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    Underchallenged and Overchallenged Vintarians!
    v1.12.0, a stable release, can now be downloaded through the account manager

    At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two 😉
    On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game.

    [Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended.

    Screenshots, Gifs, Videos of new stuff after pre.1

    3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil.

    More mechanization: A helve hammer to mechanize iron bloom and metal plate working

    Auroa Borealis effect in northern regions

    Glow worms now spawn in certain caves

    Various crystals and Amethysts now spawn in the world in the form of Vugs.

    Reflective surfaces shader effect

    Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block

    Backpacks now visibly show on the players back

    Many blocks can now be randomly rotated

    New Tapestry blocks in Underground ruins, amongst other new goodies

    Clouds now receive pretty sunset coloring

    A new damage overlay

    ...and a low health overlay/effect

    A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added


    Game updates

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



    Underchallenged and Overchallenged Vintarians!
    v1.12-pre.1 can now be downloaded through the account manager

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

    Please notice
    1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.12 is not feature complete yet!
    2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.12 blog post will come when the first release candidate is ready.

    Still planned features for v1.12: (disclaimer: Any amount of them might not make it into v1.12)

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

    Screenshots, Gifs, Videos

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

    Visible impact of wind on the game world, recognizes wind protected rooms

    One of the new precipitation types: Hail

    New cloud formations such as towering cumulonimbus clouds and wavy undulating clouds2019-11-25_14-19-58.thumb.jpg.85b14ab46deccd7bb9ff6b6d108e1b9e.jpg


    Temporal stability mechanic. You now have to watch out for low stability areas and temporal storms. More info on this in rc.1 to avoid spoilers ^_^

    A great many improvements on the games ambient, such as new ambient sounds and new torch visuals

    42 variants of sea shells now spawn on beaches

    Fluffy leaves for all the trees

    Greatly improved the falling block mechanics which now produce avalanche like behavior

    Can now force slabs into having the placed only vertically or horizontally by putting them in the crafting grid to change the placement mode0-slabmode.png.adc5226c7f014f24c7c5cb48b5ed0d1e.png

    Some tools now have a new stylized look. More still to come.

    You now need a fire starter or a torch to ignite a fire pit, whereas the latter is the more reliable option


    Game updates

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

    API Updates

    • Feature: Added capi.Event.RegisterAsyncParticleSpawner(ContinousParticleSpawnTaskDelegate handler) for asynchronous particle spawning
    • Feature: Added --tracelog trace logging commandline switch. Useful for mod development with visual studio. Lets you delete the RedirectLogs.cs
    • Feature: Added callback block.OnJsonTesselation(MeshData sourceMesh, BlockPos pos, int[] chunkExtIds, int extIndex3d)
    • Refactor: Blocktype json particle system: Renamed glowLevel to vertexFlags
    • Refactor: Many of the particle property fields were camel cased, now they start with an upper case letter
    • Refactor: capi.Render.ShakeCamera() is now capi.Render.AddCameraShake()
    • Refactor: In the block class
        bool OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting, ref EnumHandling handling)
          EnumIgniteState OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting)
    • Tweak: Dropped obfuscation on ClientPlatform code (~5k LoC)
    • Tweak: New BlockBehavior callbacks: OnBeforeRender(), OnCreatedByCrafting() and GetHeldBlockInfo()
    • Tweak: New event: OnEntityDeath
    • Tweak: New server event: OnTrySpawnEntity
    • Tweak: Better logging during mod loading
    • Tweak: api.ModerLoader.GetModSystem<>() no longer returns a reference for disabled mods
    • Tweak: Ability to animate the off hand item in code by setting controls.LeftUsingHeldItemTransformBefore
    • Fixed: Source mods crash upon load when they referenced other mods
    • Fixed: Collision and Selectionboxes where limited to 1/16th of a cube, now increased to 1/1000th. Also .bsedit was glitchy when using fractional numbers
    • Fixed: Game crashing when more than 4000 items were registered

    Plate dupe fix (v1.11.11)

    By Tyron, in News,

    Dear Community
    v1.11.11, a stable release, can now be downloaded through the account manager

    Fixes an item dupe glitch.

    Screenshot and Build by Zaldaryon

    Game updates

    • Tweak: Some error checking to avoid / better report crashes some specific crashes
    • Tweak: Game now shows a warning on each savegame when attempting to open it with an older version of the game
    • Fixed: Plank piles falling apart in some cases
    • Fixed: Metal plate dupe glitch
    • Fixed: Trying to put food into non-empty crocks did not properly merge meals
    • Fixed: Missing visuals and translations for cooked meals containing pickled vegetables
    • API Tweak: Added some exception logging when the ModLoader fails with a TypeException
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