • Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
    • Fixed: Scythe can still destroy grass in trim mode
    • Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
    • Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
    • Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
    • Fixed: Might fix issue #4327 - Everything has a blue-ish tint
    • Fixed: Rare crash related to chiseled block breaking
    • Fixed: Not being able to attach sign to trunks
    • Fixed: Single reported client crash related to Frustum spheres
    • Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
    • Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
    • Fixed: Can remove not removable decor by replacing it with other decor
    • Fixed: Projectile damaging same entity multiple times on hit.
    • Fixed: Plants inside flower pots and planters windwaving inside of rooms
    • Fixed: Missing interaction help for fuel for clay oven
    • Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
    • Fixed: Prevent Translocator breaking with hacked client
    • Fixed: The last rope in a map region not properly getting deleted
    • Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
    • Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
    • Fixed: Salted hides could not be soaked in borax
    • Fixed: Able to pick up thrown drifter stone after reload
    • Fixed: Helmets now hide hoods, scale armor helmets did not align well with eyes, plus various other clipping and texture issues with clothing and armor.
    • Fixed: Bow release sound sometimes not playing
    • Fixed: Pumpkin carving did not work on servers if the server was last started before october
    • Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
    • Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
    • Fixed: Sound error logged rarely related to wind sounds
    • Fixed: Glider open/closed state desync in multiplayer
    • Fixed: Several issues with non-player entities mounting beds
    • Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
    • Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl <filename> command)
    • Fixed: Issues with support beams
      • Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
      • Water was not able to flow into support beam blocks
      • Support beams placed in water would delete the water
    • Fixed: Removed incorrect interaction help on burned out torches
    • Fixed: Meta blocks and crop prop blocks not in creative everything tab
    • Fixed: Terminus teleport not working in laggy server conditions
    • Fixed: Foggy weather no longer working
    • Fixed: Various crashes when disabling survival mod and starting a super flat world
    • Fixed: Adding labels to any wood crates turned them into aged labeled crates
    • Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
    • Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
    • Fixed: Switching ifp mode on/off left some lingering animations that derped things
    • Fixed: Able to reinforce blocks claimed by another player
    • Fixed: Schematics would rotate the yaw of Entities twice
    • Fixed: Filtering items in creative inventory right after loading crashes the game
    • Fixed: Game crashes when reopening creative inventory with right side tabs active

     

    API Updates

    • Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
    • Feature: The Pathfinding system can now differentiate between types of creature and alter pathfinding behavior accordingly. Set via property aiCreatureType on the BehaviorTaskAI Config. See also enum file EnumAICreatureType
    • Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
    • Refactor: Make all internal fields and methods public in GameMain and ClientMain
    • Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
    • Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
    • Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
    • Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
    • Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
    • Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
    • Tweak: Added CollectibleBehavior.OnCreatedByCrafting
    • Tweak: DiscDepositGenerator.absAvgQuantity is now public
    • Tweak: Improve performance of SearchBlocks() by 2%
    • Tweak: Do not play the default idle animation on any creature if some other "BlendMode=Average" animation runs. To modders that add entities with animations: You will want to set your standard walk and run animations to BlendMode: "Average"
    • Tweak: Allow custom names for clutter depending on used texture
    • Tweak: Added string<->AsseLocation conversion thing from Darkhekromant
    • Tweak: /debug expclang now alphabetically sorted
    • Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
    • Tweak: Added EntityPlayer.HeadBobbingAmplitude property
    • Tweak: Shape objects are now json serializable
    • Tweak: Add ability to define multiple cooking recipe in one recipe json file
    • Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
    • Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
    • Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
    • Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
    • Tweak: Can now configure humanoidTraversalCost via json, example implementation in blocktypes/wood/table.json. Added high traversal cost for several blocks such as chairs and tables.
    • Tweak: Added logging of exceptions thrown on instantiating registry objects
    • Tweak: Add ability to runtime toggle aitasks and activity system. Disable via
      /worldconfigcreate bool runAiTasks false
      /worldconfigcreate bool runAiActivities false
    • Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
    • Tweak: Don't crash game if there is a syntax error in a dialogue file
    • Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
    • Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
    • Tweak: Readded Journal.DidDiscoverLore() method for a modder
    • Tweak: Added damage type and damage tier to projectile for future use
    • Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
    • ModMaker Tweaks
      • Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
      • Removes hardcoding for not allowing dev or other versions.
      • Bug fixing for removing non-existent folders
    • Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
    • Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
    • Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
    • Fixed: Memory leak and heavy lag in some cases when using .tfedit
    • Fixed: Entity variable of scope "entity" not working properly
    • Fixed: Deleted almost all json duplicate keys in all assets
    • Fixed: Block lighting bugs with lit schematics or lava

     


    Only the game updates since pre.13 (also included in above changes list)

    • Feature: Added rust decor to locust nests
    • Tweak: Commands: Add /we microblock removedunused command, to remove any unused materials from selected microblocks
    • Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
    • Tweak: Add "/worldedit microblock setname" to set a name for multiple microblocks
    • Tweak: Add alias /sc for /serverconfig
    • Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
    • Falling blocks tweaks
      • Fixed bug with spawn position of falling block being 0.02 too high, fixes rock floating to the surface
      • Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
      • Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
      • Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
      • Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
      • Added random falling direction to spread out landslides
      • Fixed: 2 layers of rock above mantle being fully unstable
      • Fixed: Exception on massive cave-ins
      • Fixed: Falling blocks getting stuck in flowing water
    • Tweak: Prevent Translocator breaking with hacked client
    • Tweak: AI: The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute.
    • Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
    • Tweak: Removed logging for opening and closing of  inventories to the audit log. When items are moved the source and destination is logged already.
    • Tweak: linux run.sh now also works when used from a symbolic link
    • Tweak: Fine tuned fire particles
    • Tweak: add /entity set-angle yaw <degrees> command
    • Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
    • Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
    • Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
    • Tweak: NPCs now reveal their name when asked about it.
    • Tweak: Add /we gcc command to export CustomLandClaims json for storystructures.json
    • Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
    • Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
    • Tweak: Disable render meta blocks mode when entering survival mode
    • Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
    • Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
    • Fixed: Scythe can still destroy grass in trim mode
    • Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
    • Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
    • Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
    • Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
    • Fixed: Might fix issue #4327 - Everything has a blue-ish tint
    • Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
    • Fixed: Rare crash related to chisseld block breaking
    • Fixed: Not being able to attach sign to trunks
    • Fixed: Firestarter doesnot play animation when using on pitkiln
    • Fixed: Other drunken player made your own player character wobbly
    • Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
    • Fixed: Lag spikes caused by ChunkMapLayer when teleporting
    • Fixed: Corrected saving of /serverconfig whitelistmode <on/off/default> changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
    • Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
    • Fixed: Single reported client crash related to Frustum spheres
    • Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
    • Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
    • Fixed: Memory leak in the dialogue system
    • Fixed: Can remove not removable decor by replacing it with other decor
    • Fixed: Projectile damaging same entity multiple times on hit.
    • Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
    • Fixed: Plants inside flower pots and planters windwaving inside of rooms
    • Fixed: Missing interaction help for fuel for clay oven
    • Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
    • Fixed: Play shield block animation only on full block
    • Fixed: Glider open/closed state desync
    • v1.20 related changes
      • Tweak: Increased turning and stepping speed of the tamed elk by about 50%
      • Tweak: Added rough clinker brick blocks (non-chiselable)
      • Tweak: Reduced spawn amounts of the 2 new mobs. More fine tuning on the new mobs. Reduced 2nd mob firing frequency by 0.75s
      • Fixed: Elk call feature not teleporting if it cannot reach the player
      • Fixed: Stone blasting bomb now actually destroys ores as the description claims
      • Fixed: being able to attack elk while mounted on it
      • Fixed: not being able to use reed chest to capture tamed animals
      • Fixed: /tp command now takes mounts into consideration
      • Fixed: Derpy camera/seraph body behavior in ifp mode on raft and sailboat
      • Fixed: Player can hit elk they are riding with arrow, even if they aim high enough to clear elks model
      • Fixed: Player can drag elk with rope while mounted and reach high speed
      • Fixed: Azure blanket had same recipe as Reindeer herder waistband
      • Fixed: Deconstructing boat didn't properly unmount passengers
      • Fixed: Deconstructing boat did not drop attached chest contents
      • Fixed: Chees no longer ripened
      • Fixed: Tamed deers: Do not retaliate against a player if the attack was by a non-player
      • Fixed: Can mount elk on elk via rope
      • Fixed: Can call mortally wounded elk with a flute
      • Fixed: If you mount elk right after death you will be respanded on the elk
      • Fixed: When rope is 4 sections, makeing it shorter crashes the game.
      • Fixed: Red colored damage overlay on entities no longer working
      • API Tweak: Re-add unintentionally removed climbUpSpeed,climbDownSpeed public fields and also allow them to be set via EntityProperties in json
    • API Tweak: Add ability to runtime toggle aitasks and activity system. Disable via
        /worldconfigcreate bool runAiTasks false
        /worldconfigcreate bool runAiActivities false
    • API Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
    • API Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
    • API Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
    • API Refactor: Seraph left hand attachment point was not at the same spot as the right hand one
    • API Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
    • API Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
    • API Tweak: Readded Journal.DidDiscoverLore() method for a modder
    • API Tweak: Added damage type and damage tier to projectile for future use
    • API Tweak: Don't crash game if there is a syntax error in a dialogue file
    • API Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
    • API Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
    • API Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
    • API Fixed: Deleted almost all json duplicate keys in all assets
    • API Fixed: Block lighting bugs with lit schematics or lava
    • API Fixed: Entity variable of scope "entity" not working properly
    • API Fixed: Memory leak and heavy lag in some cases when using .tfedit
    • ModMaker Tweaks
      • Allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
      • Removes hardcoding for not allowing dev or other versions.
      • Bug fixing for removing non-existent folders

     

     

    Tyron

    Dear Extraordinary Survivalists
    v1.20.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies").

    Our main effort went into advancing the game's story which continues right where we have left off in 1.18 - The Resonance Archives. As mentioned in previous posts once 1.20 is finished you will be able to explore 4 unique story locations, with new game defining mechanics to boot! As the devlog title already reveals, the second story chapter still needs to cook a little longer, but we are optimistic that we can still complete it this year. Most of the lore-related game mechanics and assets are in the game, but currently disabled from appearing in-world. Once the second story experience can be played through fully without major hitches we will be enabling all lore content. As always, the primary goal of these preview releases is to give modders plenty of time to read and understand the API changes as well as address the myriad of bug reports we usually get from our very helpful early testers in our community.

    We continue our tradition of challenging the status quo of what this game engine can do - this time by adding support for mountable creatures and vehicles. You will be able to kit out your brand new trusty elk and sailboats in various ways using precise and intuitive controls. All this is programmed in ways that is very easy for modders to add their own mounts and upgrades. All in all we feel confident this will re-define how you will travel in the world of Vintage Story.

    New or Updated Engine Tech

    • Server side physics: Gone are the days of bouncy items. All physics simulation (except the player) is now entirely server side and sent over the network using UDP - a quicker method of transferring data. This should bring the benefit of smoother motion of other players, creatures and projectiles - in Singleplayer as well as Multiplayer - as well as reduced CPU usage on the client, especially in situations where there are lots of dropped items.
    • Entity Part targeting: Using a new entity behavior, individual parts of an entity can now be targeted and interacted with. This allows for much more intuitive interactions with creatures and other non-block entities.
    • Entity Multi-Box Physics: Using a new optional physics behavior, entities can now have multiple collision boxes. This is used for the new sailboat so it does not clip into blocks. It also opens the door for improved physics on creatures that are long and thin, such as deer.
    • Entity Attachable System: Can now, through the use of JSON code alone, create an entity to which blocks and items can be attached to. The attached blocks can in turn also implement custom behaviors (in C#) for when they are interacted with while attached on an entity, for example opening a bag that is mounted on a horse.
    • Entity Animation Cap Upgrade: An entity used to be limited to 46 boxes that can be animated at the same time, this limit is now raised to up to 1000
    • World Dimensions: We have continued working on our dimensions system. More info on this still to come.
    • Dynamic rope system: Still a work in progress, but maybe just about stable enough for full integration.
    • Modding conveniences: Block, Item and Entity json files can now use file inheritance, to save on config duplication. Additionally for Entities, their behavior configuration can now be defined only once instead of once per client and server. Several improvements were also made on the ModMaker.exe

     

    Please note
    1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. The lore content will also not spawn right now.
    2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.20 blog post will then come when the first full release candidate (rc.1) is ready
    3. If testing 1.20 on an old world from 1.19 or earlier, we strongly recommend making a backup copy before loading the world in 1.20.
    4. We do not recommend starting a new permanent world with 1.20-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.20-pre.1 adventures
    5. In general it is a good idea to disable all your previously installed mods, when testing 1.20-pre.1. Until the mods have had a chance to update for 1.20, games with older mods installed will have a strong chance of producing issues or crashes.


    Still planned for rc.1
    Completion of all the lore content. More ocean content. Hopefully proper wind affected steering of the sailboat. Finish up various other incomplete features with the sailboat and Elk. Properly document all the world edit changes. Work on all the other unfinished parts of the update. 2-Factor Auth for the game client.

    Gifs/Screenshots

    Mount system: Rideable Elk and Sailboat


    Sailboat construction system
    shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif

    Upgraded Raft: now has stowage for the oar and can carry a basket
    raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif

    Ocean Content: Visual upgrade - murky shader and opaque oceans
    2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png

    Ocean and Lake Content: Many more underwater plants
    uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png

    Ocean Content: Saltwater Coral reefs (WIP)
    reefs1.thumb.png.cd11ba5a8056f235927a5b0aa102eb09.png


    Reworked wolf model and animations
    wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif
     

    Bricks overhaul. 130+ new variants of brick blocks
    2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png


    The beehive kiln: A new system of baking bricks
    2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png

    The most common hot items are now held correctly with the tongs
    tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png

    Hot ground stored items are now also incandescent and shading of held ones is improved.
    2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png

     
    Added insect life

    New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.
    sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png  sturdybag.png.c006970caa414542d56958bc3034f378.png

    sturdy.png.31c6c38877990d86bc0d16887f9967f6.png

    Two new types of bombs
    scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png

    The Moon moving over the Sun will now produce actual Eclipses
    eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif

    Hot molds will shatter if exposed to water
    shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif

    The 100+ world configs are now much better organized through the use of Tabs
    tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png

    Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions
    boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png

    Trapdoors are now woodtyped, come in 2 variants each and animated like the door.
    trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png

     

    For modders and future game content (hinthint): Entity Activity System with ingame Editor.
    aedit.thumb.png.703f93b5d3d0d9338c24821dac4636c5.png


    Lava and Boiling water now kills nearby grass
    singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png

    More beams for creative mode players - shingled roof, ropes of various thicknesses and chains
    beams.thumb.png.555367671c7f7053fe619e3476d531b6.png


    All Game updates

    • Feature: Animal Riding system.
      • First Mount: The Elk
      • Uses a brand new interaction system that allows one to target individual parts of a creature
      • For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe
      • Can be kitted out with additional storage options and be used like a tool rack for various items
      • If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours.
      • Can ride without holding down a button, using a bridle built for long distance travel
    • Feature: The sailboat
      • A much larger watercraft compared to the Raft currently in the game
      • Uses brand new physics for the correct simulation of non-square creatures and entities
      • Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water
      • The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat
      • Is not carryable, it must be built step-by-step near water
    • Feature: Upgraded Raft They now have stowage space for the oars and one basket
    • Feature: The bricks and brick firing overhaul
      • Added behive kiln: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives
      • Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits or crafted from blue clay and flint.
      • Added a huge amount of variety of bricks with different sizes, patterns and colors
      • Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln
    • Experimental Feature: Ropes/Leashes, Attempt #2
      • This is a second attempt at getting it gameplay ready, it might get removed again!
      • Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole.
      • A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first
      • Can now lengthen/shorten rope with tool modes when holding rope in hand.
      • Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles.
      • Rope now visually attaches to animal necks and player hands.
      • Fixed multiple issues related to rope
    • Feature: 1 New Hostile Mob (+one more very soon): No more information on these for now. These are for you to discover.
    • Feature: Insects! Tiny noisy particles that make the world feel more alive
      • Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months.
      • Added very noisy cicadas to warmer areas
      • Added swarms of mating gnats above wet area lakes
      • Added uncommon coquis to jungle-type areas
      • Added Water strider on water sources
    • Feature: Tabbed customize world screen. Makes it alot easier to navigate through the myriad of world configs the game offers nowadays.
    • Feature: Added solar eclipses. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two.
    • Feature: Tool and ingot molds will now shatter when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour.
    • Feature: Greatly improved Water visuals
      • Feature: New render pass to visualize water murkiness. Water surface visual tuning
      • Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans
      • Fixed fog visible inside lakes
      • Should finally, finally also fix ugly noise pattern on water edge foam
    • Feature: New Blocks (not survival craftable)
      • Feature: Added 2x3 gate
      • Feature: Added quad logs
      • Feature: Added plaster washes, white and yellow variants
      • Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'.
      • Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP)
      • Tweak: Added Ruined torchholder model
    • Feature: New Blocks (survival craftable)
      • Tweak: Added four sets of ruins-only brick
      • Feature: Added bamboo fences and gates. Added bamboo piles
      • Feature: Added wooden roofing blocks
      • Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much
      • Tweak: Added electrum lantern. Electrum can now be used in lantern lining
      • Tweak: Added continuous smooth roof plane beams
      • Tweak: Added 'ridge beams' for roofs.  Meant to be used in peaks and valleys, and to cover 'loose ends'
    • Feature: Added master sound slider to affect the volume of all ingame sounds
    • Tweak: Gameplay balancing changes
      • Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag
      • Tweak: Standard mining bag buff from 10 slots to 12 slots
      • Tweak: Farmland buff - now dries out after 96 hours, instead of 48
      • Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30%
      • Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively
      • Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz
      • Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player
      • Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value.
      • Tweak: Buying price and demand for aged crates by traders reduced
      • Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though.
      • Tweak: Fruit press now requires a metal rod, rather than metal ingot
      • Tweak: Hyena drops reduced
      • Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year.
      • Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work.
      • Tweak: Edible bamboo shoots now spoil faster
      • Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1
      • Tweak: Don't spawn cassava crop in deserts (minrain 0.2 => 0.28)
      • Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits
      • Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire
      • Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety
      • Tweak: Quern recipe now also require a hammer and chisel
      • Tweak: Bucket crafting recipe now also accepts rope, in addition to twine.
      • Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava
      • Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving
      • Tweak: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle & daub)
      • Tweak: Add flint deposits to limestone.  Add extra-large but rare flint deposits in limestone and chalk
      • Tweak: Cementation Furnace process can now also break refractory brick grating
      • Tweak: Bow aiming accuracy rework
        • The Ranged accuracy stat should now have a significantly more noticeable impact
        • The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle.
      • Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products'
      • Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit
      • Fixed: Clay oven not providing heat to the player
      • Fixed: Tropical wild vines could not be used to make rope.
      • Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%.
    • Tweak: New optional survival challenges
      • In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket.
      • In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days
    • Tweak: Creative mode changes
      • Feature: Can now use wrench to offset clutter model
      • Feature: Worldedit overhaul
        • When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details)
        • Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD)
        • Feature: option for import tool to not update the position on right-click (UPP)
        • Feature: start and end position markers within the selection
        • Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock)
        • Feature: Hotkey for CTRL + Z for undo (can be changed in controls)
        • Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls)
        • Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments
        • Tweak: Moved the step size setting to the main control (top left)
        • Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool
        • Fixed: Magic wand on pressing left mouse button it would destroy blocks
        • Fixed: Preview selection and place issues with the chisel brush tool
        • Fixed: Mirror with beams
        • Fixed: Slanted roofs not rotating properly
        • Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them
      • Tweak: Added selectable collider block for chiseling with
    • Tweak: Inventory management tuning
      • Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound)
      • Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory
      • Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway
      • Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this
    • Feature: Handbook improvements
      • Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click
      • Fixed no intuitive way to complete the last tutorial step.
      • Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings
      • Slightly less bad command handbook text formatting, added scale font tag, e.g. <font scale="80%">  
    • Tweak: Creature AI improvements
      • Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.
      • Fixed hostile mob target circling behavior working again
      • Attacking hyena pups and moose infants now alarms nearby adults
      • Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly
      • Fixed: Fix 3 major bugs in the A* pathfinding system
        • Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself
        • Entity considered itself stuck when it wasn't and canceled its current action as a result
        • Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. )
    • Tweak: Further visual fine tuning
      • Feature: All Seraph clothing is now in 3D
      • Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding.
      • Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural.
      • Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay.
      • Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes)
      • Tweak: Made snow particles more affected by wind
      • Fixed: Temporal storm glitch effect on blocks went missing in 1.19
      • Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom
      • Fixed: Broken transparency on glass case bookshelf models
      • Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does
      • Fixed: Jitter when doing left click scything and then holding right mouse button.
      • Fixed: Seraph sliding issues while on a wobbly raft
      • Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down
      • Fixed: Fireflies and lightning flash particles not properly glowing
      • Tweak: Fp Animation for pouring liquid metal improved.
      • Tweak: Adjusted tool mold held transforms
      • Tweak: Held anvil and anvil parts now shown as held in both hands.
      • Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark
      • Tweak: First person hands, lag slightly behind when changing view direction, looks more natural
      • Tweak: Remove shinyness effect from iron and lead metal blocks
      • Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage
      • Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming
      • Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?!
      • Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block
      • Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded
      • Fixed: Mitigate super squeezed textures on support beams at the end of the beam
      • Fixed: Chest labels wind waving in some cases
      • Fixed: Misaligned texture on the underside of firewood
    • Tweak: Indoor rain sound improvements
      • Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position)
      • Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider
    • Tweak: Gameserver changes
      • Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist.
      • Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB
      • Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers)
      • Tweak: Server advertising on the public servers list is no longer enabled by default
      • Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs
      • Tweak: Added server Audit log for PVP damage
      • Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m²
      • Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire
      • Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config.
    • Tweak: Chat Commands changes
      • Tweak: Improve command help output for ban command
      • Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions
      • Tweak: Add .debug wireframe landclaim utility as admin
      • Tweak: Add rudimentary command exporter for the wiki .chb expcmds
      • Fixed: Command /we replace-material did not work for beams on chiseled blocks
    • Tweak: Performance tweaks
      • Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps->42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader)
      • Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range)
      • Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth
    • Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip)
    • Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location
    • Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode
    • Tweak: Less squishy entity pushing. Made rafts and boats pushable
    • Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved.
    • Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now
    • Tweak: Increase chance of inlog beehive spawning
    • Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log
    • Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot.
    • Tweak: Rename rope item to 'coiled rope'. 
    • Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head
    • Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head.
    • Tweak: Male and female wolf size now vary by +/5%
    • Tweak: Described how lightning rods works in the block description, as it was undocumented.
    • Tweak: Dont raise shield while interacting with something, i.e. right mouse button down
    • Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months.  So male deer will now have some stage of antlers from about 8.5 to 9 months of the year.
    • Tweak: Revert explosion sounds to old style
    • Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load
    • Tweak: Vine sections can now be grid-swapped into end sections, and vice versa.
    • Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course
    • Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message
    • Fixed: Discovery a new story always uncovered 2 chapters at once
    • Fixed: Multiple text formatting bugs when reading lore from the lore item directly
    • Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play
    • Fixed: Raft ambient sound broken when there's multiple rafts/boats around
    • Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit
    • Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway
    • Fixed: Held item dropping incorrect shadow on itself in fp mode
    • Fixed: Entities where not rotated correctly with schematics
    • Fixed: Reed handbasket would sink in water
    • Fixed: Player turning around in overhead mode when entering chat
    • Fixed: Player could cause "Only available in creative mode." spam for last logged in player
    • Fixed: Rare crash in weather system
    • Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized)
    • Fixed: Worldedit control "Override default values" did not reset rain override
    • Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map
    • Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled)
    • Fixed: Clipping textarea in the chisel block Rename Dialog
    • Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price
    • Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead
    • Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead


    API / Modding Changes

    • Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
    • Feature: Spherical fog system. More info on this feature in another update
    • Feature: Improved dimensions support in the game engine and API. More info on all this in a future post
    • Feature: Allow json file inheritance for blocks, items and entities using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
    • Feature: Max animated elements cap is now 230 but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements
    • Feature: Modmaker Improvements
      • Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.).
      • Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
      • Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner
      • Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders
      • Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish.
    • Feature: New entity type property: "behaviorConfigs". Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice.
    • Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json
    • Feature: Can now define IgnoreElements for block/item/entity shapes
    • Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json
    • Feature: Can now use step-parented shape overlays for entities. Example: Male elk
    • Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
    • Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
    • Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer.
    • Refactor: Clean up BEIngotMold and BEToolMold code
    • Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
    • Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
    • Refactor: Unified Seraph and Trader head sizes and accessories
    • Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
    • Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
    • Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
    • Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
    • Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
    • Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
    • Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
    • Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
    • Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms.
    • Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
    • Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
    • Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
    • Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
    • Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found)
    • Tweak: New particle property LightEmission
    • Tweak: Add "withDrops" property to BehaviorTransformBreak
    • Tweak: Can now use shape overlays for clothing
    • Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
    • Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
    • Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping
    • Tweak: Made IShaderProgram.AssetDomain available to mods
    • Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
    • Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
    • Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
    • Tweak: Mainhand and offhand items can now apply any character stats via statModifier
    • Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
    • Tweak: Made henbox more moddable
    • Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
    • Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
    • Tweak: Made IMPPowered interface public
    • Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
    • Tweak: Added CollectibleObject.SetDurability()
    • Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
    • Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
    • Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
    • Tweak: Added command ".debug sound list" to print all active sounds
    • Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding.
    • Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer.
    • Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
    • Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
    • Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities.
    • Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
    • Fixed: Lod0Shape not applying alt textures
    • Fixed: Should fix exception thrown in some cases when creating a large explosion
    • Fixed: shape.SubclassForStepParenting() did not subclass element names
    • Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
    • Fixed: Event AfterActiveSlotChanged simply crashing when triggered
    • Fixed: Chat sub commands could not use a different privilege then the base command
    • Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
    • Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
    • Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode

     

    Tyron

    Dear Extraordinary Survivalists

    Summer development vibes here at the (virtual) Anego Studios HQ! We're full swing into developing the 1.20 update, with most features now fully planned out and in production.

    VS Lore, Chapter 2
    Most of the team works on the games Lore content, of which I can reveal the least of 😭
    As mentioned in our previous blog post, the main goal of the update is to introduce the second chapter of our story arc. I believe we are about halfway done with the lore part itself and a preview release can come out before its full completion. The first of the 4 locations is nearly complete while the other 3 still requires more code and assets, as they will have some very purpose built mechanics around them.

    In addition to that, there will be also 2 new super secret mobs that you'll have to encounter yourself in-game once we release the update. I asked the team if I could showcase it (because its terrifying!), but they prefer to keep it secret for now. Mob reveal waiting time intensifies 😱

    Mount System
    We've put a lot of effort into making the travel experience between the new lore locations as engaging as possible with the addition of a rideable mount and a sailing boat, both of which are now fully functioning. Here's a clip showcasing both.

    The entirety of the mount system is implemented in a highly flexible manner, so we (and modders!) can easily add new attachable accessories, or implement other rideables and boats without the need to adjust the engine code. We'll be looking into adding a ownership system where players can claim a single rideable animal as "owned" which would enable a "call to owner" feature where elks can be called back to you in case you loose it or when it fell in a deep hole, as well as possibly add a marker on your map where your elk currently is. Any fatal injury to the elk will place it in a "mortally wounded" state for up to 24 hours to give you the chance to revive it using poultices. The Elk will come with two types of bridles which is how you select your preferred control scheme of the mount. The first bridle requires you to hold down the forward key to ride, whereas the other is toggle based - press forward once to start riding, press backwards once to stop again. The former allows for precise control, the latter allows you do perform other tasks as you ride. I also make use of the rope system to keep elk from wandering off. This does not mean ropes are fully functioning now as most players would hope, but it might be just about mature enough for the use cases as shown in the video. I do still consider the rope system to be in an experimental state.

    As for acquiring these mounts, the ship itself can be built bit by bit by the player and will require a significant amount of resources.
    shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif

    Our trusty elk for now will be purchasable at a trader, and at a later update we plan to add a mount specific taming system. All in all, the new mounts will likely fundamentally change the mid- to endgame experience.
    elkings.gif.61f7258ebca2113d5f65046e49d5d2b2.gif

    The eagle eyed amongst you might have also noticed I was carrying a new kind of backpack in the video - there will be a new, costlier to craft, leather tier and with it indeed a new tier of backpack, further expanding your carrying capacity.

    On a technical level, the elk and sailboat is jam-packed with new engine tech to provide intuitive interactions and solid gameplay. I had to write a multi-selectionbox system for entities, rewrite how entity inventories are handled, rewrite large parts of the mounting system, fix a number of issues that surfaced in the process as well as implement a multiple hitbox system so that players cannot drive their boats into solid blocks. This means even traversing narrow water canals should be no problem for the new boat system.
    anticlip2.gif.69e0d487b7a3b07ffdc8845e228a5f13.gif

    Oceans
    Oceans received some TLC as well. Below screenshot showcases three significant upgrades: The previously announced new murky water shader, distant oceans are now made to look endless (before you'd see chunk borders) and new underwater flora.
    2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png

    Suffice to say, the Oceans are slooowly filling up with content!

    Animations Rework
    Long term, we will be looking at redoing most if not all animations of our current roster of creatures. Ambroise already got the Wolf redone, but then had to prioritize the upcoming creatures for 1.20
    wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif
     

    Bricks Overhaul
    This is now in full swing as well. You'll be able to produce Arkaiks lovely new brick types through the addition of a beehive kiln that'll let you fire 20 to 30 block spaces worth of ceramics in one go, and not just bricks. Here's the first iteration of these bricks in the creative inventory.
    2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png

    Here's a piece of in-game concept art on how the beehive kiln will look like, roughly
    kiln.thumb.png.44c5b189db5ec1216d822e6350a0012f.png
     

    Head and Wearables Uni-Sizing Project
    Our Artists were also hard at work at getting the heads of the seraph and trader to the same size, so that wearables are easily interchangeable, allowing us to add greater variety to all current and future (hinthint) humanoids. All seraph clothing is now also full 3D Models instead of a textured overlay - which will make placement of clothing on armor stands much more straightforward to implement. For modders: We've resized the player head model to 5.5x 5y 5z voxels.

    #devlog Recap
    If you have been following us on Discord, you also might have seen several other small updates which I'll list here as well.

    Insects will enrich the world of VS


    At long last dejanked the holding of very hot items, they are now visually held by tongs
    2024-07-02_16-50-33.png.0da23ccf7a06289bcacc10437df013e8.png

    The Moon moving over the Sun will now produce actual Eclipses
    eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif

    Hot molds will shatter if exposed to water
    shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif

    The 100+ world settings are now much better organized through the use of Tabs
    tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png

    Quad particles will have smooth edges, creating less jarring visual artifacts
    smoothparticles.thumb.png.d7c83798f6c6d0f4160fb7ac8963c73e.png

    Woop!
    Beyond that, the list of smaller additions, tweaks, rebalances and fixes is ever growing as well. We're still hopeful to release the update this year. Stay tuned!

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