<?xml version="1.0"?>
<rss version="2.0"><channel><title>News</title><link>https://www.vintagestory.at/blog.html/</link><description/><language>en</language><item><title>1.22.0 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-fishing-mechanisms-metalworking-and-more-r441/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Well, here we are again. Another update is ready for everyone's enjoyment. We recommend everyone to update to 1.22.0 now, unless you need to wait for mods to update. In this update we focused heavily on bringing you new and improved game mechanics. No extravagant update blog post blurb this time - I'm out of ideas and I just keep repeating myself every major update anyway lel. Suffice to say, we hope you enjoy this absolute unit of an update, encompassing over 700 individual features, tweaks and fixes! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	There is more content that we came close to finishing and for which we might make a smaller update before 1.23:
</p>

<ul>
	<li>
		<span>Inventory Item/Block sounds</span>
	</li>
	<li>
		<span>More procedural dungeon content</span>
	</li>
	<li>
		<span>Mechanically powered bellows</span>
	</li>
	<li>
		<span>In-Barrel/Crate content visual rework</span>
	</li>
	<li>
		<span>Metal tier mechanical power (and once that is available, then wood tier elements turning too fast may ignite ... !)</span>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>Update trailer video</strong></span>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="1.22.0 - Fishing, Mechanisms, Metalworking and More!" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/mgvzBB_--xM?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<span style="font-size:18px;"><strong>Screenshots and Gifs</strong></span>
</p>

<p>
	Added <strong>cabinets and much improved storage system</strong>, allowing voxel-precision mixed item placing on cabinets, <strong>including books, clothing</strong>, <strong>chiseled figurines, </strong>all previously storable 1.21 items, and more! Cabinets are wood-typed and can be upgraded with <strong>cabinet doors</strong>.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36537" href="//media.vintagestory.at/monthly_2026_01/cabinets.png.d00e0acbdd05e5a7d299546b6eec0e21.png" rel=""><img alt="cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36537" data-ratio="52.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.vintagestory.at/monthly_2026_04/cabinets2.gif.7615081e735e3dba803acad23cc7ba9f.gif" rel="external nofollow"><img alt="cabinets2.thumb.gif.16c95fa21111cc7d6e300f66d770a191.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="43918" data-ratio="102.33" style="width:600px;height:auto;" width="750" src="//media.vintagestory.at/monthly_2026_04/cabinets2.thumb.gif.16c95fa21111cc7d6e300f66d770a191.gif" /></a><br />
	<br />
	<strong>Added fishing system with fish bait preferences and location-specific fish populations</strong><br />
	<img alt="fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36227" data-ratio="105.72" width="682" src="//media.vintagestory.at/monthly_2026_01/fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" /><br />
	 
</p>

<p>
	<strong>Added mannequins</strong> to display your clothing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36320" href="//media.vintagestory.at/monthly_2026_01/mannequins.png.6fc3210162ab1a1d06052cbb6a4f7cbd.png" rel=""><img alt="mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36320" data-ratio="56.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" /></a><br />
	<br />
	Added over <strong>20 species of freshwater fish</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36125" href="//media.vintagestory.at/monthly_2026_01/fishy.png.7dac57c54ab2b72a9e48bb02469d4bf7.png" rel=""><img alt="fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36125" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2026_01/fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" /></a>
</p>

<p>
	<strong>Fish behavior rework</strong>. They now quickly escape melee weapons, and killed fish are collectible as a whole<br />
	<img alt="vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36228" data-ratio="82.50" width="760" src="//media.vintagestory.at/monthly_2026_01/vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" />
</p>

<p>
	<br />
	Added <strong>Taxidermy </strong>for caught fish. Displayable on the antler mount block - now renamed to just "<strong>Wall mount</strong>"<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36143" href="//media.vintagestory.at/monthly_2026_01/taxidermy.png.5f8f002eeaa09ed590c9bc35a2413744.png" rel=""><img alt="taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36143" data-ratio="51.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" /></a>
</p>

<p>
	<br />
	Major <strong>forge rework</strong>. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more<br />
	<img alt="forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36701" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" /><br />
	<br />
	<strong>Tool head quenching</strong> and tempering system: Quench items to improve their power value or durability (but not both)<br />
	<img alt="quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36702" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" />
</p>

<p>
	Added <strong>grinding wheel.</strong> Lets you sharpen tools for a critical hit bonus (WIP)<br />
	<img alt="sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36703" data-ratio="66.08" width="790" src="//media.vintagestory.at/monthly_2026_02/sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" />
</p>

<p>
	<br />
	<strong>Added waterwheels</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36735" href="//media.vintagestory.at/monthly_2026_02/waterwheel2.gif.2d946c058067e2deddc5922f1c313a40.gif" rel=""><img alt="waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36735" data-ratio="73.40" width="1000" src="//media.vintagestory.at/monthly_2026_02/waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" /></a><br />
	<br />
	New type of rivulets: <strong>The Rapids</strong>. A comparison with the standard rivulet on the right<br />
	<img alt="rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36223" data-ratio="65.60" width="625" src="//media.vintagestory.at/monthly_2026_01/rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" /><br />
	<br />
	<strong>Mechanical power upgrades</strong>: Added large windmill, in-wall axles and <strong>spur gears</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36229" href="//media.vintagestory.at/monthly_2026_01/mechpower.gif.bf6dbacb9c41c99568a84402ffc1579d.gif" rel=""><img alt="mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36229" data-ratio="105.78" width="709" src="//media.vintagestory.at/monthly_2026_01/mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" /></a><br />
	<br />
	Added snow shovel mechanic<br />
	<img alt="snowshoveling2.gif.573a3488e5c0abd6354e3bc4c435ba86.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="44076" data-ratio="90.09" width="424" src="//media.vintagestory.at/monthly_2026_04/snowshoveling2.gif.573a3488e5c0abd6354e3bc4c435ba86.gif" /><br />
	<br />
	<strong>Fully rebuilt trader outposts</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36540" href="//media.vintagestory.at/monthly_2026_01/trader2.png.8a116f461cc3ded92e56b041c555d7a1.png" rel=""><img alt="trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36540" data-ratio="75.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36538" href="//media.vintagestory.at/monthly_2026_01/trader1.png.4318a588a072bd922001242e903d72fc.png" rel=""><img alt="trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36538" data-ratio="75.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36542" href="//media.vintagestory.at/monthly_2026_01/trader3.png.33cfb27a9b2c2f7a848ed99eccbb9fff.png" rel=""><img alt="trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36542" data-ratio="80.13" width="936" src="//media.vintagestory.at/monthly_2026_01/trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" /></a>
</p>

<p>
	Added the first iteration of dynamic dungeons to Survival mode<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42554" href="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.png.54c903cd6d297689ac3d4b6d2a2260dc.png" rel=""><img alt="2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42554" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" /></a>
</p>

<p>
	Trader clutter: Trader outposts are further individualized to the type of trader inhabiting the place<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36545" href="//media.vintagestory.at/monthly_2026_01/tradertables.png.c3825825715e9612ef54f4986cf331cf.png" rel=""><img alt="tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36545" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" /></a>
</p>

<p>
	<br />
	Oil &amp; Fat mechanic rework<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36349" href="//media.vintagestory.at/monthly_2026_01/oil.png.00e09873d9d5d8ab14ae7192443f88b6.png" rel=""><img alt="oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36349" data-ratio="59.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" /></a>
</p>

<p>
	<br />
	Added <strong>iron and steel spears</strong>. Each spear now has its own spear head model<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36128" href="//media.vintagestory.at/monthly_2026_01/spearheads.png.8e311ab76c940164af1387af8e86f2f0.png" rel=""><img alt="spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36128" data-ratio="38.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" /></a>
</p>

<p>
	<strong>Boar rework</strong>: Full model overhaul. Added huge variant, warthogs and red river hogs. <br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36773" href="//media.vintagestory.at/monthly_2026_02/hogs.png.560bf8af0dada5040ee55578c439fbe5.png" rel=""><img alt="hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36773" data-ratio="40.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" /></a>
</p>

<p>
	<strong>Two new farm-able crops</strong>: Fennel and Licorice - specifically added for fishing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36331" href="//media.vintagestory.at/monthly_2026_01/crops.png.d4ab9f47b093f3e397f3790bd30b943e.png" rel=""><img alt="crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36331" data-ratio="36.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" /></a><br />
	<br />
	<strong>Eight new Mushrooms</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36350" href="//media.vintagestory.at/monthly_2026_01/mushroom.png.0e95fca4f7c7605417935c779cbe98a4.png" rel=""><img alt="mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36350" data-ratio="44.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" /></a><br />
	<br />
	Added <strong>side effects </strong>from eating certain mushrooms<br />
	<img alt="psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36222" data-ratio="47.85" width="581" src="//media.vintagestory.at/monthly_2026_01/psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" />
</p>

<p>
	<strong>Fully reworked berry bushes</strong> with rare traits and a more in-depth propagation system<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42551" href="//media.vintagestory.at/monthly_2026_03/berry.png.4776531918dc202fbf5d6b857b48e55b.png" rel=""><img alt="berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42551" data-ratio="57.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" /></a>
</p>

<p>
	<strong>Four new flowers</strong>: Bluebell, Ghost pipe, Daffodils and Mugwort<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36346" href="//media.vintagestory.at/monthly_2026_01/bluebells.png.2292b39a14fba33893746eeaa9899f35.png" rel=""><img alt="bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36346" data-ratio="49.70" width="1000" src="//media.vintagestory.at/monthly_2026_01/bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36347" href="//media.vintagestory.at/monthly_2026_01/gostpipe.png.6078067002a95532d965aa37a50de351.png" rel=""><img alt="gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36347" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36348" href="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.png.11586fdcd7600f932194c69c4ce50693.png" rel=""><img alt="mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36348" data-ratio="43.90" width="1000" src="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" /></a><br />
	<br />
	Refined tule plant textures<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36769" href="//media.vintagestory.at/monthly_2026_02/tule.png.76bd6050ec0d98d460aa34d797558b99.png" rel=""><img alt="tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36769" data-ratio="40.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" /></a><br />
	<br />
	<strong>Added 6 new hair colors</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36127" href="//media.vintagestory.at/monthly_2026_01/haircolors.png.3def27decfb5e7b30b989343799a71b0.png" rel=""><img alt="haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36127" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" /></a>
</p>

<p>
	Fully reworked Trader models<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43857" href="//media.vintagestory.at/monthly_2026_04/traders.png.5cc980871005f8a2fb25ccc845ba6ac0.png" rel=""><img alt="traders.thumb.png.372dd11cfd0ea1c282d431d1130d1bd0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43857" data-ratio="45.10" width="1000" src="//media.vintagestory.at/monthly_2026_04/traders.thumb.png.372dd11cfd0ea1c282d431d1130d1bd0.png" /></a>
</p>

<p>
	Added many new clothing sets for the player<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42552" href="//media.vintagestory.at/monthly_2026_03/outfits.png.7457ae26a725c00697907b8c16a945dd.png" rel=""><img alt="outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42552" data-ratio="66.00" width="1000" src="//media.vintagestory.at/monthly_2026_03/outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" /></a><br />
	<img alt="2026-04-17_15-49-32.png.248ba6221fbac808d74222059f10d268.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43919" data-ratio="68.25" style="width:800px;height:auto;" width="900" src="//media.vintagestory.at/monthly_2026_04/2026-04-17_15-49-32.png.248ba6221fbac808d74222059f10d268.png" />
</p>

<p>
	Papyrus chests now have their own model and texture<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36129" href="//media.vintagestory.at/monthly_2026_01/papyrus.png.c242ce140992e8eda4fb48f956590ceb.png" rel=""><img alt="papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36129" data-ratio="34.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" /></a>
</p>

<p>
	Sleek doors texture rework and they now have a glass window<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36131" href="//media.vintagestory.at/monthly_2026_01/doors.png.18e5c1f7af6a84a074eab2d9d211be0e.png" rel=""><img alt="doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36131" data-ratio="51.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" /></a>
</p>

<p>
	Oil lamp model reworked and ground storable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36132" href="//media.vintagestory.at/monthly_2026_01/oillamps.png.ed17af3a9bb8c4b626b5a0ca4e8b9399.png" rel=""><img alt="oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36132" data-ratio="44.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" /></a>
</p>

<p>
	Added wood typed ladders<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36133" href="//media.vintagestory.at/monthly_2026_01/ladders.png.24a2598fac003ee990e7c9d7ebfb0713.png" rel=""><img alt="ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36133" data-ratio="48.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" /></a>
</p>

<p>
	Added 8 new variants of storage vessels<br />
	<img alt="vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36134" data-ratio="66.26" width="907" src="//media.vintagestory.at/monthly_2026_01/vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" />
</p>

<p>
	Added <strong>earthy orange ceramic</strong> color<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36135" href="//media.vintagestory.at/monthly_2026_01/earthyorange.png.a294a5820ee597390a91e245d0e9766c.png" rel=""><img alt="earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36135" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" /></a>
</p>

<p>
	Added <strong>travertine rock</strong> type and block variants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36733" href="//media.vintagestory.at/monthly_2026_02/travertine.png.9aaae6cae8062afb9608d1d50f1bf442.png" rel=""><img alt="travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36733" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" /></a><br />
	<br />
	Added survival mode craftable clay tiles<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36734" href="//media.vintagestory.at/monthly_2026_02/tiles.png.b105cde0b3411b78649c5c6ba3b8bca2.png" rel=""><img alt="tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36734" data-ratio="34.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" /></a>
</p>

<p>
	Tweaked glass textures. Smaller frame and textured reflections<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36144" href="//media.vintagestory.at/monthly_2026_01/glass.png.7bd487a0031f64c3857af0f001808397.png" rel=""><img alt="glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36144" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" /></a><br />
	<br />
	More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36329" href="//media.vintagestory.at/monthly_2026_01/agedblocks.png.e841dae8f9b93a979a6cf12af3240b58.png" rel=""><img alt="agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36329" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" /></a>
</p>

<p>
	Can now attach chiseled figureheads to sailboats<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36774" href="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.png.874df336ad06db7ac36ae4d010dc9c93.png" rel=""><img alt="chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36774" data-ratio="60.60" width="1000" src="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" /></a>
</p>

<p>
	Added crowbar for easier removal of wooden beams<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36334" href="//media.vintagestory.at/monthly_2026_01/crowbar.png.79fa85edd7e529e2428645ef9bd68e81.png" rel=""><img alt="crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36334" data-ratio="38.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" /></a><br />
	<br />
	Added crock labels for fruit jam<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36771" href="//media.vintagestory.at/monthly_2026_02/jamlabels.png.ac9855aee0d6150068a83b7cf5a3829d.png" rel=""><img alt="jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36771" data-ratio="87.21" width="860" src="//media.vintagestory.at/monthly_2026_02/jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" /></a>
</p>

<p>
	Placed backpacks can now be opened<br />
	<img alt="openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36700" data-ratio="69.27" width="576" src="//media.vintagestory.at/monthly_2026_02/openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" /><br />
	<br />
	Creative mode tool: Can now place decor (such as moss or dust) on most blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36345" href="//media.vintagestory.at/monthly_2026_01/overlays.png.cffdabd4e7e4c226a2c7216861651cd0.png" rel=""><img alt="overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36345" data-ratio="54.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" /></a>
</p>

<p>
	Reworked bighorn sheep model and added mouflon sheep<br />
	<img alt="bighorn.png.6aeea2bed78f10f0badc1292baea1b02.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44081" data-ratio="54.37" width="927" src="//media.vintagestory.at/monthly_2026_04/bighorn.png.6aeea2bed78f10f0badc1292baea1b02.png" />
</p>

<p>
	Creative mode tool: Added entity mover wand<br />
	<img alt="entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36698" data-ratio="89.52" width="668" src="//media.vintagestory.at/monthly_2026_02/entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" />
</p>

<p>
	<br />
	<strong>Game updates</strong> (everything since 1.21)
</p>

<ul>
	<li>
		<strong>Feature: Fishing System</strong>

		<ul>
			<li>
				<strong>Fish rework</strong>

				<ul>
					<li>
						Added over 20 species of freshwater fish
					</li>
					<li>
						Fish now require large bodies of water to spawn
					</li>
					<li>
						Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item
					</li>
					<li>
						Fish now flee very quickly if melee attacked
					</li>
					<li>
						Some fish - arapaimas, pike, piranhas, and sheatfish - <strong>may attack players</strong> if cornered. Red-bellied piranhas are especially aggressive towards injured players
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing pole</strong>
				<ul>
					<li>
						Craftable fishing pole from sticks or bamboo
					</li>
					<li>
						Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened
					</li>
					<li>
						The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions
					</li>
					<li>
						You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish distribution system</strong>
				<ul>
					<li>
						Fishing in the same location eventually depletes the fish in that area
					</li>
					<li>
						Different types of fish can be found at different locations, so you will need to travel to find every kind of fish
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing bait</strong>
				<ul>
					<li>
						Without bait, catching a fish will take much, much longer 
					</li>
					<li>
						Added Earth worms and Worm Grunter to catch earth worms. Worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location
					</li>
					<li>
						Can now cook stink baits from fennel and licorice plus meats and dough
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish collecting</strong>
				<ul>
					<li>
						Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Forge rework</strong>
		<ul>
			<li>
				Added <strong>fancier Forge model</strong>
			</li>
			<li>
				<strong>Tongs now have durability</strong>. 1 durability point is subtracted per each item picked up
			</li>
			<li>
				<strong>Added metal tongs</strong>, which provide 10x to 100x the durability of wooden tongs
			</li>
			<li>
				<strong>Added bellows</strong>. Reaching higher temperatures in your forge now requires a bellows
			</li>
			<li>
				<strong>Forge fuel types</strong>. Fuel quality now determines heating temperatures and duration
			</li>
			<li>
				Can now also heat up tool heads in the forge
			</li>
			<li>
				Creatures standing on lit forges will now get damaged
			</li>
			<li>
				Glowing hot ingots can ignite unlit coal in the forge
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Quenching and Tempering system</strong>
		<ul>
			<li>
				You can now <strong>improve their power or durability of tool heads</strong> by quenching them, but at the risk of potentially destroying the tool instead
			</li>
			<li>
				The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper
			</li>
			<li>
				Quenching can be done in barrels of water or pools
			</li>
			<li>
				Throwing hot items onto lake ice will cool them down and may melt the ice
			</li>
			<li>
				Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Tool buffing system with the grinding wheel</strong>
		<ul>
			<li>
				Added grinding wheel to sharpen bladed weapons
			</li>
			<li>
				A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage
			</li>
		</ul>
	</li>
	<li>
		<strong>New Sound Tracks</strong>
		<ul>
			<li>
				Added "Latvia" sound track, plays at Latvian latitudes <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">
			</li>
			<li>
				Added 4 village exclusive tracks, one per season
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: A first, proof-of-concept <strong>fully dynamic dungeon</strong> now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked trader models</strong>. Added climate specific clothing for traders</span>
	</li>
	<li>
		<span>Feature: Added <strong>many new clothing sets </strong>to be found, traded or crafted. </span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked berry bushes</strong>. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game</span>
		<ul>
			<li>
				<span>Fully reworked models. Now has a barren model in winter</span>
			</li>
			<li>
				<span>Can only be propagated by taking a cutting with a knife which when planted takes 4 to 8 months to mature into a new bush</span>
			</li>
			<li>
				<span>Berry bushes that have been propageted and are fully grown now require fertilization or they will stop bearing fruit. </span><span>Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest</span>
			</li>
			<li>
				<span>8 rare traits have been added. 4 positive, 4 negative, each having a chance to appear on any berry bush</span>
			</li>
			<li>
				<span>Flowering/Ripening behavior still mostly similar to the old system</span>
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves</span>
	</li>
	<li>
		Feature: Can now <strong>mount shields on wall mounts</strong>
	</li>
	<li>
		<span>Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively</span>
	</li>
	<li>
		Feature: Added <strong>footstep sounds</strong> to the wolf and the bear
	</li>
	<li>
		Feature: Chisel system improvements
		<ul>
			<li>
				Chiseled blocks can now be placed on sailboats as figureheads
			</li>
			<li>
				<span>Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector</span>
			</li>
			<li>
				<span>Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid</span>
			</li>
			<li>
				<span>Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts</span>
			</li>
			<li>
				Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New collectibles and craftables</strong>
		<ul>
			<li>
				Feature: Added craftable <strong>clay tiles </strong>in all standard clay colors, which can further be turned into blocks and slabs
			</li>
			<li>
				Feature: Added new <strong>small lantern</strong>
			</li>
			<li>
				Feature: Added <strong>iron and steel spears</strong>, but de-buffed the lower tier spears
			</li>
			<li>
				Feature: Added <strong>travertine stone</strong>, which can be made into ashlar and tiles
			</li>
			<li>
				Feature: Raccoons and foxes now drop <strong>species-specific hides</strong>, which can be made into fur hats
			</li>
			<li>
				Feature: <strong>Added oils</strong> (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground.
			</li>
			<li>
				Feature: Steel anvils can now be crafted in survival
			</li>
			<li>
				Feature: Added <strong>pot pies</strong> - this allows you to create mixed meat &amp; vegetable pies
			</li>
			<li>
				Tweak: Added <strong>wood-typed ladders</strong>
			</li>
			<li>
				Tweak: Added light <strong>mudbrick slabs</strong>. Allow low fertility soil in mudbrick slab recipes
			</li>
			<li>
				Tweak: Added <strong>"earthy orange" ceramic color </strong>for pit-kilned red clay items
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 types of survival mode <strong>craftable mannequins</strong> (full body, leg, head, torso) which allow you to display your clothing
	</li>
	<li>
		Feature: <strong>New flora</strong>
		<ul>
			<li>
				Added <strong>2 new farmable crops </strong>- fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not
			</li>
			<li>
				Added <strong>four new flowers</strong>! Bluebell, mugwort, ghost pipe and daffodils
			</li>
			<li>
				Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Block overhauls</strong>
		<ul>
			<li>
				Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections
			</li>
			<li>
				Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Mechanical power updates</strong>
		<ul>
			<li>
				Feature: Added large windmill
			</li>
			<li>
				Feature: Added in-wall mechanical power axles
			</li>
			<li>
				Feature: Added <strong>waterwheel </strong>(WIP). Needs to be placed on rapids (fast-moving water)
			</li>
			<li>
				Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) 
			</li>
			<li>
				Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed
			</li>
			<li>
				Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily]
			</li>
			<li>
				<s>Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning</s>
			</li>
			<li>
				Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 small optional <strong>side quests</strong> offered by the villagers
	</li>
	<li>
		Feature: Added <strong>6 new seraph hair colors</strong> the player can select from in the character creation screen
	</li>
	<li>
		Feature: <strong>Hacked locust improvements</strong>
		<ul>
			<li>
				Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust
			</li>
			<li>
				Feature: Can now heal and revive hacked locust with metal parts
			</li>
			<li>
				Follows the owner a little quicker
			</li>
			<li>
				Fixed: Hacked locust jumping after player as if attempting to attack them
			</li>
		</ul>
	</li>
	<li>
		<strong>Quality-Of-Life improvements</strong>
		<ul>
			<li>
				Feature: <strong>Held bags</strong> that are placed on the ground can now be interacted with
			</li>
			<li>
				Feature: <strong>Added crowbar</strong>, which lets you remove the most recently added support beam from a block
			</li>
			<li>
				Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached)
			</li>
			<li>
				Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted
			</li>
			<li>
				Tweak: Allow bulk placement of metal bits in ground storage
			</li>
			<li>
				Tweak: Flower pots can be placed on shelves
			</li>
			<li>
				Tweak: Can now slice pies using knife in crafting grid
			</li>
			<li>
				Tweak: Dirty pots can now be stored on the elk, like regular cooking pots
			</li>
			<li>
				Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke.
			</li>
			<li>
				Tweak: The red in-game error texts now have a black border around them to make them easier to read
			</li>
			<li>
				Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it
			</li>
			<li>
				Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions
			</li>
			<li>
				Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife
			</li>
			<li>
				Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world
			</li>
			<li>
				Tweak: No more 1-second delay on picking up mined items
			</li>
			<li>
				Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty
			</li>
			<li>
				Tweak: More intense low health / low satiety alarm visuals
			</li>
			<li>
				Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage"
			</li>
			<li>
				Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind
			</li>
			<li>
				Tweak: When using 1-click mod install, the game autofocuses now
			</li>
			<li>
				Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected
			</li>
			<li>
				Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and <em>/fixmapping applyall</em> should now never be necessary]
			</li>
			<li>
				Fixed: You can no longer waste a poultice attempting to heal a fully dead elk
			</li>
			<li>
				Fixed: Multiple issues with selection boxes of support beams
			</li>
			<li>
				Fixed: Player viewing direction jumping after exiting an inventory
			</li>
			<li>
				Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42)
			</li>
			<li>
				Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown
			</li>
			<li>
				Fixed: Not possible to reinforce or lock labeled chests
			</li>
		</ul>
	</li>
	<li>
		<strong>New In-World Interaction capabilities</strong>
		<ul>
			<li>
				Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items
			</li>
			<li>
				Feature: Can now remove the head of a ground placed bear pelt
			</li>
			<li>
				Feature: Sieves, and saddle blankets can fit onto shelves
			</li>
			<li>
				Feature: Liquid containers on shelves can be interacted with directly
			</li>
			<li>
				Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items
				<ul>
					<li>
						Can now scrape ground placed soaked hides
					</li>
					<li>
						Can carve bone flutes from ground placed bones
					</li>
					<li>
						Can saw long bowstave into recurve bowstave on the ground
					</li>
					<li>
						Can shear parchment out of scraped small hide on the ground
					</li>
					<li>
						Can smash ore chunks on the ground using a hammer
					</li>
				</ul>
			</li>
			<li>
				<span>Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity</span>
			</li>
			<li>
				Tweak: Tool heads can now be placed on the ground
			</li>
			<li>
				Tweak: Weapons can now be placed on antler mounts (but not tools)
			</li>
			<li>
				Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items.
			</li>
			<li>
				Tweak: A pile of thatch on the ground now holds up to 18 items
			</li>
			<li>
				Tweak: Papyrus tops pile transfer quantity raised to 3<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Gameplay balance affecting changes</strong>
		<ul>
			<li>
				Tweak: Can now also sell trapped animals in the auction house, increased auction duration 60%
			</li>
			<li>
				Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions
			</li>
			<li>
				Tweak: Iron and Steel spears added. Other spears nerfed to make room for them
			</li>
			<li>
				Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing
			</li>
			<li>
				Tweak: Improvised armor now also requires rope
			</li>
			<li>
				Tweak: Armor stand now has more intuitive attaching of items
			</li>
			<li>
				Tweak: Can no longer grid craft stuff from hot items
			</li>
			<li>
				Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt.
			</li>
			<li>
				Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel
			</li>
			<li>
				Tweak: Added a few usable storage blocks to the Resonance Archives entrance
			</li>
			<li>
				Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them
			</li>
			<li>
				Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods
			</li>
			<li>
				Tweak: Horsetail no longer qualifies as bee or butterfly feed
			</li>
			<li>
				Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged
			</li>
			<li>
				Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal 
			</li>
			<li>
				Tweak: Upped survival time of trapped animals from 1 day to 2 days
			</li>
			<li>
				Tweak: Restored custom spawn conditions lost in the 1.18 update
				<ul>
					<li>
						Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't
					</li>
					<li>
						Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears.
					</li>
				</ul>
			</li>
			<li>
				Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones
			</li>
			<li>
				Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended
			</li>
			<li>
				Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas)
			</li>
			<li>
				Fixed: Farmland crops consumed slightly less soil nutrients than intended
			</li>
			<li>
				Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes
			</li>
			<li>
				Fixed: Material transmutation/dupe glitch with chiseled blocks <span style="font-size:12px;">(technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once)</span>
			</li>
			<li>
				Fixed: Peanuts did not give a satiety bonus in meals
			</li>
			<li>
				Fixed: Cassava would dry out even while in a meal
			</li>
			<li>
				Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately
			</li>
			<li>
				Fixed: Resonance Archives gasifier would burn fuel too quickly
			</li>
			<li>
				Fixed: Baking an item in an oven would reset the spoilage timer
			</li>
			<li>
				Fixed: Cheese wheel would reset freshness each time a slice was cut off
			</li>
			<li>
				Fixed: Lava that turned water into basalt/obsidian did not delete the water
			</li>
			<li>
				Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns)
			</li>
			<li>
				Fixed: Luxury trader was still selling gold omok pieces<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creature behavior changes</strong>
		<ul>
			<li>
				Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you
			</li>
			<li>
				Tweak: Sun bears will now break skeps and steal berries off bushes
			</li>
			<li>
				Tweak: Slightly slower creature look around speeds
			</li>
			<li>
				Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life
			</li>
			<li>
				Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north
			</li>
			<li>
				Tweak: Brown bears will drop a little more fat
			</li>
			<li>
				Fixed: In snow walkspeed debuff applied twice to all locusts
			</li>
			<li>
				Fixed: Less wonky locust stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences
			</li>
			<li>
				Fixed: Animals would never eat planted crops
			</li>
			<li>
				Fixed: 23 types of butterflies never spawned
			</li>
			<li>
				Fixed: Bighorn sheep now live in dryer regions rather than wetter ones
			</li>
			<li>
				Fixed: Inconsistencies in raccoon climate conditions
			</li>
			<li>
				Fixed: Missing minimum temperature for tang fish spawns<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creative Mode additions</strong>
		<ul>
			<li>
				<strong>Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest </strong>(but placement on plants is not possible)
			</li>
			<li>
				Feature: <strong>Entity mover tool</strong>. Lets you pick up and move around creatures
			</li>
			<li>
				Feature: Added leather decor overlay block - "sheet of stitched leather"
			</li>
			<li>
				Feature: Added aged acacia plank blocks
			</li>
			<li>
				Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack.
			</li>
			<li>
				Tweak: Add chiselable full block stone path
			</li>
			<li>
				Tweak: Added ruined metal door variants<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Thrown stone improvements</strong>
		<ul>
			<li>
				Bricks, stonebrick, refractory bricks are now also throwable
			</li>
			<li>
				Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked.
			</li>
			<li>
				Fixed: thrown stones would make no thud sound if they landed close to the throwing player
			</li>
			<li>
				Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Handbook improvements</strong>
		<ul>
			<li>
				Feature: Handbook search is more flexible with better results
			</li>
			<li>
				Feature: Handbook shows which animal eats which food, on food pages
			</li>
			<li>
				Feature: Handbook shows trappable animals on trap pages
			</li>
			<li>
				Feature: Show what plants can go in which flowerpots and planters in the handbook
			</li>
			<li>
				Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil
			</li>
			<li>
				Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours
			</li>
			<li>
				Tweak: Animal traps and troughs included in storable information in handbook
			</li>
			<li>
				Tweak: Omok table and pieces included in storable information in handbook
			</li>
			<li>
				Tweak: Show destroyed animal traps in the handbook
			</li>
			<li>
				Tweak: Handbook display of smithing recipes improved
			</li>
			<li>
				Tweak: Handbook display of metal molding improved
			</li>
			<li>
				Tweak: Better spacing for beehive kiln results in the handbook
			</li>
			<li>
				Tweak: Quern shows grinding outputs on handbook page
			</li>
			<li>
				Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery.
			</li>
			<li>
				Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text
			</li>
			<li>
				Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section
			</li>
			<li>
				Tweak: Display what clothing can fit on what mannequins in the handbook
			</li>
			<li>
				Tweak: Remove handbook grouping from clothing 
			</li>
			<li>
				Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6).
			</li>
			<li>
				Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page
			</li>
		</ul>
	</li>
	<li>
		<strong>Visual fine tuning</strong>
		<ul>
			<li>
				Feature: Added fruit labels for jam on crocks
			</li>
			<li>
				Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows)
			</li>
			<li>
				Tweak: Scene shader tweak  - prevent complete whiteness on overly bright surfaces
			</li>
			<li>
				Tweak: Tule model and texture reworked
			</li>
			<li>
				Tweak: Spears have new spear head models, each metal with a unique design.
			</li>
			<li>
				Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture
			</li>
			<li>
				Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over
			</li>
			<li>
				Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again
			</li>
			<li>
				Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands.
			</li>
			<li>
				Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak"
			</li>
			<li>
				Tweak: Nicer first person hand transform for slabs
			</li>
			<li>
				Tweak: Papyrus chest now has separate shape from reed chest
			</li>
			<li>
				Tweak: Tool heads now have sockets where appropriate
			</li>
			<li>
				Tweak: Iron and steel pickaxes have revised model
			</li>
			<li>
				Tweak: Ratlines now have knots at the intersections
			</li>
			<li>
				Tweak: Wolf holds its tail straighter and lower
			</li>
			<li>
				Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling
			</li>
			<li>
				Tweak: Cooking pot model now has rope cradle when attached to elk
			</li>
			<li>
				Tweak: Seraph rendered into GUIs are now animated
			</li>
			<li>
				Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground
			</li>
			<li>
				Tweak: Redid Brass Ruby Brooch model to more match original vision
			</li>
			<li>
				Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks.  Stone paths now use wildcards to randomize texture, rather than alternates.
			</li>
			<li>
				Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers.
			</li>
			<li>
				Tweak: Messy12 ground storage changed to be spaced more evenly
			</li>
			<li>
				Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab
			</li>
			<li>
				Tweak: Weather system: Don't spawn snow storm particles when above 5°C
			</li>
			<li>
				Tweak: Fixed items way to strongly wind affected when in hands
			</li>
			<li>
				Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm
			</li>
			<li>
				Fixed: Pie dough sides were unusually dark when placed besides blocks
			</li>
			<li>
				Fixed: Make particles use proper multiblock collision
			</li>
			<li>
				Fixed Fortune Teller Hip Scarf model z-fighting with gambeson
			</li>
			<li>
				Fixed: Some block breaking overlays were incorrectly applied
			</li>
			<li>
				Fixed z-fighting on sloped (main) roof segments
			</li>
			<li>
				Fixed: Seraphs shoulders clipping through in "hold both hands" pose
			</li>
			<li>
				Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data
			</li>
			<li>
				Fixed: Animation jerkiness on traders
			</li>
			<li>
				Fixed: One line break too much in the block info HUD in some cases
			</li>
			<li>
				Fixed: Stretched UVs on axle and aged armorstand
			</li>
			<li>
				Fixed: Some tool heads had bad origins and so would do crazy flips when tossed
			</li>
			<li>
				Fixed: Flowing lava blocks now start their particles at the correct height
			</li>
			<li>
				Fixed: Some texts off vertically by 1 pixel
			</li>
			<li>
				Fixed: Incorrect feathers texture on arrows
			</li>
			<li>
				Fixed: Player yaw jitter when closing chat window while in overhead camera mode
			</li>
			<li>
				Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities)
			</li>
			<li>
				Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary
			</li>
			<li>
				Fixed: Seraph from the character dialog clipping through creative inventory
			</li>
			<li>
				Fixed: Holding a pulverizer frame would obstruct player view significantly
			</li>
			<li>
				Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision
			</li>
			<li>
				Fixed: Baskettrap trigger animation was rotated differently than the base block
			</li>
			<li>
				Fixed: Baskettrap or Crate trap animation broken when both traps were placed
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Sound additions</strong>
		<ul>
			<li>
				Lots of internal preparatory work for foot steps sounds
			</li>
			<li>
				Charlemagne entity has a new sound set
			</li>
			<li>
				Added more Wolf sounds for variation
			</li>
			<li>
				Added 2 dive attack sounds to the second boss
			</li>
			<li>
				Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag)
			</li>
			<li>
				Improve loading times with many mods installed (json patching times 47s =&gt; 3.6s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed
			</li>
			<li>
				Further 400k objects removed from permanent heap (mainly duplicate strings)
			</li>
			<li>
				Reduced client-side lag spikes caused by various commonly used blocks
				<ul>
					<li>
						Ground storage, toolrack, shelves and similar utility blocks <span style="font-size:12px;">[Technical info: BEContainerDisplay types  - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread]</span>
					</li>
					<li>
						Flowerpots and planters <span style="font-size:12px;">[Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread]</span>
					</li>
					<li>
						Small increase in loading time for doors and toolracks
					</li>
				</ul>
			</li>
			<li>
				Further reductions in Matrixf and vector object creation
			</li>
			<li>
				Further reductions in Vec2f and Vec3f object creation in many places
			</li>
			<li>
				Explosion shell vectors calc now uses FastVec3f not Vec3f
			</li>
			<li>
				Further low level matrix improvements in animations; reduce memory pressure on client
			</li>
			<li>
				Many low level matrix operations moved from heap to stack
			</li>
			<li>
				Re-use some matrices and vectors at low level
			</li>
			<li>
				Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant
			</li>
			<li>
				Fixed memory leak when displaying skep or basket trap in inventory or handbook
			</li>
			<li>
				Fixed potential memory leak in forge
			</li>
			<li>
				RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary]
			</li>
			<li>
				Particles - reduce RAM requirements and heap pressure
			</li>
			<li>
				General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server
			</li>
			<li>
				Added LOD2 shapes and textures for all clutter bookshelves
			</li>
			<li>
				Very minor, but system-wide rendering optimization <span style="font-size:12px;">[Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec]</span>
			</li>
			<li>
				<span>Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook</span>
			</li>
			<li>
				<span>Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-game guidance tweaks
		<ul>
			<li>
				Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed
			</li>
			<li>
				Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot
			</li>
			<li>
				Fixed: Show only workable items in anvil interaction help
			</li>
			<li>
				Fixed: Interaction help for mortally wounded elk said "Revive player"
			</li>
		</ul>
	</li>
	<li>
		Tweak: Game Server tweaks
		<ul>
			<li>
				Tweak: <strong>AntiAbuse system</strong> partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player
			</li>
			<li>
				Tweak: When a server has <strong>more than 50 players</strong>, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold")
			</li>
			<li>
				Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of
			</li>
			<li>
				Tweak: Allow the server heartbeat/register to master server also work in standby mode
			</li>
			<li>
				Tweak: Added more audit logging when trading and using the action house
			</li>
			<li>
				Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command
			</li>
			<li>
				Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks.
			</li>
			<li>
				Fixed: Command <em>/serverconfig entityspawning 0</em> did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before
			</li>
			<li>
				Fixed: Possible server exception on player death
			</li>
			<li>
				Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command Tweaks:
		<ul>
			<li>
				Tweak: Most <em>/wgen</em> commands can now be called from console
			</li>
			<li>
				Tweak: Added <em>/serverconfig blockTickChunkRange</em>
			</li>
			<li>
				Tweak: Added worldgen command <em>/wgen regenrange</em>
			</li>
			<li>
				Tweak: Now <em>/entity spawn</em> command can optionally also specify the generation, eg. generation=3
			</li>
			<li>
				Tweak: New command <em>/entity findnpc</em> to count the villagers or find a specific one
			</li>
			<li>
				Tweak: New command <em>/entity list</em> to list the types of all loaded entities, and count them
			</li>
			<li>
				Tweak: Add alias <em>/wcc</em> for the worldconfigcreate command
			</li>
			<li>
				Tweak: Fixed typo in command <em>/dev per-player-lootable-reset</em>
			</li>
			<li>
				Tweak: add client ping to <em>/stats</em> and <em>/list clients</em> commands
			</li>
			<li>
				Tweak: Removed no longer working <em>/wgen regenr</em> and <em>/wgen regenrc</em> commands
			</li>
			<li>
				Tweak: Wireframes display command can now be abbreviated to <em>.debug wf</em>
			</li>
			<li>
				Fixed: <em>/wgen regen</em> did not reload the deposits files
			</li>
			<li>
				Fixed: When using <em>/wgen regen</em> the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that
			</li>
			<li>
				Fixed: Command /land list would not output the correct center postions if a claim had multiple areas
			</li>
			<li>
				Fixed: <em>.we</em> command no longer working to open/close the world edit ui
			</li>
			<li>
				Fixed: GameTickListener debug command <em>/debug tickhandlers dump dcentity</em> not working
			</li>
			<li>
				Fixed: Command <em>.chb expcmds</em> did not make sure the ModConfig folder exists
			</li>
		</ul>
	</li>
	<li>
		Tweak: Ladder tweaks
		<ul>
			<li>
				Wood ladders can connect as one ladder, crude and rope cannot connect to others
			</li>
			<li>
				Wood ladders can be sawed back into boards
			</li>
			<li>
				Ladders made entirely of sticks have their own model, separate from ladders made from planks
			</li>
			<li>
				Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support
			</li>
		</ul>
	</li>
	<li>
		Tweak: Water tweaks
		<ul>
			<li>
				Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1)
			</li>
			<li>
				Tweak: Also spawn rivulets on mountain sides
			</li>
			<li>
				Tweak: Water now spreads faster
			</li>
			<li>
				Tweak: Flowing water shader tweaks
			</li>
			<li>
				Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Lightning flash visual tuning</strong>. Lights up the world from a greater distance and a bit more realistically
	</li>
	<li>
		Tweak: <strong>Players are now visible on the map up to 1000 blocks away</strong> or if in a shared group, by default
	</li>
	<li>
		Tweak: <strong>Player map markers will show the supporter color</strong>, like player names in chat
	</li>
	<li>
		Tweak: <strong>Held/dynamic light range now better corresponds to placed light range</strong>
	</li>
	<li>
		Tweak: Added a<span> </span><strong>Creative mode pocket sun</strong>. Caution: Very hot!
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale)
	</li>
	<li>
		Tweak: Tuned seraph idle animations
	</li>
	<li>
		Tweak: Can now add linings or change the color of glass for small lanterns in ground storage
	</li>
	<li>
		Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw
	</li>
	<li>
		Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate
	</li>
	<li>
		Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap
	</li>
	<li>
		Tweak: The Devastation Tower elevator now prevents falling through when going down
	</li>
	<li>
		<span>Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement</span>
	</li>
	<li>
		<span>Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout</span>
	</li>
	<li>
		<span>Tweak: Rendered fat recipe no longer dirties the pot</span>
	</li>
	<li>
		<span>Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close</span>
	</li>
	<li>
		<span>Tweak: Removed unused 'eidolon gearbox' item from the game</span>
	</li>
	<li>
		<span>Tweak: Firestarter can now be burned in a firepit</span>
	</li>
	<li>
		<span>Tweak: Allow candles to be removed from an existing bunch of candles without breaking it</span>
	</li>
	<li>
		<span>Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females</span>
	</li>
	<li>
		<span>Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder</span>
	</li>
	<li>
		<span>Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one</span>
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router.
	</li>
	<li>
		Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems
	</li>
	<li>
		Tweak: "Antler mount" is renamed to "Wall mount".
	</li>
	<li>
		Tweak: Wall mount block info text name is now set to the placed item
	</li>
	<li>
		Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences.
	</li>
	<li>
		Tweak: Ovens now no longer allows igniting of non-fuel, such as pies
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block
	</li>
	<li>
		Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency
	</li>
	<li>
		Fixed: Fixes npc dialogue link text cut off in some cases
	</li>
	<li>
		Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition
	</li>
	<li>
		Fixed: Oven would give incorrect error message when trying to add non-bakeable items
	</li>
	<li>
		Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall
	</li>
	<li>
		Fixed: Hunger rate applied twice by accident, causing a setting of 0.5x to be 0.25x and of 2x to be 4x
	</li>
	<li>
		Fixed: Unable to put empty bowl into barrel inventory slot
	</li>
	<li>
		Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly
	</li>
	<li>
		Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing
	</li>
	<li>
		Fixed: Pies with default full top crust style would not stack properly if cycled through crust types
	</li>
	<li>
		Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase
	</li>
	<li>
		Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme
	</li>
	<li>
		Fixed: Holding down the sprint key before starting to move would still start off with walking  
	</li>
	<li>
		Fixed: Armor stands could only be placed at edges of blocks
	</li>
	<li>
		Fixed: Color accurate worldmap: Still used vintage colors until the map was opened
	</li>
	<li>
		Fixed: Clouds going black when using [x] Override default values from the world edit control panel
	</li>
	<li>
		Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu
	</li>
	<li>
		Fixed: Empty triggered animal traps would not drop block if broken
	</li>
	<li>
		Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game
	</li>
	<li>
		Fixed: Falling maple seeds did not fall with reduced gravity
	</li>
	<li>
		Fixed: Crash when Ctrl+scrolling up on the firepit input slot
	</li>
	<li>
		Fixed: Rotation of clayforming for watering cans matches output
	</li>
	<li>
		Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem
	</li>
	<li>
		Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric)
	</li>
	<li>
		Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become
	</li>
	<li>
		Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items
	</li>
	<li>
		Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions
	</li>
	<li>
		Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations
	</li>
	<li>
		Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior
	</li>
	<li>
		Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold"
	</li>
	<li>
		Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes
	</li>
	<li>
		Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed
	</li>
	<li>
		Fixed: Removed uncraftable soaked bear pelts
	</li>
	<li>
		Fixed: Cutting snow covered grass with a knife did not yield dry grass
	</li>
	<li>
		Fixed: Missing horns on female goats, also they can fight back now
	</li>
	<li>
		Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player)
	</li>
	<li>
		Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD
	</li>
	<li>
		Fixed: Ladders would sometimes allow strange interactions between different types
	</li>
	<li>
		Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719)
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Many repeated logged OpenGL errors on Mac filling up the log file
	</li>
	<li>
		Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server.
	</li>
	<li>
		Fixed: Various water plants could have non-matching top and bottom section pieces
	</li>
	<li>
		Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall
	</li>
	<li>
		Fixed: Crash when viewing corrupted rock-typed block
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: <strong>Beams not placing correctly in free mouse mode</strong> or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		<span>Fixed: Honey would give the wrong satiety in a meal</span>
	</li>
	<li>
		<span>Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud.</span>
	</li>
	<li>
		<span>Fixed: Tempering applied a buff instead of only reducing the break chance</span>
	</li>
	<li>
		<span>Fixed: Applying many buffs added many lines of text to the item info hud</span>
	</li>
	<li>
		<span>Fixed: The player would get full nutrition from drinking spoiling liquid</span>
	</li>
	<li>
		<span>Fixed: Properly stop animations when ground processing items</span>
	</li>
	<li>
		<span>Fixed: Animation would never end when breaking ore chunks in ground storage</span>
	</li>
	<li>
		<span>Fixed: Drifters had a missing face on their neck that would show on their back side, when dead.</span>
	</li>
	<li>
		<span>Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard</span>
	</li>
	<li>
		<span>Fixed: Grindstone grid recipe conflicted with polished stone recipe</span>
	</li>
	<li>
		<span>Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door.</span>
	</li>
	<li>
		<span>Fixed: Collapsed clutter scroll racks were not texture-swappable.</span>
	</li>
	<li>
		<span>Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground.</span>
	</li>
	<li>
		<span>Fixed: Bugnet durability wasn't consumed</span>
	</li>
	<li>
		<span>Fixed: Brass torchholder description didn't have useful info from aged torchholder description</span>
	</li>
	<li>
		<span>Fixed: /debug helddurability command not marking slot dirty</span>
	</li>
	<li>
		<span>Fixed: Armor breaks on zero durability</span>
	</li>
	<li>
		<span>Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text</span>
	</li>
	<li>
		<span>Fixed: Empty chests playing incorrect sound when closed</span>
	</li>
	<li>
		<span>Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge</span>
	</li>
	<li>
		<span>Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox</span>
	</li>
	<li>
		<span>Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes</span>
	</li>
	<li>
		<span>Fixed: Flax fibers' held transform was WAY too small</span>
	</li>
	<li>
		<span>Fixed: Black coal was a pigment for sign writing, but could not do cave drawings</span>
	</li>
	<li>
		Fixed: Tule root didn't say in description that it can be planted again
	</li>
	<li>
		Fixed: Luxury trader was selling two shields that were missing the wood attribute.
	</li>
	<li>
		Fixed: Placing a crock into ground storage would crash the game on some operating systems
	</li>
	<li>
		Fixed: Sheep no longer spawn in thick forests or shrubland
	</li>
	<li>
		Fixed: Rope couldn't be placed on ground without already existing ground storage
	</li>
	<li>
		Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position
	</li>
	<li>
		Fixed: Couldn't pick up empty armor stand
	</li>
	<li>
		Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light
	</li>
	<li>
		Fixed: Bamboo stakes and shovel gui icons when moused over were not centered.
	</li>
	<li>
		Fixed: Long bowstave is invisible in ground storage when dry
	</li>
	<li>
		Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings 
	</li>
	<li>
		Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook)
	</li>
	<li>
		Fixed: Flax fibers were not centered in the gui
	</li>
	<li>
		Fixed: Hot items invisible in ground storage
	</li>
	<li>
		Fixed: Metal arrow fletching was solid black
	</li>
	<li>
		Fixed: Rare crash when chiseled block name is null
	</li>
	<li>
		Fixed: Drygrass item was not centered in it's selection box when laying on the ground
	</li>
	<li>
		Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations.
	</li>
	<li>
		Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position
	</li>
	<li>
		Fixed: Clouds disappearing after sleeping in some cases
	</li>
	<li>
		Fixed: Dirty cooking pot had bad incorrect idle pose
	</li>
	<li>
		Fixed: Anomalously light texture section on adult male elk's neck fur
	</li>
	<li>
		<span>Fixed: Scraping multiple soaked hides causes game crash #8479</span>
	</li>
	<li>
		<span>Fixed: Old traders were upgraded to the new traders, but naked and no face</span>
	</li>
	<li>
		<span>Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1</span>
	</li>
	<li>
		<span>Fixed: Some Nadiyan clothing was not using the correct textures.</span>
	</li>
	<li>
		<span>Fixed: Merchant hat and fur coat had some texture issues.</span>
	</li>
	<li>
		Fixed: Snowcovered slabs not flush with adjacent blocks
	</li>
	<li>
		Fixed: Incorrect UV on Gearfoot Bowtorn legs
	</li>
	<li>
		<span>Fixed: Various small issues with bear textures and model</span>
	</li>
	<li>
		<span>Fixed: Olives' on-ground transform was bad</span>
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>API Updates</strong></span><br />
	For our modders - please be aware, the game engine and game content have undergone several significant changes
</p>

<ul>
	<li>
		Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now <strong>use tags for all crafting recipes. </strong>In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3
	</li>
	<li>
		Paradigm shift: You can now <strong>precisely time creature sounds </strong>by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds.
	</li>
	<li>
		We have migrated our source projects from .NET 8 <strong>to .NET 10</strong>. You will need to install the .net10 sdk to compile our public code.
	</li>
	<li>
		<strong>entity.ServerPos is no more</strong>. You can still access it but it now redirects to entity.Pos
	</li>
	<li>
		We <strong>moved world generation</strong> code from the survival mod to the essentials mod, so that total conversion mods can also utilize it
	</li>
	<li>
		CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors
	</li>
	<li>
		Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead.
	</li>
	<li>
		For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well
	</li>
	<li>
		Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones.
	</li>
</ul>

<p>
	Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team:
</p>

<ul>
	<li>
		The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features
	</li>
	<li>
		We have a multi-year long goal of switching over to nullable value types in all code files
	</li>
	<li>
		We continued to slowly integrate a comprehensive tags system. New since 1.21:
		<ul>
			<li>
				Changed types of tag arrays and renamed them to tag sets
			</li>
			<li>
				Block and item tags merged into general tags
			</li>
			<li>
				General tags have limit of 65k tags now
			</li>
			<li>
				Tag sets now provide API with set methods
			</li>
			<li>
				Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation
			</li>
			<li>
				Modders now can register their own tag types
			</li>
			<li>
				<strong>NOTE: there may be further changes to tags code before -rc.1 </strong>
			</li>
		</ul>
	</li>
	<li>
		We continued to refactor, improve and consistency check all our entity AI Tasks
	</li>
	<li>
		We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game
	</li>
</ul>

<p>
	<br />
	<strong>API changelog</strong>
</p>

<ul>
	<li>
		Feature: <strong>Rewrite stone throwing code</strong> into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only
	</li>
	<li>
		Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined
	</li>
	<li>
		Feature: New server event "HandInteract". Called before any server side hand interact code is executed
	</li>
	<li>
		Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage
	</li>
	<li>
		Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability
	</li>
	<li>
		Feature: Allow BlockBehaviorHarvestable to require a tool
	</li>
	<li>
		Feature: Anvil blocks keep track of their metal tier
	</li>
	<li>
		Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled.
	</li>
	<li>
		Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings
	</li>
	<li>
		Refactor: Major rework of the recipe systems in order to support tags
	</li>
	<li>
		Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it
	</li>
	<li>
		Refactor: Changed args in capi.StartTrack()
	</li>
	<li>
		Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case
	</li>
	<li>
		Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them
	</li>
	<li>
		Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior
	</li>
	<li>
		Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic
	</li>
	<li>
		Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json
	</li>
	<li>
		Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks
	</li>
	<li>
		Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming
	</li>
	<li>
		Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water
	</li>
	<li>
		Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid
	</li>
	<li>
		Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray
	</li>
	<li>
		Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask()
	</li>
	<li>
		Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected
	</li>
	<li>
		Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ]
	</li>
	<li>
		Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken()
	</li>
	<li>
		Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance
	</li>
	<li>
		Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder.
	</li>
	<li>
		Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe
	</li>
	<li>
		Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable 
	</li>
	<li>
		Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment
	</li>
	<li>
		Refactor: Many fields of Collectible now more moddable
		<ul>
			<li>
				Implemented GetAttackRange for CollectibleBehavior
			</li>
			<li>
				Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior
			</li>
			<li>
				Implemented GetDamagedBy for CollectibleObject
			</li>
			<li>
				Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly)
			</li>
			<li>
				Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly)
			</li>
			<li>
				Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly)
			</li>
			<li>
				Replaced NutritionProps with GetNutritionProperties where possible
			</li>
			<li>
				Replaced TransitionableProps with GetTransitionableProperties where possible
			</li>
			<li>
				Implemented GetGrindingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetCrushingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetRequiredMiningTier for Block
			</li>
		</ul>
	</li>
	<li>
		API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target
	</li>
	<li>
		API Feature: Added MouseWheelMove input event
	</li>
	<li>
		API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType
	</li>
	<li>
		API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces
	</li>
	<li>
		API Feature: Added texture bleeding system for seamless block transitions
	</li>
	<li>
		Feature: New block properties for controlling texture bleed behavior:
		<ul>
			<li>
				BleedPriority (auto from material or manual override)
			</li>
			<li>
				CanReceiveBleed, BleedOverlayTexture
			</li>
			<li>
				BleedTopFaceOnly, BleedGroup, BlocksTextureBleed
			</li>
		</ul>
	</li>
	<li>
		Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe"
	</li>
	<li>
		Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen()
	</li>
	<li>
		Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]).
		<ul>
			<li>
				In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c)<br />
				examples:
			</li>
			<li>
				[["all", "of", "these"]]<br />
				[["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }]<br />
				{ allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }<br />
				{ anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }<br />
				{ anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] }<br />
				{ allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM<br />
				these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System
			</li>
		</ul>
	</li>
	<li>
		Tweak: Use GetInterfaces for all instances of IIgnitable
	</li>
	<li>
		Tweak: Add stencil buffer API to rendering interface
	</li>
	<li>
		Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability"
	</li>
	<li>
		Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well
	</li>
	<li>
		Fixed: Collectible.OnHeldDropped was not called server side
	</li>
	<li>
		<span><span>Fixed: Rideable behavior no longer ignores minGeneration setting</span></span>
	</li>
	<li>
		Fixed: Crash when entity tries to play sound it did not have
	</li>
	<li>
		Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly
	</li>
	<li>
		Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead
	</li>
	<li>
		Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching
	</li>
	<li>
		Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above
	</li>
	<li>
		<span>Tweak: Transform editor dialog now has firepit transform support</span>
	</li>
	<li>
		<span>Tweak: Spawner blocks can now define rain and temperature conditions</span>
	</li>
	<li>
		<span>Tweak: Added OnContainedInteractCancel for use in ground storage interactions</span>
	</li>
	<li>
		<span>Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows</span>
	</li>
	<li>
		<span><span>Fixed: 'scale' property in shape overlays did not work</span></span>
	</li>
	<li>
		<span>Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting</span>
		<ul>
			<li>
				<span>The mounted animation should position the player relative to the hitbox</span>
			</li>
			<li>
				<span>The attachment point on the mounted creature should go on the part of the entity the player's movement follows</span>
			</li>
			<li>
				<span>The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work.</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before.
	</li>
	<li>
		Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats.
	</li>
	<li>
		Tweak: Better logging for errors in grid recipes
	</li>
	<li>
		Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water
	</li>
	<li>
		Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches
	</li>
	<li>
		Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook
	</li>
	<li>
		Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes
	</li>
	<li>
		Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method
	</li>
	<li>
		Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that
	</li>
	<li>
		Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh
	</li>
	<li>
		Tweak: Structure placement "Surface" now also checks U blocks
	</li>
	<li>
		Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose.
	</li>
	<li>
		Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors
	</li>
	<li>
		Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks
	</li>
	<li>
		Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed.
	</li>
	<li>
		Tweak: Ground placed collectibles can now emit light
	</li>
	<li>
		Tweak: Doors can now specify liquidBarrierHeight per block segment
	</li>
	<li>
		Tweak: AnimationMetaData Sounds can now be set to looping
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching
	</li>
	<li>
		Tweak: Sound tracks can now be structure specific
	</li>
	<li>
		Tweak: Allow liquid containers to set custom drink portion sizes in JSON
	</li>
	<li>
		Tweak: Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s, json patching times 47s =&gt; 3.6s). Contribution by tehtelev
	</li>
	<li>
		Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching
	</li>
	<li>
		Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode
	</li>
	<li>
		Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over
	</li>
	<li>
		Tweak: Can now configure ground storage messy12 positioning
	</li>
	<li>
		Tweak: Made prevPlayerPos public in GuiElementMap
	</li>
	<li>
		Tweak: Made world map color randomization configurable
	</li>
	<li>
		Tweak: Made button background color not hardcoded
	</li>
	<li>
		Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior
	</li>
	<li>
		Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point
	</li>
	<li>
		Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples
	</li>
	<li>
		Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks)
	</li>
	<li>
		Tweak: BEQuern.cs move all private fields and methods to protected
	</li>
	<li>
		Tweak: Add font stroke to debug screen text to make it more readable
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings
	</li>
	<li>
		Tweak: Allow custom shape for harvestable skep mesh
	</li>
	<li>
		Tweak: Make the game engine more tolerant towards missing files
	</li>
	<li>
		Tweak: Add ability to remove a mod asset origin
	</li>
	<li>
		Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode()
	</li>
	<li>
		Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes)
	</li>
	<li>
		Tweak: AnimationSound now supports 'chance' of the sound being played
	</li>
	<li>
		Tweak: Can now bulk edit transforms of variantgrouped collectibles
	</li>
	<li>
		Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example
	</li>
	<li>
		Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2
	</li>
	<li>
		Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn
	</li>
	<li>
		Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from
	</li>
	<li>
		Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found
	</li>
	<li>
		Tweak: It's now possible for meals to be intoxicating
	</li>
	<li>
		Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook
	</li>
	<li>
		Tweak: Trait attributes can now define blend types
	</li>
	<li>
		Tweak: New CollectibleBehavior for harvesting items in ground storage
	</li>
	<li>
		Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors
	</li>
	<li>
		Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed
	</li>
	<li>
		Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards.
	</li>
	<li>
		Tweak: IContainedInteractable now has GetContainedInteractionHelp method
	</li>
	<li>
		Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading
	</li>
	<li>
		Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument
	</li>
	<li>
		Tweak: Added CollectibleBehavior.GetAttackPower()
	</li>
	<li>
		Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier)
	</li>
	<li>
		Tweak: Renamed IWorldManagerAPI.CurrentWorldName -&gt; CurrentWorldFilepath to better describe itself
	</li>
	<li>
		Tweak: OnTree BlockPatches now respects the TreeType property
	</li>
	<li>
		Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning
	</li>
	<li>
		Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks
	</li>
	<li>
		Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events
	</li>
	<li>
		Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem
	</li>
	<li>
		Tweak: BlockEntity tick listeners now log their positions on exception
	</li>
	<li>
		Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame
	</li>
	<li>
		Tweak: Unhardcode antler item names from antler growth behavior
	</li>
	<li>
		Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where.
	</li>
	<li>
		Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible.
	</li>
	<li>
		Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain.
	</li>
	<li>
		Tweak: Methods in BehaviorRideableAccessories made protected and virtual
	</li>
	<li>
		Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code.
	</li>
	<li>
		Tweak: Allow harvestable skeps to have custom food tags defined in JSON
	</li>
	<li>
		Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags
	</li>
	<li>
		Tweak: Blockpatch system: also respect forest value even for UnderTree placement
	</li>
	<li>
		Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json
	</li>
	<li>
		Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation
	</li>
	<li>
		Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs
	</li>
	<li>
		Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead.
	</li>
	<li>
		Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice
	</li>
	<li>
		Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey
	</li>
	<li>
		Fixed: seraph face and body became invisible after .reload textures command
	</li>
	<li>
		Fixed: When loading a world the font size of labeled chests will no longer reset to the default size
	</li>
	<li>
		Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels
	</li>
	<li>
		Fixed: The termite mound would drop itself instead of termites when their supporting block was removed
	</li>
	<li>
		Fixed: .reload shapes command was not reloading placed blocks properly
	</li>
	<li>
		Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed
	</li>
	<li>
		Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized.
	</li>
	<li>
		Fixed: Properly use loaded metal variants for all types of blocks and items
	</li>
	<li>
		Fixed: Max saturation being reset to 1500 on client side
	</li>
	<li>
		Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles
	</li>
	<li>
		Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets
	</li>
	<li>
		Fixed: Crash when parsing json to an AssetLocation using AsObject
	</li>
	<li>
		Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering
	</li>
	<li>
		Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon)
	</li>
	<li>
		Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size
	</li>
	<li>
		Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash
	</li>
	<li>
		Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty
	</li>
	<li>
		Fixed: Creative inventory tabs cut off wide text
	</li>
	<li>
		Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability()
	</li>
	<li>
		Fixed: Interaction help itemstack rendering can go oversize
	</li>
	<li>
		Fixed: Rendering ui inventory contents into a framebuffer did not work
	</li>
	<li>
		Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Game updates</strong> (changes since 1.22.0-rc.10, also included above)
</p>

<ul>
	<li>
		Tweak: Remove large bellows recipe since mechanical power integration was not finished in time
	</li>
	<li>
		Tweak: Allow diagonal snow shovelling
	</li>
	<li>
		Tweak: When pushing lots of snow, little bits may fall off on either side
	</li>
	<li>
		Fixed: Incorrect link in the fishing guide
	</li>
	<li>
		Fixed: Rare crash involving written parchment or book in hotbar
	</li>
	<li>
		Fixed: Rare crash when adding meal to an empty bowl on the ground. GH #8650
	</li>
	<li>
		Fixed: One exploit to split rapid flowing streams when flowing vertically down
	</li>
	<li>
		Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall
	</li>
	<li>
		Fixed: Sprinting would drain less satiety when low on health
	</li>
	<li>
		Fixed: Hunger rate applied twice, causing a setting of 0.5x to be 0.25x and of 2x to be 4x
	</li>
	<li>
		Fixed: Unable to put empty bowl into barrel inventory slot
	</li>
	<li>
		Fixed: Berry bush cuttings would drop without traits when broken
	</li>
	<li>
		Fixed: Bear attack range increase wasn't properly applied
	</li>
	<li>
		Fixed: Missing carp texture error
	</li>
	<li>
		Fixed: Able to temper more often than quench
	</li>
	<li>
		Fixed: Falling coal was rendered as a big unknown block
	</li>
	<li>
		Fixed: Fishbait dupe bug
	</li>
	<li>
		Fixed: Ability to duplicate/destroy various blocks using snow shovels
	</li>
	<li>
		Fixed: Snowcovered slabs not flush with adjacent blocks
	</li>
	<li>
		Fixed: Multiple locust fixes
		<ul>
			<li>
				Tamed locust behavior all over the place. Now properly protects the owner again and does not attack neutral creatures
			</li>
			<li>
				Tamed locust Moves faster to owner when owner is too far away (had foot sliding)
			</li>
			<li>
				In snow walkspeed debuff applied twice to all locusts
			</li>
			<li>
				Fixed game crashing when right clicking a dead tamed locust
			</li>
			<li>
				Less wonky stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences
			</li>
		</ul>
	</li>
	<li>
		Fixed: Again broken layering of upperbody clothing on seraphs
	</li>
	<li>
		Fixed: No longer able to sell clothing in the auction house
	</li>
	<li>
		Revert "Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched."
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">441</guid><pubDate>Tue, 21 Apr 2026 16:53:00 +0000</pubDate></item><item><title>1.22.0-rc.9/rc.10 and 1.21.7 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc9rc10-and-1217-fishing-mechanisms-metalworking-and-more-r442/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.9, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release very soon™<br />
	<br />
	<strong>[Edit:] Release retracted for now. </strong>Will fix an entity spawn spamming bug tomorrow morning and release rc10<br />
	<br />
	<strong>[Edit2:] Released rc.10 and also 1.21.7</strong>, both containing a dupe bug fix that I recommend all server owners they upgrade to. Game clients that are on 1.21.6 don't need to upgrade. rc.10 also contains another fix that caused entity spawn spamming in rc.9. Will reveal the dupe bug glitch details after server owners had some time to update their servers.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43921" href="//media.vintagestory.at/monthly_2026_04/image.png.0092af7220327a90430c544548b85aef.png" rel=""><img alt="image.thumb.png.702d0900ab52c4fe3c3c704b372d84c8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43921" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2026_04/image.thumb.png.702d0900ab52c4fe3c3c704b372d84c8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Nil, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Wall mount block info text name is now set to the placed item
	</li>
	<li>
		Tweak: Bass and carp shapes and textures changed to support greater variety of fin sizes
	</li>
	<li>
		Tweak: Allow diagonal snow shovelling
	</li>
	<li>
		Tweak: When pushing lots of snow, little bits may fall off on either side
	</li>
	<li>
		Tweak: Display what clothing can fit on what mannequins in the handbook
	</li>
	<li>
		Tweak: Remove handbook grouping from clothing
	</li>
	<li>
		Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower).
	</li>
	<li>
		Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves
	</li>
	<li>
		Tweak: Upped survival time of trapped animals from 1 day to 2 days
	</li>
	<li>
		Tweak: Can now also sell trapped animals in the auction house
	</li>
	<li>
		Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones
	</li>
	<li>
		Tweak: Restored custom spawn conditions lost in the 1.18 update
		<ul>
			<li>
				Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't
			</li>
			<li>
				Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears.
			</li>
		</ul>
	</li>
	<li>
		Tweak: (minor) Wild berry bushes now show greenhouse temperature bonus
	</li>
	<li>
		Tweak: Further increased duration of auctions by 66% (3 weeks =&gt; 5 weeks)
	</li>
	<li>
		Tweak: Show adjusted mining speed in tool tip for quenched tools
	</li>
	<li>
		Fixed: Crash when using tongs to hold a hot item with no attributes
	</li>
	<li>
		Fixed: Pickled veggies would display incorrectly in cooking pot
	</li>
	<li>
		Fixed: Axles in walls properly act solid in various situations like for rooms or when blocking water or light
	</li>
	<li>
		Fixed: Server-side exception when breaking waterwheel mechanical power network with unconnected network on far side of wheel
	</li>
	<li>
		Fixed: Two issues with water wheel losing power on 2nd side
	</li>
	<li>
		Fixed: Snow shovel had only 1 durability
	</li>
	<li>
		Fixed: Ability to duplicate/destroy various blocks using snow shovels
	</li>
	<li>
		Fixed: Oddities when shovelling deep snow
	</li>
	<li>
		Fixed: Disabled solid fat causing error logs.
	</li>
	<li>
		Fixed: Snow-covered cranberries, strawberryies, and cloudberries had full-block hitboxes.
	</li>
	<li>
		Fixed: 'Nadiyan' trader hoods were not using correct textures.
	</li>
	<li>
		Fixed: Clay tile piles would show 4 tiles at a time added or removed, even if less than four were in fact added/removed.
	</li>
	<li>
		Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched.
	</li>
	<li>
		Fixed: Dead fox tails went into the ground, and the body hovered above the ground a bit.
	</li>
	<li>
		Fixed: Partially worked iron blooms from before the 1.22 update would turn into random other items when completed
	</li>
	<li>
		Fixed: Butterfly related client crash
	</li>
	<li>
		Fixed: Quenching and tempering buffs where not properly applied
	</li>
	<li>
		Fixed: Propick was not buffable
	</li>
	<li>
		Fixed: Tongs could not be placed into the forge
	</li>
	<li>
		Fixed: Cleaver heads could not be covered in clay for quenching
	</li>
	<li>
		Fixed: Chisel needed hammer in offhand to be placed into the forge
	</li>
	<li>
		Fixed: Crash when going throught a TL while a empty collapsed chest is open
	</li>
	<li>
		Fixed: Should theoretically fix client side ghost item entities on laggy servers
	</li>
	<li>
		Fixed: Baskettrap trigger animation was rotated differently than the base block
	</li>
	<li>
		Fixed: Baskettrap or Crate trap animation broken when both traps were placed
	</li>
	<li>
		Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately
	</li>
	<li>
		Fixed: Command /land list would not output the correct center postions if a claim had multiple areas
	</li>
	<li>
		Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server.
	</li>
	<li>
		Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left
	</li>
	<li>
		Fixed: Prevent game crash on invalid worldmap waypoint saved names file loading
	</li>
	<li>
		Fixed: Custom spawn condition harsh winters not correctly applied to the south hemisphere
	</li>
	<li>
		Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks.
	</li>
	<li>
		Fixed: Performance: Soil ticking twice as often than needed. Reduced single tickrate by another 30%
	</li>
	<li>
		Fixed: Able to quench tools without a chance of shattering them
	</li>
	<li>
		Fixed: "\" character in the quenching info
	</li>
	<li>
		Fixed: Water not placed in worldgen schematics
	</li>
	<li>
		Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown
	</li>
	<li>
		Fixed: Thrown bricks got destroyed on impact
	</li>
	<li>
		Fixed: Z-fighting / UV issues on some clothing
	</li>
	<li>
		Fixed: Not possible to reinforce or lock labeled chests
	</li>
	<li>
		API Tweak: Added ITagRegistry.CreateMergedTagSet to merge two tagsets into one (previously only possible on TagSetFast)
	</li>
	<li>
		API Refactor: Smithing recipes now require a 'code' to be defined. A unique identifier that must not be changed once defined. Will print a warning for 1.22 but not be used. Will be actively used once we hit 1.23.
	</li>
	<li>
		API Tweak: Allow mods to define their own tileddungeons.json file similar to other structures
	</li>
	<li>
		API Fixed: ITagSet.RegisterAndCreateTagSet() not behaving correctly
	</li>
	<li>
		API Fixed: Using a texture overlay on an entity causes a crash (thank you JantekM for describing the exact line of code to change) 
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">442</guid><pubDate>Fri, 17 Apr 2026 17:10:00 +0000</pubDate></item><item><title>1.22.0-rc.8 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc8-fishing-mechanisms-metalworking-and-more-r440/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.8, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release soon™<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43760" href="//media.vintagestory.at/monthly_2026_04/8_2026-03-31_17-13-12_3.png.5e56f4414a67d4af6299c15f36a4a571.png" rel=""><img alt="8_2026-03-31_17-13-12_3.thumb.png.26d36c1b52174b2642ba162da0881be7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43760" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_04/8_2026-03-31_17-13-12_3.thumb.png.26d36c1b52174b2642ba162da0881be7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Sirayne, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: Added a backup partial command, /db backuppartial 16000 16000 16005 16005 to extract all game and player data but only some chunks. Usefull to extract a broken area for debugging.
	</li>
	<li>
		Tweak: The Theater and Deep Noble clothing set now has a rare chance to drop in ruins loot
	</li>
	<li>
		Tweak: Turned the worldmap waypoint backdrop from an outline into a shadow, which looks better on some icons
	</li>
	<li>
		Tweak: Rusted gates and doors now all drop metal scrap (some used to drop themselves).
	</li>
	<li>
		Tweak: Added a handbook guide for fishing, which more thoroughly describes how to find fish, and why you might not be catching fish. Also added links in worm handbook entries, to the worm grunting stick.
	</li>
	<li>
		Tweak: Raccoons can now fight back
	</li>
	<li>
		Tweak: Less janky wormgrunting. Fix durability desync, fix audio not stopping, grunting now ends after 5 seconds
	</li>
	<li>
		Tweak: Fine tuned grunting sound and animation. Can now also worm grunt on farmland (but the farmlands fertilty will not influence yield)
	</li>
	<li>
		Tweak: Foxes now move about 1/3 faster.
	</li>
	<li>
		Tweak: Pigs' movement speed and seeking ranges increased.
	</li>
	<li>
		Tweak: Performance: Items on the ground, not close to a player, enter a slow-updating state after 5 seconds
	</li>
	<li>
		Tweak: Performance: Further minor improvement for farmland ticking
	</li>
	<li>
		Tweak: Performance: Improve multiplayer server tick times around farmland and berry bushes
	</li>
	<li>
		Tweak: Generate gravel in some areas where it would generate no block layers and only have exposed rock (Worldgen change) 
	</li>
	<li>
		Tweak: More glow and particles on the forge when being bellowed
	</li>
	<li>
		Tweak: Added selected block class to hud debug screen
	</li>
	<li>
		Tweak: Berry bush handbook text updated to reflect recent changes regarding soil fertility mechanics.
	</li>
	<li>
		Tweak: Command /genbackup backup.vcdbs will now delete the prior backup file before a backup is started to ensure a proper backup is made
	</li>
	<li>
		Tweak: /wgen regen now also reloads blocklayers.json
	</li>
	<li>
		Tweak: Added contaminated coal item model and tweaked texture
	</li>
	<li>
		Tweak: SFX &amp; GFX fine tuning
		<ul>
			<li>
				Tweak: Rainfall particles buff: +5% opacity, +20% rain particles, +300% raindrop splash particles, +30% rain particle size
			</li>
			<li>
				Fixed: Dead shivers no longer keep mouth idle animation running
			</li>
			<li>
				Tweak: Replaced placeholder fishing rod swish
			</li>
			<li>
				Tweaked hats to show more hair.
			</li>
			<li>
				Fixed small issues on Theater hats
			</li>
			<li>
				Fixed: Some hoods were hiding hats
			</li>
		</ul>
	</li>
	<li>
		Fixed: All pigs would only be protective around gray boar piglets, even if not that species. Pigs also would only attack if in aggressiveondamage emotion state, resulting in charging the player and then running away. They now will attack whenever in close range.
	</li>
	<li>
		Fixed: Replaced many big lanterns with the new small ones in generated structures
	</li>
	<li>
		Fixed: Replaced old berry bushes in story locations
	</li>
	<li>
		Fixed: Placing snow shovel on ground locks movement speed to 60%
	</li>
	<li>
		Fixed: Worldmap: Only the first 36 waypoint icons were displaying the correct icon
	</li>
	<li>
		Fixed: Spawning of animals during world generation would use the wrong temperature
	</li>
	<li>
		Fixed: Imposter bellows cacti. Caused cacti to generate on water and not stack
	</li>
	<li>
		Fixed: Texture overlays didn't work for attached items
	</li>
	<li>
		Fixed: Aged and very aged cabinets were not available in creative inventory
	</li>
	<li>
		Fixed: Sheep logging errors with regard to a 'look' animation they did not have
	</li>
	<li>
		Fixed: Rawhide mantle related errors in the loot randomizer
	</li>
	<li>
		Fixed: Fishing pole tool rack transform position was excessively high
	</li>
	<li>
		Fixed: Wanderer belt and sturdy backpack would cause texture problems when worn together
	</li>
	<li>
		Fixed: Small bellows leather textures had some mis-match near the nozzle.
	</li>
	<li>
		Fixed: Unable to catch juvenile fish due to fishing pole not recognizing bait
	</li>
	<li>
		Fixed: Berry bush cuttings would say "trait-" when they had no traits
	</li>
	<li>
		Fixed: Help command logged an error when asked about wgen structures spawn
	</li>
	<li>
		Fixed: Chiseled block combine in the crafting grid at the entire stack of chiseled blocks
	</li>
	<li>
		Fixed: Should fix rare lockup of chunkdbthread when attempting to suspend server for autosave [details: de-link thread paused state from worldgen threads paused state]
	</li>
	<li>
		Fixed: Prevent NRE in /debug chunk here command when chunk is not loaded
	</li>
	<li>
		Fixed: Farmland not updating moisture levels on the interim days while fast-forwarding when chunk-loading
	</li>
	<li>
		Fixed: Server crashing for unhandled exceptions
	</li>
	<li>
		Fixed: Should fix kicked from server when interacting with the fishinpole in some way
	</li>
	<li>
		Fixed: Should fix geting kicked when using /group kick command
	</li>
	<li>
		Fixed: Error log when many players connect and once and some get disconnected during that very early
	</li>
	<li>
		Fixed: Should fix getting kicked when interacting with liquids
	</li>
	<li>
		Fixed: Should fix server side error log with berry bush
	</li>
	<li>
		Fixed: Mitigate game calendar client&lt;=&gt;server desync issue by sending more calendar syncs to clients. Should reduce oddities with time sensitive actions, such as hot ingots on a forge
	</li>
	<li>
		Fixed: Should fix wildly jumping forge contents at random
	</li>
	<li>
		Fixed: Multiple issues with the fishing bobber and fishing line. Ghost bobbers should no longer be a thing. Ghost rope should no longer happen. The fishing line will now rip if too far away from the bobber.
	</li>
	<li>
		Fixed: Entity box searching with e[] selector not working since rc7
	</li>
	<li>
		Fixed: Should fix rare crash when loading in mehcanical power networks
	</li>
	<li>
		Fixed: Cloudberry hitbox too large
	</li>
	<li>
		Fixed: Fundamental breakage with the entity spawner
	</li>
	<li>
		Fixed: Properly remove players from the map tracking system even when their game crashes
	</li>
	<li>
		Fixed: Sheep would use the wrong name when being listed in troughs
	</li>
	<li>
		API Tweak: Prevent exceptions in Mod events in Server/ClientEventAPI Server/ClientEventManger canceling any further event processing
	</li>
	<li>
		API Tweak: The looked at block class is now displayed on the hud debug screen
	</li>
	<li>
		API Tweak: Can now run "/wgen region animal" to export animal spawn maps of the current region. Also prints out current animal=&gt;map association to the log file.
	</li>
	<li>
		API Fixed: Some mechanical power blocks not having the right texture
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">440</guid><pubDate>Sat, 11 Apr 2026 08:38:00 +0000</pubDate></item><item><title>1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc7-fishing-mechanisms-metalworking-and-more-r439/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.7, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release soon™<br />
	 
</p>

<p>
	<img alt="image.png.6f76921e235e4a133eb5a433c39e4198.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43564" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2026_04/image.png.6f76921e235e4a133eb5a433c39e4198.png" /><br />
	<span style="font-size:12px;">Greenhouse by enn, shared in #screenshots on Discord</span>
</p>

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

<ul>
	<li>
		Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction
	</li>
	<li>
		Tweak: Added command "<em>/announcenear [range] [message]</em>" to send an announcement in given block range only
	</li>
	<li>
		Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25%
	</li>
	<li>
		Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded)
	</li>
	<li>
		Tweak: Log additional information when the server is unable to save
	</li>
	<li>
		Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave
	</li>
	<li>
		Fixed: Many z-fighting, clipping and texture issues in the new clothing 
	</li>
	<li>
		Fixed: Crocks sealed in ground storage would not properly update model
	</li>
	<li>
		Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side
	</li>
	<li>
		Fixed: Crash when breaking rubble using the prospecting pick
	</li>
	<li>
		Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items
	</li>
	<li>
		Fixed: When buying an elk in winter, the snow could prevent elks from spawning
	</li>
	<li>
		Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878
	</li>
	<li>
		Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908
	</li>
	<li>
		Fixed: Rare WindPattern SimplexNoiseOctave exceptions
	</li>
	<li>
		Fixed: Rare server lock-ups relating to internal chunkdata locks
	</li>
	<li>
		Fixed: Rare crash when animating pouring from a container
	</li>
	<li>
		Fixed: "<em>/tp Tyron e[id=140]</em>" not working
	</li>
	<li>
		Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element
	</li>
	<li>
		Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall
	</li>
	<li>
		Fixed: Forge workitem temperature desync between server and client
	</li>
	<li>
		Fixed: Hot coals flicker when adding/removing ingots
	</li>
	<li>
		Fixed: Hitboxes of piles of items were off by 1 layer on the server side
	</li>
	<li>
		Fixed: Raccoon sometimes stuck on endless eat animation
	</li>
	<li>
		Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top
	</li>
	<li>
		API Tweak: Clutter blocks can now define custom drops and a custom block material
	</li>
	<li>
		API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes
	</li>
	<li>
		API Tweak: RecipeLoader load methods made public for use in mods, they remain static though.
	</li>
	<li>
		API Tweak: Further JSON documentations by Dana
	</li>
	<li>
		API Fixed: "inBarrelShape" attribute not working as intended
	</li>
	<li>
		API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield
			</li>
			<li>
				Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight
			</li>
			<li>
				Tweak: Held and planted berry bush cuttings now also display their traits
			</li>
			<li>
				Tweak: Switched body slot for rawhide mantle and rawhide tunic
			</li>
			<li>
				Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry.
			</li>
			<li>
				Fixed: Crash when picking up some items with tongs
			</li>
			<li>
				Fixed: Kicked from server when harvesting berry bushes with a knife
			</li>
			<li>
				Fixed: Crash when riding elk in multiplayer
			</li>
			<li>
				Fixed: Spelling in handbook: propogate -&gt; propagate
			</li>
			<li>
				Fixed: Adjusted warmth values for new clothing
			</li>
			<li>
				Fixed: Aprons had the wrong color
			</li>
			<li>
				Fixed: A couple of missing translation entries
			</li>
			<li>
				Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6
			</li>
			<li>
				Fixed: Aged and veryaged cabinets were missing textures
			</li>
			<li>
				Fixed: Fishing pole eats a stack of bait (Github #8887)
			</li>
			<li>
				Fixed: Water not always spreading horizontally along channels with half-slabs forming sides
			</li>
			<li>
				Fixed: Rapid flowing water continuously oscillating between two different routes
			</li>
			<li>
				Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself)
			</li>
			<li>
				Fixed: Worm grunting stick not placeable solo
			</li>
			<li>
				Fixed: Another case of the snow shovel deleting blocks
			</li>
			<li>
				Fixed: Fertilized berry bushes produced upgraded soil that can be harvested
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">439</guid><pubDate>Fri, 03 Apr 2026 14:06:00 +0000</pubDate></item><item><title>1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc6-fishing-mechanisms-metalworking-and-more-r438/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.6, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from <a href="https://www.bisecthosting.com/" rel="external nofollow">BisectHosting</a>. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically.<br />
	<br />
	The road to stable continues....<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2026_03/2026-03-27_20-15-14.jpg.e8ee807cf31c14b35f05e137a76a1e37.jpg" data-fileid="43318" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="43318" data-ratio="56.30" width="1000" alt="2026-03-27_20-15-14.thumb.jpg.f9082351232cd67151bfe2e6469015c5.jpg" src="//media.vintagestory.at/monthly_2026_03/2026-03-27_20-15-14.thumb.jpg.f9082351232cd67151bfe2e6469015c5.jpg" /></a><br />
	<span style="font-size:12px;">Screenshot by ZerSchitzler, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces
	</li>
	<li>
		Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking.
	</li>
	<li>
		Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast
	</li>
	<li>
		Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help
	</li>
	<li>
		Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization
	</li>
	<li>
		Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model
	</li>
	<li>
		Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner
	</li>
	<li>
		Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates)
	</li>
	<li>
		Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks
	</li>
	<li>
		Fixed: Z-fighting on large ruined crate
	</li>
	<li>
		Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover).
	</li>
	<li>
		Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD)
	</li>
	<li>
		Fixed: Aged thatch roof tips had unnaturally dark faces
	</li>
	<li>
		Fixed: On Vintagehosting Dashboard &gt; World Settings when changing the playstyle the default playstyle values where not update
	</li>
	<li>
		Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
	</li>
	<li>
		Fixed: Milking an animal would not always give you fresh milk
	</li>
	<li>
		Fixed: Berry bush cutting had collision boxes
	</li>
	<li>
		Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
	</li>
	<li>
		Fixed: On Vintagehosting Dashboard &gt; World Settings when changing the playstyle the default playstyle values where not update
	</li>
	<li>
		Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
	</li>
	<li>
		Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory
	</li>
	<li>
		Fixed: Quenching buffs on some tools applied multiple times during crafting
	</li>
	<li>
		API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Item clutter is now cabinet-place-able, if appropriate size
			</li>
			<li>
				Tweak: Berry bushes can also be planted on low fertility soil
			</li>
			<li>
				Tweak: Show the number of days left on berry bushes for certain stages
			</li>
			<li>
				Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground
			</li>
			<li>
				Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit
			</li>
			<li>
				Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all
			</li>
			<li>
				Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked
			</li>
			<li>
				Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
			</li>
			<li>
				Fixed: Mannequins did not accept arm wearables
			</li>
			<li>
				Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides
			</li>
			<li>
				Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables
			</li>
			<li>
				Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months
			</li>
			<li>
				Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally
			</li>
			<li>
				Fixed: Avoid crash in EntityItemRenderer
			</li>
			<li>
				Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli]
			</li>
			<li>
				Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side
			</li>
			<li>
				Fixed: Theater randomizer properly localized
			</li>
			<li>
				Fixed: Ruined clay lamps had bad collision boxes
			</li>
			<li>
				Fixed: Raw fish transfer their freshness when filleted
			</li>
			<li>
				Fixed: Missing language strings for berry bush cuttings covered in snow
			</li>
			<li>
				Tweak: Added neck hole to pillory
			</li>
			<li>
				API Fixed: Ground processing will now only process one item at a time instead of an entire stack
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">438</guid><pubDate>Sat, 28 Mar 2026 06:15:00 +0000</pubDate></item><item><title>1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc5-fishing-mechanisms-metalworking-and-more-r437/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.5, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release...<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43196" href="//media.vintagestory.at/monthly_2026_03/2026-03-21_18-11-13.png.9ddd01026ecd632c1c21c34155ddacd4.png" rel=""><img alt="2026-03-21_18-11-13.thumb.png.d507e6662f9c3ddeb9c9b1465a380016.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43196" data-ratio="39.80" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-21_18-11-13.thumb.png.d507e6662f9c3ddeb9c9b1465a380016.png" /></a><br />
	<span style="font-size:12px;">Screenshot by TylerSantaFe, shared on discord #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS)
	</li>
	<li>
		Tweak: Performance: Game freezing when many blocks started falling
	</li>
	<li>
		Tweak: For Server owners: A quick little solution to tell apart your server staff - "<em>/player [playername] privilege grant staffentitlement</em>" will give you a cyan colored <span style="color:#1abc9c;">[Staff]</span> prefix
	</li>
	<li>
		Tweak: Simple AFK kick timer for game servers (enable via <em>/sc afkkickseconds</em>  and <em>/sc afkwarnseconds</em>)
	</li>
	<li>
		Tweak: Added <em>/sc timeoutkickseconds</em>
	</li>
	<li>
		Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear
	</li>
	<li>
		Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none)
	</li>
	<li>
		Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats.
	</li>
	<li>
		Tweak: Theater arm clothing fully implemented.
	</li>
	<li>
		Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving
	</li>
	<li>
		Tweak: The server <em>/stats</em> commands now no longer includes connecting players in the current player count
	</li>
	<li>
		Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures  <span style="font-size:14px;">[existing beams with ? textures can be removed using the Crowbar tool]</span>
	</li>
	<li>
		Fixed: Logged errors when a Worm Grunter stick reaches zero durability
	</li>
	<li>
		Fixed: Error log spam from hidden clothing parts when wearing armor
	</li>
	<li>
		Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred
	</li>
	<li>
		Fixed: Game crash caused by gnats
	</li>
	<li>
		Fixed: Game crash caused by ground storage
	</li>
	<li>
		Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information
	</li>
	<li>
		Fixed: Stones thrown straight up getting stuck mid-air
	</li>
	<li>
		Fixed: Bowl water splash particles not colored correctly
	</li>
	<li>
		Fixed: Ambient slider in settings not working when settings are not expanded
	</li>
	<li>
		Fixed: Seraph 'grin' face and 'kind' face swapped
	</li>
	<li>
		Fixed: Berry bushes will properly randomize their appearance
	</li>
	<li>
		Fixed: Dropped items forever rotating even when colliding with the ground
	</li>
	<li>
		Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory
	</li>
	<li>
		Fixed: Iron blooms did not always have enough metal voxels to make a full ingot
	</li>
	<li>
		Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream
	</li>
	<li>
		Fixed: Animals still able to multiply with dead males nearby
	</li>
	<li>
		Fixed: Psychedelic mushrooms would not properly get you high when used in a meal
	</li>
	<li>
		Fixed: Various berry bush fixes
		<ul>
			<li>
				Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth
			</li>
			<li>
				Wild berry bushes would incorrectly pretend to be young when spawned
			</li>
			<li>
				Grown berry bushes would not have a young stage
			</li>
			<li>
				Young berry bushes would not use the proper graphics
			</li>
			<li>
				Thin skinned and thick skinned berry bush traits were accidentally swapped
			</li>
			<li>
				Berry bushes would not properly pause their growth when below or above the pausing growth temperatures
			</li>
		</ul>
	</li>
	<li>
		Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe
	</li>
	<li>
		Fixed: Rollers place inconsistently based on player's orientation 
	</li>
	<li>
		Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies.
	</li>
	<li>
		Fixed: Raw and fired-but-empty lamp bodies showed the wick.
	</li>
	<li>
		Fixed: Non-ruined metal gates were not dropping themselves when broken.
	</li>
	<li>
		Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces.
	</li>
	<li>
		Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable).
	</li>
	<li>
		Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install
	</li>
	<li>
		Fixed: Various multiplayer server fixes
		<ul>
			<li>
				Fixed: Able to queue up in the player join queue multiple times
			</li>
			<li>
				Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue
			</li>
			<li>
				Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers
			</li>
			<li>
				Fixed: Crash when starting a standalone server after removing certain roles from <em>serverconfig.json</em>
			</li>
			<li>
				Fixed: A large connection queue affected how many players can join
			</li>
			<li>
				Fixed: The connection queue only processing when a player leaves
			</li>
			<li>
				Fixed: The ModIdWhitelist did not work properly for some mods
			</li>
			<li>
				Fixed: Wonky <em>/list clients</em> output. Now prints *all* clients sorted by connection state
			</li>
		</ul>
	</li>
	<li>
		API Fixed: Psychedelic properties of food were not synched from server to client
	</li>
	<li>
		API Fixed: FoodNutritionProperties.SaturationLossDelay was unused
	</li>
</ul>
]]></description><guid isPermaLink="false">437</guid><pubDate>Tue, 24 Mar 2026 19:43:43 +0000</pubDate></item><item><title>1.22.0-rc.4 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc4-fishing-mechanisms-metalworking-and-more-r436/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.4, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The road to stable continues. #2
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43074" href="//media.vintagestory.at/monthly_2026_03/2026-03-20_00-38-00.png.b19626ebb2da33399ff65a849f5f4814.png" rel=""><img alt="2026-03-20_00-38-00.thumb.png.ee15e5eb92e287723f4d9d7758f5c8c4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43074" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-20_00-38-00.thumb.png.ee15e5eb92e287723f4d9d7758f5c8c4.png" /></a><br />
	<span style="font-size:12px;">Build by Galejro, shared on discord in #screenshots</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice!
	</li>
	<li>
		Fixed: Missing texture for pressed olive mash in small trough
	</li>
	<li>
		Fixed: When pouring liquid into different containers the transition time would not properly average
	</li>
	<li>
		Fixed: Always return pulverizer input item if caps are too weak to crush it
	</li>
	<li>
		Fixed: Reindeer herder collared shirt had incorrect warmth
	</li>
	<li>
		Fixed: Hens running threateningly towards player when injured
	</li>
	<li>
		Fixed: Rare chance for a rooster to lay an egg
	</li>
	<li>
		API Tweak: Farming growth rate temperature penalties are now defined in JSON config
	</li>
	<li>
		API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: <strong>Bait exclusive biting.</strong> Worms will now only catch small-to-medium size fish.  Larger fish will generally require stink baits, meat, or fish
			</li>
			<li>
				Tweak: Raw meats and small fish are now valid bait types
			</li>
			<li>
				Tweak: Thrown bricks no longer get destroyed on impact
			</li>
			<li>
				Tweak: Water wheels now only accept stronger wood types
			</li>
			<li>
				Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes
			</li>
			<li>
				Fixed: Male and female traders now have a full list of names to draw from
			</li>
			<li>
				Fixed: Rifts not working client side since 1.22.0-pre.1
			</li>
			<li>
				Fixed: Crowbar leaving behind invisible block when last beam was removed
			</li>
			<li>
				Fixed: Sailboat not launching after construction
			</li>
			<li>
				Fixed: Strange additional grid recipes on cabinet doors
			</li>
			<li>
				Fixed: Cabinet dupe bug
			</li>
			<li>
				Fixed: Server-side exception when releasing a dead animal from a reed chest
			</li>
			<li>
				Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly
			</li>
			<li>
				Fixed: Harvesting berry bushes wouldn't play harvesting sound
			</li>
			<li>
				Fixed: Added missing olive mash trough texture
			</li>
			<li>
				Fixed: When the large windmill was obstructed it dropped the wrong kind of sails
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">436</guid><pubDate>Fri, 20 Mar 2026 11:14:00 +0000</pubDate></item><item><title>1.22.0-rc.3 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc3-fishing-mechanisms-metalworking-and-more-r435/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.3, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The road to stable continues.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42945" href="//media.vintagestory.at/monthly_2026_03/cabinet.png.97bd5fb289b1f6a9949611b16e19edfc.png" rel=""><img alt="cabinet.thumb.png.b15b6ba93880a98a39a52dce511c124c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42945" data-ratio="85.25" style="width:800px;height:auto;" width="880" src="//media.vintagestory.at/monthly_2026_03/cabinet.thumb.png.b15b6ba93880a98a39a52dce511c124c.png" /></a>
</p>

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

<ul>
	<li>
		Tweak: Added checkbox to turn off auto suggestion of saved waypoint names
	</li>
	<li>
		Tweak: Fruit show which fruit tree they are harvested from in handbook
	</li>
	<li>
		Tweak: Chain, scale, lamellae, ingots, rods, and bosses are now stackable in cabinets
	</li>
	<li>
		Tweak: When riding elk at the slowest speed with a snaffle bit, tapping S while still holding W will stop you briefly
	</li>
	<li>
		Tweak: Grass-covered blocks also spawn some dirt particles depending on grass coverage level
	</li>
	<li>
		Fixed: Grass covered soil blocks sometimes creating half-transparent particles
	</li>
	<li>
		Fixed: ModDB Error: Bad Request when connecting to a server with multiple missing mods.
	</li>
	<li>
		Fixed: Treasure hunters no longer selling treasure maps in old chunks (1.20 and before)
	</li>
	<li>
		Fixed: Chiseled glass not playing rain ambient sound
	</li>
	<li>
		Fixed: Mechanical part piles took almost no time to break
	</li>
	<li>
		Fixed: Able to use up a temporal gear to set a spawn even when temporal gear spawns are set to 0
	</li>
	<li>
		Fixed: Properly reset spawn if RemainingUses is 0 when set
	</li>
	<li>
		API Fixed: JSON patches that target a property with an integer as part of the path would fail. Github #4932
	</li>
	<li>
		API Fixed: Allow inFirepitProps to be explicitly set to null in JSON
	</li>
	<li>
		API Fixed: When calculating mounted rider render position, also take player scale into account
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Cabinet doors can now be removed with a wrench + Ctrl key + right click
			</li>
			<li>
				Tweak: Berry bush now tells when the next cutting can be taken
			</li>
			<li>
				Tweak: Berry bush traits are now colored (red=bad, green=good).
			</li>
			<li>
				Tweak: No longer downgrade soil when berry bush cuttings grow
			</li>
			<li>
				Tweak: Fur-lined vest moved from upperbody slot (shirts) to upperbodyover slot (coats).
			</li>
			<li>
				Tweak: Fishing rebalancing
				<ul>
					<li>
						Reduced max fish per location from 15 to 12
					</li>
					<li>
						Increased minimum "general fish frequency" from 0% to 20%.
					</li>
					<li>
						Can now exchange bait on the fishing pole. In the next update some fish will only bite with certain bait
					</li>
					<li>
						Fixed current bait not shown in the fishing pole item info while fishing
					</li>
				</ul>
			</li>
			<li>
				<strong>Fixed: Several issues with grid-crafting in 1.22.0-rc.1 and -rc.2:</strong>
				<ul>
					<li>
						Fixed grid recipe outputs sometimes invisible (especially when dragging a stack)
					</li>
					<li>
						Fixed several oddities and wrong quantities when grid crafting shapeless recipes such as Trunk or opened Crate
					</li>
					<li>
						Fixed multiple recipe tags not properly matching in some cases
					</li>
				</ul>
			</li>
			<li>
				Fixed: Crash when placing Helve hammer head on the ground
			</li>
			<li>
				Fixed: Cabinet shelf model volumes adjusted to more closely match the actual model
			</li>
			<li>
				Fixed: Cabinet shelf volumes were not all the way at the back, and their names all gave the height as 5, despite that many in fact had space for 6 high
			</li>
			<li>
				Fixed: Upgrading very old worlds (1.18 / 1.19) could lead to spawning of rivulets, hot springs and some other worldgen features too close to the Resonance Archives
			</li>
			<li>
				Fixed: Dungeons would not regenerate using /wgen regen
			</li>
			<li>
				Fixed: Entities like armor stands would not be placed properly in dungeons
			</li>
			<li>
				Fixed: Other players would sometimes not properly update on map until you got close to them
			</li>
			<li>
				Fixed: Player markers would not disappear from the map when players logged out of the game
			</li>
			<li>
				Fixed: Player would sometimes not appear on the map even for themselves
			</li>
			<li>
				Fixed: Shad and chub fish were not quad-placeable for filleting
			</li>
			<li>
				Fixed: Ceramic tiles, cooking pot, and oil lamp textures were swapped, and so not matching their sets well
			</li>
			<li>
				Fixed: Ripe berry bushes would not drop the berries if broken rather than harvested
			</li>
			<li>
				Fixed: Berry bushes show what kind of fruit they drop when harvested in handbook again
			</li>
			<li>
				Fixed: Crash in berry bush code with certain wild berry bushes
			</li>
			<li>
				Fixed: New berry bush breaking texture did not work, which caused client side log spam
			</li>
			<li>
				API Fixed: On mounts with more than two forward gaits, you could not slow down without completely stopping (bug introduced in 1.22)
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">435</guid><pubDate>Wed, 18 Mar 2026 09:24:00 +0000</pubDate></item><item><title>1.22.0-rc.2 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc2-fishing-mechanisms-metalworking-and-more-r434/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This update fixes the most egregious bugs with the rc.1 release. While adding an unintended(!) new bug: in grid crafting, when spreading items between grid slots by dragging a stack, some recipe outputs will currently be invisible (but if the player clicks those items into the grid or takes the invisible item from the slot, the correct item has in fact been crafted) - we'll get this fixed for rc.3 ...
</p>

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

<ul>
	<li>
		Tweak: Fruiting bush cuttings now decay to a stick at only a 25% chance, rather than 100% chance.
	</li>
	<li>
		Tweak: Performance - eliminate client-side block lag when placing/breaking blocks at large view distances while distant parts of world still loading
	</li>
	<li>
		Fixed: Ongoing trader accessory cleanup, normalized element names across Villager hairstyle models
	</li>
	<li>
		Fixed: Several freshwater fish were missing a 'run' animations.
	</li>
	<li>
		Fixed: Hunter backpack was not centered on the seraph's back when worn.
	</li>
	<li>
		Fixed: The Server Dashboard would not show the seed anymore after a client restart
	</li>
	<li>
		Fixed: Dungeons where not properly disabled in Homo Sapiens mode
	</li>
	<li>
		Fixed: Unable to step up onto trapdoors in front of trader houses
	</li>
	<li>
		Fixed: Treasure hunter trader would give the same dialogue options as other traders
	</li>
	<li>
		Fixed: Add proper name for fish pies
	</li>
	<li>
		Fixed: Trading window would sometimes have too wide of a title bar
	</li>
	<li>
		Fixed: Trader dialog window showed the wrong title
	</li>
	<li>
		Fixed: Raccoons will once again harvest berries
	</li>
	<li>
		Fixed: Foraging bonus applies to wild berry bushes
	</li>
	<li>
		Fixed: Berry bushes will properly update the time needed to grow when changing state
	</li>
	<li>
		Fixed: Berry bush "Health state:" and "Growth state" can be properly localized
	</li>
	<li>
		Fixed: In handbook, armor items would crash the game in 1.22.0-rc.1
	</li>
	<li>
		Fixed: Bad corruption to chunks in worlds first created in game version 1.20 or earlier, when loaded in 1.22.0-rc.1
	</li>
	<li>
		Fixed: Crash when attempting to sit on a raft
	</li>
	<li>
		Fixed: Crash when players get too far away from each other in multiplayer
	</li>
	<li>
		Fixed: Error in log when players leave in multiplayer
	</li>
	<li>
		Fixed: Linux install script now properly checks for net 10
	</li>
	<li>
		Fixed: Hay block not craftable, in 1.22.0-rc.1  [due to overlap with grass shirt recipe]
	</li>
	<li>
		API Feature: Add IBellowsAirReceiver to allow mods to attach the bellows to things other than the forge - thanks to funions123
	</li>
	<li>
		API Fixed: Properly load all values of berry bushes the way you'd expect and add more defaults
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">434</guid><pubDate>Tue, 10 Mar 2026 07:00:42 +0000</pubDate></item><item><title>1.22.0-rc.1 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc1-fishing-mechanisms-metalworking-and-more-r433/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	In this update we focused on cramming as much new content into one update as we possibly could. Reminder - the "rc" in the version number stands for "release candidate" which means our team's focus will now shift to bugfixing and game balancing until stable. Expect some level of jankiness still. Rivers and Sawmills did not make it in time for 1.22 unfortunately (they are still in progress) but even without these, this update is possibly the largest we ever made in terms of game content. Enjoy!<br />
	<br />
	Special thanks to community members devpikachu, sneezerstein, jayu, urm, Remilia (@Lazula on github) and tehtelev for contributing code to the 1.22 update
</p>

<p>
	<strong>Can I start playing 1.22 now?</strong><br />
	<s>We are decently confident that your old worlds will not break</s>. <strong>Please wait with upgrading your old worlds to 1.22</strong> until we fixed newly introduced worldgen issues. Even so, we highly recommend making a backup copy of your 1.21 worlds before upgrading the game to 1.22. If you want to be on the safe side, wait until 1.22.0 stable. And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is <strong>not</strong> recommended.<br />
	<br />
	<strong>v1.22 still unfinished / known issues</strong><br />
	The large bellows cannot yet be powered through the mechanical power system. There are z-fighting and clipping issues with the new clothing for the seraph and trader. Some of the trader clothing combinations are too random. The new dynamic dungeons will not drop when broken and some parts are unfinished. Various other minor issues.
</p>

<p>
	<strong>Screenshots of new additions since pre.1</strong><br />
	<br />
	Added the first iteration of dynamic dungeons to Survival mode<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42554" href="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.png.54c903cd6d297689ac3d4b6d2a2260dc.png" rel=""><img alt="2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42554" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" /></a><br />
	<br />
	Fully reworked Trader models<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42550" href="//media.vintagestory.at/monthly_2026_03/traders.png.ec49dee9f0f8218949cb8dbdf0a3a3d3.png" rel=""><img alt="traders.thumb.png.a5655b8eb5ee4d1ebe297f3ba732e44b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42550" data-ratio="72.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/traders.thumb.png.a5655b8eb5ee4d1ebe297f3ba732e44b.png" /></a>
</p>

<p>
	Added many new clothing sets for the player<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42552" href="//media.vintagestory.at/monthly_2026_03/outfits.png.7457ae26a725c00697907b8c16a945dd.png" rel=""><img alt="outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42552" data-ratio="66.00" width="1000" src="//media.vintagestory.at/monthly_2026_03/outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" /></a>
</p>

<p>
	Full reworked berry bushes<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42551" href="//media.vintagestory.at/monthly_2026_03/berry.png.4776531918dc202fbf5d6b857b48e55b.png" rel=""><img alt="berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42551" data-ratio="57.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" /></a>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		<strong><a href="https://www.vintagestory.at/blog.html/news/1220-pre1-fishing-mechanisms-metalworking-and-more-r431/" rel="">Everything listed in the pre.1 post</a> </strong>plus everything below
	</li>
	<li>
		<span>Feature: A first, proof-of-concept <strong>fully dynamic dungeon</strong> now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked trader models</strong>. Added climate specific clothing for traders</span>
	</li>
	<li>
		<span>Feature: Added <strong>many new clothing sets </strong>to be found, traded or crafted. (WIP)</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked berry bushes</strong>. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game</span>
		<ul>
			<li>
				<span>Fully reworked models</span>
			</li>
			<li>
				<span>Can only be propagated by taking a cutting with a knife which when planted takes 6 to 12 months to mature into a new bush</span>
			</li>
			<li>
				<span>Berry bushes require fertilization or they will stop bearing fruit. </span><span>Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest</span>
			</li>
			<li>
				<span>A handful of rare traits will be added in the next release candidate - traits propagate to the cutting taken</span>
			</li>
			<li>
				<span>Flowering/Ripening behavior still mostly similar to the old system</span>
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves</span>
	</li>
	<li>
		Feature: Can now <strong>mount shields on wall mounts</strong>
	</li>
	<li>
		Feature: Some fish - arapaimas, pike, piranhas, and sheatfish - <strong>may attack players</strong> if cornered. Red-bellied piranhas are especially aggressive towards injured players
	</li>
	<li>
		<span>Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively</span>
	</li>
	<li>
		Tweak: <strong>Players are now visible on the map up to 1000 blocks away</strong> or if in a shared group, by default
	</li>
	<li>
		Tweak: <strong>Player map markers will show the supporter color</strong>, like player names in chat
	</li>
	<li>
		Tweak: <strong>Held/dynamic light range now better corresponds to placed light range</strong> (experimental!)
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: <strong>Lightning flash visual tuning</strong>. Lights up the world from a greater distance and a bit more realistically
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale)
	</li>
	<li>
		Tweak: Quern shows grinding outputs on handbook page
	</li>
	<li>
		Tweak: Tuned seraph idle animations
	</li>
	<li>
		Tweak: Can now add linings or change the color of glass for small lanterns in ground storage
	</li>
	<li>
		Tweak: Added fish bones item, which is functionally equivalent to existing tiny bones (cannot be used for handles or in armor) but looks fish-appropriate.
	</li>
	<li>
		Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw
	</li>
	<li>
		Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate
	</li>
	<li>
		Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section
	</li>
	<li>
		Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap
	</li>
	<li>
		Tweak: The Devastation Tower elevator now prevents falling through when going down
	</li>
	<li>
		<span>Tweak: Performance - Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook</span>
	</li>
	<li>
		<span>Tweak: Performance: Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers</span>
	</li>
	<li>
		<span>Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity</span>
	</li>
	<li>
		<span>Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement</span>
	</li>
	<li>
		<span>Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout</span>
	</li>
	<li>
		<span>Tweak: Handbook search now shows results more closely matched to what was typed</span>
	</li>
	<li>
		<span>Tweak: Rendered fat recipe no longer dirties the pot</span>
	</li>
	<li>
		<span>Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close</span>
	</li>
	<li>
		<span>Tweak: Removed unused 'eidolon gearbox' item from the game</span>
	</li>
	<li>
		<span>Tweak: Firestarter can now be burned in a firepit</span>
	</li>
	<li>
		<span>Tweak: Allow candles to be removed from an existing bunch of candles without breaking it</span>
	</li>
	<li>
		<span>Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females</span>
	</li>
	<li>
		<span>Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder</span>
	</li>
	<li>
		<span>Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one</span>
	</li>
	<li>
		<span>Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid</span>
	</li>
	<li>
		<span>Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector</span>
	</li>
	<li>
		<span>Tweak: Added a (preliminary) handbook entry for berry bushes, explaining their propagation and care</span>
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Added a<span> </span><strong>Creative mode pocket sun</strong>. Caution: Very hot!
	</li>
	<li>
		Tweak: When using the Creative-mode Entity-mover tool, you can now use mousewheel to change entity distance 
	</li>
	<li>
		<span>Tweak: Update community translations</span>
	</li>
	<li>
		Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router.
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: <strong>Beams not placing correctly in free mouse mode</strong> or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		<span>Fixed: Honey would give the wrong satiety in a meal</span>
	</li>
	<li>
		<span>Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud.</span>
	</li>
	<li>
		<span>Fixed: Tempering applied a buff instead of only reducing the break chance</span>
	</li>
	<li>
		<span>Fixed: Applying many buffs added many lines of text to the item info hud</span>
	</li>
	<li>
		<span>Fixed: The player would get full nutrition from drinking spoiling liquid</span>
	</li>
	<li>
		<span>Fixed: Properly stop animations when ground processing items</span>
	</li>
	<li>
		<span>Fixed: Animation would never end when breaking ore chunks in ground storage</span>
	</li>
	<li>
		<span>Fixed: Drifters had a missing face on their neck that would show on their back side, when dead.</span>
	</li>
	<li>
		<span>Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard</span>
	</li>
	<li>
		<span>Fixed: Grindstone grid recipe conflicted with polished stone recipe</span>
	</li>
	<li>
		<span>Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door.</span>
	</li>
	<li>
		<span>Fixed: Collapsed clutter scroll racks were not texture-swappable.</span>
	</li>
	<li>
		<span>Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground.</span>
	</li>
	<li>
		<span>Fixed: Bugnet durability wasn't consumed</span>
	</li>
	<li>
		<span>Fixed: Brass torchholder description didn't have useful info from aged torchholder description</span>
	</li>
	<li>
		<span>Fixed: /debug helddurability command not marking slot dirty</span>
	</li>
	<li>
		<span>Fixed: Armor breaks on zero durability</span>
	</li>
	<li>
		<span>Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text</span>
	</li>
	<li>
		<span>Fixed: Empty chests playing incorrect sound when closed</span>
	</li>
	<li>
		<span>Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge</span>
	</li>
	<li>
		<span>Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox</span>
	</li>
	<li>
		<span>Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes</span>
	</li>
	<li>
		<span>Fixed: Flax fibers' held transform was WAY too small</span>
	</li>
	<li>
		<span>Fixed: Black coal was a pigment for sign writing, but could not do cave drawings</span>
	</li>
	<li>
		<span>Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts</span>
	</li>
	<li>
		Fixed: Tule root didn't say in description that it can be planted again
	</li>
	<li>
		Fixed: Luxury trader was selling two shields that were missing the wood attribute.
	</li>
	<li>
		Fixed: Placing a crock into ground storage would crash the game on some operating systems
	</li>
	<li>
		Fixed: Sheep no longer spawn in thick forests or shrubland
	</li>
	<li>
		Fixed: Rope couldn't be placed on ground without already existing ground storage
	</li>
	<li>
		Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position
	</li>
	<li>
		Fixed: Couldn't pick up empty armor stand
	</li>
	<li>
		Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light
	</li>
	<li>
		Fixed: Bamboo stakes and shovel gui icons when moused over were not centered.
	</li>
	<li>
		Fixed: Long bowstave is invisible in ground storage when dry
	</li>
	<li>
		Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings 
	</li>
	<li>
		Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook)
	</li>
	<li>
		Fixed: Flax fibers were not centered in the gui
	</li>
	<li>
		Fixed: Hot items invisible in ground storage
	</li>
	<li>
		Fixed: Metal arrow fletching was solid black
	</li>
	<li>
		Fixed: Rare crash when chiseled block name is null
	</li>
	<li>
		Fixed: Drygrass item was not centered in it's selection box when laying on the ground
	</li>
	<li>
		Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations.
	</li>
	<li>
		Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position
	</li>
	<li>
		Fixed: Clouds disappearing after sleeping in some cases
	</li>
	<li>
		Fixed: Dirty cooking pot had bad incorrect idle pose
	</li>
	<li>
		Fixed: Anomalously light texture section on adult male elk's neck fur
	</li>
	<li>
		<span>Fixed: Scraping multiple soaked hides causes game crash #8479</span>
	</li>
	<li>
		<span>Fixed: Old traders were upgraded to the new traders, but naked and no face</span>
	</li>
	<li>
		<span>Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1</span>
	</li>
	<li>
		<span>Fixed: Some Nadiyan clothing was not using the correct textures.</span>
	</li>
	<li>
		<span>Fixed: Merchant hat and fur coat had some texture issues.</span>
	</li>
	<li>
		<span>Fixed: Various small issues with bear textures and model</span>
	</li>
	<li>
		<span>Fixed: Olives' on-ground transform was bad</span>
	</li>
	<li>
		API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target
	</li>
	<li>
		API Feature: Added MouseWheelMove input event
	</li>
	<li>
		API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType
	</li>
	<li>
		API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces
	</li>
	<li>
		API Feature: Added texture bleeding system for seamless block transitions
	</li>
</ul>

<ul>
	<li>
		Feature: New block properties for controlling texture bleed behavior:
		<ul>
			<li>
				BleedPriority (auto from material or manual override)
			</li>
			<li>
				CanReceiveBleed, BleedOverlayTexture
			</li>
			<li>
				BleedTopFaceOnly, BleedGroup, BlocksTextureBleed
			</li>
		</ul>
	</li>
</ul>

<ul>
	<li>
		API Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe"
	</li>
	<li>
		API Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen()
	</li>
	<li>
		API Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]).
	</li>
</ul>

<ul>
	<li>
		In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c)
	</li>
	<li>
		examples:<br />
		[["all", "of", "these"]]<br />
		[["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }]<br />
		{ allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }<br />
		{ anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }<br />
		{ anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] }<br />
		{ allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM<br />
		these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System
	</li>
</ul>

<ul>
	<li>
		API Tweak: Use GetInterfaces for all instances of IIgnitable
	</li>
	<li>
		API Tweak: Add stencil buffer API to rendering interface
	</li>
	<li>
		API Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability"
	</li>
	<li>
		API Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well
	</li>
	<li>
		API Fixed: Collectible.OnHeldDropped was not called server side
	</li>
	<li>
		<span><span>API Fixed: Rideable behavior no longer ignores minGeneration setting</span></span>
	</li>
	<li>
		API Fixed: Crash when entity tries to play sound it did not have
	</li>
	<li>
		API Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly
	</li>
	<li>
		API Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead
	</li>
	<li>
		API Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching
	</li>
	<li>
		API Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above
	</li>
	<li>
		<span>API Tweak: Transform editor dialog now has firepit transform support</span>
	</li>
	<li>
		<span>API Tweak: Spawner blocks can now define rain and temperature conditions</span>
	</li>
	<li>
		<span>API Tweak: Added OnContainedInteractCancel for use in ground storage interactions</span>
	</li>
	<li>
		<span>API Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows</span>
	</li>
	<li>
		<span><span>API Fixed: 'scale' property in shape overlays did not work</span></span>
	</li>
	<li>
		<span>API Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting</span>
		<ul>
			<li>
				<span>The mounted animation should position the player relative to the hitbox</span>
			</li>
			<li>
				<span>The attachment point on the mounted creature should go on the part of the entity the player's movement follows</span>
			</li>
			<li>
				<span>The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work.</span>
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span>Changes since 1.22.0-pre.5, also included above</span>
</p>

<ul>
	<li>
		Tweak: New main menu backgrounds
	</li>
	<li>
		Tweak: Added a creative mode pocket sun. Caution: Very hot
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale).
	</li>
	<li>
		Tweak: Lightning flash tuning. Lights up the world from a greater distance and a bit more realisticly
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Other players are always visible on the map up to 1000 blocks away or if in a shared group by default
	</li>
	<li>
		Tweak: Player map markers will show the supporter color, like player names in chat
	</li>
	<li>
		Tweak: Held/Dynamic light range now better correspond to placed light range (experimental)
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: Beams not placing correctly in free mouse mode or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Can now use sprint+mousewheel with the entity mover to rotate the entity
			</li>
			<li>
				Tweak: Reduce rapids spawn quantity
			</li>
			<li>
				Tweak: Ruined doors and trapdoors (both metal and wood) will no longer drop anything when broken.
			</li>
			<li>
				Tweak: Strawberry plants now spawn in patches twice as large as other berry bushes, use half the fertilizer, and have half the yield
			</li>
			<li>
				Tweak: Fruiting bush yields increased 25% to account for the fact that struggling wild bushes only yield 50% of normal harvest. Reduced berry bush maturation length by 25%
			</li>
			<li>
				Tweak: Added Spur gear up and down orientations which were missing from -pre.5
			</li>
			<li>
				Tweak: Spear thrown damage and draw speed nerfs backed off by about half
			</li>
			<li>
				Tweak: Performance (minor) save 100k RAM and fewer cache misses for SnowAccum randomShuffles, they can be ushort not int
			</li>
			<li>
				Tweak: Re-worded berry bush 'cluster' traits to 'sparse/dense' rather than 'weak/strong'
			</li>
			<li>
				Removed: Fruits which do not currently have a bush associated with them (to be added back as the bushes are completed).
			</li>
			<li>
				Fixed: spur gear bugs in -pre.5 (detail: they could cause neighbouring axles to turn even if no neighbouring gear)
			</li>
			<li>
				Fixed: Devastation area no longer generating shrikes
			</li>
			<li>
				Fixed: When fishing in the ocean it was possible to catch freshwater fish and vice versa
			</li>
			<li>
				Fixed: Treasure hunters no longer selling treasuremaps
			</li>
			<li>
				Fixed: Waterwheel now provides mechanical power on both sides of its axle
			</li>
			<li>
				Fixed: Folded clothes stored in shelves and cabinets all had the same texture.
			</li>
			<li>
				Fixed: Time switching no longer working after usign /wgen regen in the devastation area. Issue since 1.22.0-pre.1
			</li>
			<li>
				Fixed: Several visual issues with berry bushes
			</li>
			<li>
				Fixed: Milking animal fails to produce milk due to desync
			</li>
			<li>
				Fixed: Rapids water splitting if the random horizontal path changed in shuffling
			</li>
			<li>
				Fixed: Mature berry bushes would float in the air if the soil block under them was broken.
			</li>
			<li>
				Fixed: occasional snowy blocks melting slower than surroundings in spring/summer, due to vines above
			</li>
			<li>
				Fixed: Bears would not seek out and eat food
			</li>
			<li>
				Fixed: Large lanterns had two of the grid elements using the wrong face, resulting in appearing to dark.
			</li>
			<li>
				Fixed: Spear and pick heads had bad shelving transforms
			</li>
			<li>
				Fixed: Leather decor had bad transforms, and z-fighting
			</li>
			<li>
				Fixed: Wallpaper was hidden from the handbook
			</li>
			<li>
				Fixed: Currants used inconsistent localization formats.  Now consolidated to one word (i.e. redcurrant)
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">433</guid><pubDate>Sat, 07 Mar 2026 16:00:00 +0000</pubDate></item><item><title>1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-pre1-fishing-mechanisms-metalworking-and-more-r431/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	<strong>Preamble</strong><br />
	Its a crispy cold winter day here at Anego Studios HQ and I get the privilege to write another one of these. What could be better than a snowy day, hot coffee and a juicy fat game update blog post <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f601.png" class="ipsEmoji" alt="😁">  And ... l</span>ooks like we will manage to hit our aspirational release cadence - 7 months, to the day, have passed since the preview release for the last version, 1.21.0-pre1.
</p>

<p>
	The goal of this update was to enrich Vintage Story with new game mechanics to the max! I personally spent a lot of time writing code for many of the planned features in this update. If I had to pick a favorite, it was programming the new 'displayable' system that lets you place items on shelves with voxel precision. It originally started out as a request by Saraty to have clothing shelves - but I already knew where this would be going.... As soon as we would add clothing shelves, players and team members alike would request these shelves to be usable also for other items. And vice versa, for clothing to fit on the old shelves. So I set out to just solve this once and for all - with a universal shelf placement system. It was an intriguing coding journey - going off by intuition at first, to eventually finding tidbits of elegance in some of the solutions, to a fully working system that created a solid, modular and readable code architecture. We will be adapting this new system to the old storage blocks as well, eventually.
</p>

<p>
	It's been a hectic last few weeks. Many in the team are rushing to squeeze in as much content as possible before we get to a feature freeze. Meanwhile we had the arduous task of moving the hosting of the main site to our own hardware while minimizing downtime, we are actively hiring, several new projects are in planning and I lament that this frosty Latvian winter will likely kill off my blackberry bush <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">
</p>

<p>
	Project Nex and Project Glint are also beginning to really take off, with the Glint team impressing me with their clever use of existing game engine features in ways I never expected. We'll get to show stuff on both projects Soon<b>™</b><br />
	<br />
	But this blog post is about Vintage Story and dayum do we have much to present to you this time! Get yourself comfortable, it will take some time to get through all of this.<br />
	 
</p>

<p>
	<strong>Pre-Release Disclaimer</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, overpowered or underpowered features, incomplete content, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot22" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <span>new v1.22 blog post</span> will then come when the first full release candidate (rc.1) is ready.<br />
	3. If testing 1.22 on an old world from 1.21 or earlier, we strongly recommend making a backup copy before loading the world in 1.22.<br />
	4. We advise against starting a new permanent world with 1.22.0-pre.1. Pre-releases tend to break things. We specifically intend to add new worldgen in later preview versions after pre.1 (but before rc.1). You should therefore plan on starting a new world again, once rc.1 is available. <br />
	5. We recommend disabling all your previously installed mods when testing 1.22.0-pre.1, until the mods have had a chance to update for 1.22.<br />
	6. <strong>For modders</strong><span><span>: </span></span>It's very possible that we introduced mod API changes that are not intentional. If you come across something incompatible with your 1.21 mod and it does not look intentional, please do let us know and we might be able to adjust that in a subsequent release. 
</p>

<p>
	<br />
	<strong>September Roadmap Scorecard </strong><br />
	In September 2025, I announced a <a href="https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/" rel="">1.22 feature roadmap</a> - we got most of it into this update with some exceptions and caveats:
</p>

<ul>
	<li>
		<strong>Quenching, Tempering and Grinding wheel</strong><br />
		These are new game mechanics that let you alter the properties of a tool or weapon, but in a balanced way. Please be aware that this is our first preview release, so as with all newly added mechanics this might be<strong> underpowered or overpowered</strong>. We will balance things as we build towards a stable release.<br />
		 
	</li>
	<li>
		<strong>Fishing (Rod) System</strong><br />
		Probably one of the most anticipated mechanics, this is a thing now. The catching mechanic itself is usable but not fully polished for now because just getting there was big undertaking. We had to do a large amount of tweaking for fishing to even make any sense and remain balanced in VS. Here's a summary:
		<ul>
			<li>
				Fish no longer spawn in puddles (tiny ponds)
			</li>
			<li>
				Freshwater fish no longer limited to just 1 kind - there's now over 20 varieties of freshwater fish
			</li>
			<li>
				Melee attacking a fish makes them escape instantly
			</li>
			<li>
				A killed fish is no longer an entity that sinks to the bottom and needs to be harvested - instead it turns into a collectible dead fish
			</li>
			<li>
				Fish can be cut for fish fillet for cooking (in a later pre can be cooked on the firepit as a whole)
			</li>
			<li>
				Added a decent fishing rod &amp; line physics simulation, which was a personal pet peeve of mine
			</li>
			<li>
				Fishing an area (temporarily) depletes it, so you cannot endlessly fish in the same place
			</li>
			<li>
				Fishing is diverse - you get different fish based on the climate <em><u>and</u></em> the location you are at
			</li>
			<li>
				The fishing rod lets you catch the actual fish you see in the water but also beyond that you might get extra catch - for example (but not only!) juvenile variants of the same fish
			</li>
			<li>
				You need fish bait. Without it, fishing takes a lot longer. We added a worm grunting system and 2 new crops for you to acquire a few types of fish bait
			</li>
			<li>
				Worm grunting lets you collect earthworms in warm and wet areas, but also (temporarily) depletes locations if over-used
			</li>
			<li>
				Caught fish can be made into a trophy item using taxidermy. Including a few very rare special catchables...<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Rivers</strong><br />
		The roadmap entry mentioned "researching the feasibility of Rivers". We did just that. Around 300 man-hours of it. It's not quite there yet, but we will keep working on it. River generation is something that, if we add it, we want it to be a high quality addition, so this will take time. <br />
		 
	</li>
	<li>
		<strong>Procedural dungeons</strong>: Not yet part of 1.22.0-pre.1 but we feel confident that at least a first proof of concept will still be in 1.22.0 stable. <br />
		 
	</li>
	<li>
		<strong>Status Effects System </strong>and <strong>Item Heating Overhaul</strong>: Will have to be postponed to another update, unfortunately.<br />
		 
	</li>
	<li>
		<strong>Berry bush rework</strong>: Still planned for 1.22
	</li>
	<li>
		<strong>Elevators</strong>: Nope, but likely instead Sawmills for 1.22
	</li>
	<li>
		<strong>Waterwheel</strong>: Is in the game, but needs more work.
	</li>
	<li>
		Beyond that, we plan to further tweak pre.1 content. Amongst other things:
		<ul>
			<li>
				Add heat resistant mechanical power blocks
			</li>
			<li>
				Fix spur gears having placement limitations
			</li>
			<li>
				In-wall axles need a rework
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>1.22 notice to players</strong><br />
	Several game mechanics have changed in ways you might not expect and which you may need to prepare for.
</p>

<ul>
	<li>
		<strong>Item heating: </strong>We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size.<br />
		 
	</li>
	<li>
		<strong>Mechanical power changes: </strong>Please be aware that once we reach v1.22.0 stable, existing mechanical power builds that have been up-geared at least 3 times will ignite. You can test your game world (make backups first!) in any of the pre-releases or release candidates to see if your mechanical power builds are at risk - in these preview releases they will only emit smoke but not catch fire. We hope to still add to 1.22.0, second tier, sturdier mechanical power parts to counteract this change. Please also be aware that, placing windmills too close to each other will now cause turbulence and reduce their effectiveness by 50%. You can now craft a newly added Large Windmill instead, to satisfy your dreams of ultimate power. <br />
		 
	</li>
	<li>
		<strong>Nibblers: </strong>We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops!<br />
		 
	</li>
	<li>
		<strong>Glacier Ice: </strong>Any glacier ice block placed by a player will now turn into a variant that will melt if ambient temperature is above freezing. Any previously placed glacier ice will not melt like this, until broken and placed again.<br />
		 
	</li>
	<li>
		<strong>Spears</strong>: Iron spears have been added but, in turn, spears of tiers below iron have been nerfed.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Screenshots and Gifs</strong></span>
</p>

<p>
	Added <strong>cabinets and much improved storage system</strong>, allowing voxel-precision mixed item placing on cabinets, <strong>including books, clothing</strong>, <strong>chiseled figurines, </strong>all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with <strong>cabinet doors</strong>.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36537" href="//media.vintagestory.at/monthly_2026_01/cabinets.png.d00e0acbdd05e5a7d299546b6eec0e21.png" rel=""><img alt="cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36537" data-ratio="52.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" /></a>
</p>

<p>
	<strong>Added mannequins</strong> to display your clothing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36320" href="//media.vintagestory.at/monthly_2026_01/mannequins.png.6fc3210162ab1a1d06052cbb6a4f7cbd.png" rel=""><img alt="mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36320" data-ratio="56.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" /></a><br />
	<br />
	Added over <strong>20 species of freshwater fish</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36125" href="//media.vintagestory.at/monthly_2026_01/fishy.png.7dac57c54ab2b72a9e48bb02469d4bf7.png" rel=""><img alt="fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36125" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2026_01/fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" /></a>
</p>

<p>
	<strong>Fish behavior rework</strong>. They now quickly escape melee weapons and killed fish are collectible as a whole<br />
	<img alt="vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36228" data-ratio="82.50" width="760" src="//media.vintagestory.at/monthly_2026_01/vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" />
</p>

<p>
	<br />
	<strong>Added fishing system</strong><br />
	<img alt="fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36227" data-ratio="105.72" width="682" src="//media.vintagestory.at/monthly_2026_01/fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" /><br />
	<br />
	Added <strong>Taxidermy </strong>for caught fish. Displayable on the antler mount block - now renamed to just "<strong>Wall mount</strong>"<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36143" href="//media.vintagestory.at/monthly_2026_01/taxidermy.png.5f8f002eeaa09ed590c9bc35a2413744.png" rel=""><img alt="taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36143" data-ratio="51.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" /></a>
</p>

<p>
	<br />
	Major <strong>forge rework</strong>. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more<br />
	<img alt="forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36701" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" /><br />
	<br />
	<strong>Tool head quenching</strong> and tempering system: Quench items to improve their power value or durability (but not both)<br />
	<img alt="quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36702" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" />
</p>

<p>
	Added <strong>grinding wheel.</strong> Lets you sharpen tools for a critical hit bonus (WIP)<br />
	<img alt="sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36703" data-ratio="66.08" width="790" src="//media.vintagestory.at/monthly_2026_02/sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" />
</p>

<p>
	<br />
	New type of rivulets: <strong>The Rapids</strong>. A comparison with the standard rivulet on the right<br />
	<img alt="rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36223" data-ratio="65.60" width="625" src="//media.vintagestory.at/monthly_2026_01/rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" />
</p>

<p>
	<br />
	<strong>Added waterwheels</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36735" href="//media.vintagestory.at/monthly_2026_02/waterwheel2.gif.2d946c058067e2deddc5922f1c313a40.gif" rel=""><img alt="waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36735" data-ratio="73.40" width="1000" src="//media.vintagestory.at/monthly_2026_02/waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" /></a><br />
	<br />
	<strong>Mechanical power upgrades</strong>: Added large windmill, in-wall axles and <strong>spur gears</strong> (WIP)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36229" href="//media.vintagestory.at/monthly_2026_01/mechpower.gif.bf6dbacb9c41c99568a84402ffc1579d.gif" rel=""><img alt="mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36229" data-ratio="105.78" width="709" src="//media.vintagestory.at/monthly_2026_01/mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" /></a><br />
	<br />
	Too high speeds can now overheat mechanical power blocks, and starting from 1.22.0 stable will ignite<br />
	<img alt="singing2.gif.63261f3153cf123b1c2e4ea2163add78.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36327" data-ratio="51.46" width="686" src="//media.vintagestory.at/monthly_2026_01/singing2.gif.63261f3153cf123b1c2e4ea2163add78.gif" />
</p>

<p>
	<br />
	<strong>Fully rebuilt trader outposts</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36538" href="//media.vintagestory.at/monthly_2026_01/trader1.png.4318a588a072bd922001242e903d72fc.png" rel=""><img alt="trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36538" data-ratio="75.03" style="width:957px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36540" href="//media.vintagestory.at/monthly_2026_01/trader2.png.8a116f461cc3ded92e56b041c555d7a1.png" rel=""><img alt="trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36540" data-ratio="75.05" style="width:489px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36542" href="//media.vintagestory.at/monthly_2026_01/trader3.png.33cfb27a9b2c2f7a848ed99eccbb9fff.png" rel=""><img alt="trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36542" data-ratio="80.13" style="width:458px;height:auto;" width="936" src="//media.vintagestory.at/monthly_2026_01/trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" /></a>
</p>

<p>
	Trader clutter: By 1.22.0 stable, trader outposts will be further individualized to the type of trader inhabiting the place<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36545" href="//media.vintagestory.at/monthly_2026_01/tradertables.png.c3825825715e9612ef54f4986cf331cf.png" rel=""><img alt="tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36545" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" /></a>
</p>

<p>
	<br />
	Oil &amp; Fat mechanic rework<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36349" href="//media.vintagestory.at/monthly_2026_01/oil.png.00e09873d9d5d8ab14ae7192443f88b6.png" rel=""><img alt="oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36349" data-ratio="59.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" /></a>
</p>

<p>
	<br />
	Added <strong>iron and steel spears</strong>. Each spear now has its own spear head model<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36128" href="//media.vintagestory.at/monthly_2026_01/spearheads.png.8e311ab76c940164af1387af8e86f2f0.png" rel=""><img alt="spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36128" data-ratio="38.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" /></a>
</p>

<p>
	<br />
	<strong>Boar rework</strong>: Full model overhaul. Added huge variant, warthogs and red river hogs. <br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36773" href="//media.vintagestory.at/monthly_2026_02/hogs.png.560bf8af0dada5040ee55578c439fbe5.png" rel=""><img alt="hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36773" data-ratio="40.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" /></a>
</p>

<p>
	<strong>Two new farm-able crops</strong>: Fennel and Licorice - specifically added for fishing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36331" href="//media.vintagestory.at/monthly_2026_01/crops.png.d4ab9f47b093f3e397f3790bd30b943e.png" rel=""><img alt="crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36331" data-ratio="36.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" /></a><br />
	<br />
	<strong>Eight new Mushrooms</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36350" href="//media.vintagestory.at/monthly_2026_01/mushroom.png.0e95fca4f7c7605417935c779cbe98a4.png" rel=""><img alt="mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36350" data-ratio="44.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" /></a><br />
	<br />
	Added <strong>side effects </strong>from eating certain mushrooms<br />
	<img alt="psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36222" data-ratio="47.85" width="581" src="//media.vintagestory.at/monthly_2026_01/psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" />
</p>

<p>
	<br />
	<strong>Four new flowers</strong>: Bluebell, Ghost pipe, Daffodils and Mugwort<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36346" href="//media.vintagestory.at/monthly_2026_01/bluebells.png.2292b39a14fba33893746eeaa9899f35.png" rel=""><img alt="bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36346" data-ratio="49.70" width="1000" src="//media.vintagestory.at/monthly_2026_01/bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36347" href="//media.vintagestory.at/monthly_2026_01/gostpipe.png.6078067002a95532d965aa37a50de351.png" rel=""><img alt="gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36347" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36348" href="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.png.11586fdcd7600f932194c69c4ce50693.png" rel=""><img alt="mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36348" data-ratio="43.90" width="1000" src="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" /></a><br />
	<br />
	Refined tule plant textures<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36769" href="//media.vintagestory.at/monthly_2026_02/tule.png.76bd6050ec0d98d460aa34d797558b99.png" rel=""><img alt="tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36769" data-ratio="40.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" /></a><br />
	<br />
	<strong>Added 6 new hair colors</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36127" href="//media.vintagestory.at/monthly_2026_01/haircolors.png.3def27decfb5e7b30b989343799a71b0.png" rel=""><img alt="haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36127" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" /></a>
</p>

<p>
	 
</p>

<p>
	Papyrus chests now have their own model and texture<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36129" href="//media.vintagestory.at/monthly_2026_01/papyrus.png.c242ce140992e8eda4fb48f956590ceb.png" rel=""><img alt="papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36129" data-ratio="34.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" /></a>
</p>

<p>
	Sleek doors texture rework and they now have a glass window<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36131" href="//media.vintagestory.at/monthly_2026_01/doors.png.18e5c1f7af6a84a074eab2d9d211be0e.png" rel=""><img alt="doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36131" data-ratio="51.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" /></a>
</p>

<p>
	Oil lamp model reworked and ground storable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36132" href="//media.vintagestory.at/monthly_2026_01/oillamps.png.ed17af3a9bb8c4b626b5a0ca4e8b9399.png" rel=""><img alt="oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36132" data-ratio="44.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" /></a>
</p>

<p>
	Added wood typed ladders<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36133" href="//media.vintagestory.at/monthly_2026_01/ladders.png.24a2598fac003ee990e7c9d7ebfb0713.png" rel=""><img alt="ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36133" data-ratio="48.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" /></a>
</p>

<p>
	Added 8 new variants of storage vessels<br />
	<img alt="vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36134" data-ratio="66.26" width="907" src="//media.vintagestory.at/monthly_2026_01/vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" /><br />
	 
</p>

<p>
	Added <strong>earthy orange ceramic</strong> color<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36135" href="//media.vintagestory.at/monthly_2026_01/earthyorange.png.a294a5820ee597390a91e245d0e9766c.png" rel=""><img alt="earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36135" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" /></a>
</p>

<p>
	<br />
	Added <strong>travertine rock</strong> type and block variants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36733" href="//media.vintagestory.at/monthly_2026_02/travertine.png.9aaae6cae8062afb9608d1d50f1bf442.png" rel=""><img alt="travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36733" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" /></a><br />
	<br />
	Added survival mode craftable clay tiles<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36734" href="//media.vintagestory.at/monthly_2026_02/tiles.png.b105cde0b3411b78649c5c6ba3b8bca2.png" rel=""><img alt="tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36734" data-ratio="34.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" /></a>
</p>

<p>
	Tweaked glass textures. Smaller frame and textured reflections<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36144" href="//media.vintagestory.at/monthly_2026_01/glass.png.7bd487a0031f64c3857af0f001808397.png" rel=""><img alt="glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36144" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" /></a><br />
	<br />
	More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36329" href="//media.vintagestory.at/monthly_2026_01/agedblocks.png.e841dae8f9b93a979a6cf12af3240b58.png" rel=""><img alt="agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36329" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" /></a>
</p>

<p>
	Can now attach chiseled figureheads to sailboats<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36774" href="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.png.874df336ad06db7ac36ae4d010dc9c93.png" rel=""><img alt="chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36774" data-ratio="60.60" width="1000" src="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" /></a>
</p>

<p>
	Added crowbar for easier removal of wooden beams<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2026_01/crowbar.png.79fa85edd7e529e2428645ef9bd68e81.png" rel="external nofollow"><img alt="crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36334" data-ratio="38.50" style="width:800px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" /></a><br />
	<br />
	Added crock labels for fruit jam<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36771" href="//media.vintagestory.at/monthly_2026_02/jamlabels.png.ac9855aee0d6150068a83b7cf5a3829d.png" rel=""><img alt="jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36771" data-ratio="87.20" style="width:500px;height:auto;" width="860" src="//media.vintagestory.at/monthly_2026_02/jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" /></a>
</p>

<p>
	Placed backpacks can now be opened<br />
	 <img alt="openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36700" data-ratio="69.27" width="576" src="//media.vintagestory.at/monthly_2026_02/openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" /><br />
	<br />
	Creative mode tool: Can now place decor (such as moss or dust) on most blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36345" href="//media.vintagestory.at/monthly_2026_01/overlays.png.cffdabd4e7e4c226a2c7216861651cd0.png" rel=""><img alt="overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36345" data-ratio="54.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" /></a>
</p>

<p>
	Creative mode tool: Added entity mover wand<br />
	<img alt="entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36698" data-ratio="89.43" style="width:350px;height:auto;" width="668" src="//media.vintagestory.at/monthly_2026_02/entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" /><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		<strong>Feature: Fishing System</strong>

		<ul>
			<li>
				<strong>Fish rework</strong>

				<ul>
					<li>
						Added over 20 species of freshwater fish
					</li>
					<li>
						Fish now require large bodies of water to spawn
					</li>
					<li>
						Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item
					</li>
					<li>
						Fish now flee very quickly if melee attacked.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing pole</strong>
				<ul>
					<li>
						Craftable fishing pole from sticks or bamboo
					</li>
					<li>
						Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened
					</li>
					<li>
						The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions
					</li>
					<li>
						You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish distribution system</strong>
				<ul>
					<li>
						Fishing in the same location eventually depletes the fish in that area
					</li>
					<li>
						Different types of fish can be found at different locations, so you will need to travel to find every kind of fish.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing bait</strong>
				<ul>
					<li>
						Without bait, catching a fish will take much, much longer 
					</li>
					<li>
						Added Earthworms and Worm Grunter to catch earth worms. Earth worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location
					</li>
					<li>
						Can now cook stink baits from fennel and licorice plus meats and dough.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish collecting</strong>
				<ul>
					<li>
						Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process.
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Forge rework</strong>
		<ul>
			<li>
				Added <strong>fancier Forge model</strong>
			</li>
			<li>
				<strong>Tongs now have durability</strong>. 1 durability point is subtracted per each item picked up
			</li>
			<li>
				<strong>Added metal tongs</strong>, which provide 10x to 100x the durability of wooden tongs
			</li>
			<li>
				<strong>Added bellows</strong>. Reaching higher temperatures in your forge now requires a bellows
			</li>
			<li>
				<strong>Forge fuel types</strong>. Fuel quality now determines heating temperatures and duration
			</li>
			<li>
				Can now also heat up tool heads in the forge
			</li>
			<li>
				Creatures standing on lit forges will now get damaged
			</li>
			<li>
				Glowing hot ingots can ignite unlit coal in the forge
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Quenching and Tempering system</strong>
		<ul>
			<li>
				You can now <strong>improve their power or durability of tool heads</strong> by quenching them, but at the risk of potentially destroying the tool instead
			</li>
			<li>
				The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper
			</li>
			<li>
				Quenching can be done in barrels of water or pools
			</li>
			<li>
				Throwing hot items onto lake ice will cool them down and may melt the ice
			</li>
			<li>
				Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Tool buffing system with the grinding wheel</strong>
		<ul>
			<li>
				Added grinding wheel to sharpen bladed weapons
			</li>
			<li>
				A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage
			</li>
		</ul>
	</li>
	<li>
		<strong>New Sound Tracks</strong>
		<ul>
			<li>
				Added "Latvia" sound track, plays at Latvian latitudes <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">
			</li>
			<li>
				Added 4 village exclusive tracks, one per season
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>footstep sounds</strong> to the wolf and the bear
	</li>
	<li>
		Feature: Allow chiseled blocks to be placed on sailboats
	</li>
	<li>
		Feature: <strong>New collectibles and craftables</strong>
		<ul>
			<li>
				Feature: Added craftable <strong>clay tiles </strong>in all standard clay colors, which can further be turned into blocks and slabs
			</li>
			<li>
				Feature: Added new <strong>small lantern</strong>
			</li>
			<li>
				Feature: Added <strong>iron and steel spears</strong>, but de-buffed the lower tier spears
			</li>
			<li>
				Feature: Added <strong>travertine stone</strong>, which can be made into ashlar and tiles
			</li>
			<li>
				Feature: Raccoons and foxes now drop <strong>species-specific hides</strong>, which can be made into fur hats
			</li>
			<li>
				Feature: <strong>Added oils</strong> (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground.
			</li>
			<li>
				Feature: Steel anvils can now be crafted in survival
			</li>
			<li>
				Feature: Added <strong>pot pies</strong> - this allows you to create mixed meat &amp; vegetable pies
			</li>
			<li>
				Tweak: Added <strong>wood-typed ladders</strong>
			</li>
			<li>
				Tweak: Added light <strong>mudbrick slabs</strong>. Allow low fertility soil in mudbrick slab recipes
			</li>
			<li>
				Tweak: Added <strong>"earthy orange" ceramic color </strong>for pit-kilned red clay items
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 types of survival mode <strong>craftable mannequins</strong> (full body, leg, head, torso) which allow you to display your clothing
	</li>
	<li>
		Feature: <strong>New flora</strong>
		<ul>
			<li>
				Added <strong>2 new farmable crops </strong>- fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not
			</li>
			<li>
				Added <strong>four new flowers</strong>! Bluebell, mugwort, ghost pipe and daffodils
			</li>
			<li>
				Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Block overhauls</strong>
		<ul>
			<li>
				Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections
			</li>
			<li>
				Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Mechanical power updates</strong>
		<ul>
			<li>
				Feature: Added large windmill
			</li>
			<li>
				Feature: Added in-wall mechanical power axles
			</li>
			<li>
				Feature: Added <strong>waterwheel </strong>(WIP). Needs to be placed on rapids (fast-moving water)
			</li>
			<li>
				Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) 
			</li>
			<li>
				Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed
			</li>
			<li>
				Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily]
			</li>
			<li>
				Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning
			</li>
			<li>
				Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 small optional <strong>side quests</strong> offered by the villagers
	</li>
	<li>
		Feature: Added <strong>6 new seraph hair colors</strong> the player can select from in the character creation screen
	</li>
	<li>
		Feature: <strong>Hacked locust improvements</strong>
		<ul>
			<li>
				Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust
			</li>
			<li>
				Feature: Can now heal and revive hacked locust with metal parts
			</li>
			<li>
				Fixed: Hacked locust jumping after player as if attempting to attack them
			</li>
		</ul>
	</li>
	<li>
		<strong>Quality-Of-Life improvements</strong>
		<ul>
			<li>
				Feature: <strong>Held bags</strong> that are placed on the ground can now be interacted with
			</li>
			<li>
				Feature: <strong>Added crowbar</strong>, which lets you remove the most recently added support beam from a block
			</li>
			<li>
				Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached)
			</li>
			<li>
				Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted
			</li>
			<li>
				Tweak: Allow bulk placement of metal bits in ground storage
			</li>
			<li>
				Tweak: Flower pots can be placed on shelves
			</li>
			<li>
				Tweak: Can now slice pies using knife in crafting grid
			</li>
			<li>
				Tweak: Dirty pots can now be stored on the elk, like regular cooking pots
			</li>
			<li>
				Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke.
			</li>
			<li>
				Tweak: The red in-game error texts now have a black border around them to make them easier to read
			</li>
			<li>
				Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it
			</li>
			<li>
				Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions
			</li>
			<li>
				Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife
			</li>
			<li>
				Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world
			</li>
			<li>
				Tweak: No more 1-second delay on picking up mined items
			</li>
			<li>
				Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty
			</li>
			<li>
				Tweak: More intense low health / low satiety alarm visuals
			</li>
			<li>
				Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage"
			</li>
			<li>
				Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind
			</li>
			<li>
				Tweak: When using 1-click mod install, the game autofocuses now
			</li>
			<li>
				Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected
			</li>
			<li>
				Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and <em>/fixmapping applyall</em> should now never be necessary]
			</li>
			<li>
				Fixed: You can no longer waste a poultice attempting to heal a fully dead elk
			</li>
			<li>
				Fixed: Multiple issues with selection boxes of support beams
			</li>
			<li>
				Fixed: Player viewing direction jumping after exiting an inventory
			</li>
			<li>
				Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42)
			</li>
		</ul>
	</li>
	<li>
		<strong>New In-World Interaction capabilities</strong>
		<ul>
			<li>
				Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items
			</li>
			<li>
				Feature: Can now remove the head of a ground placed bear pelt
			</li>
			<li>
				Feature: Sieves, and saddle blankets can fit onto shelves
			</li>
			<li>
				Feature: Liquid containers on shelves can be interacted with directly
			</li>
			<li>
				Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items
				<ul>
					<li>
						Can now scrape ground placed soaked hides
					</li>
					<li>
						Can carve bone flutes from ground placed bones
					</li>
					<li>
						Can saw long bowstave into recurve bowstave on the ground
					</li>
					<li>
						Can shear parchment out of scraped small hide on the ground
					</li>
					<li>
						Can smash ore chunks on the ground using a hammer
					</li>
				</ul>
			</li>
			<li>
				Tweak: Tool heads can now be placed on the ground
			</li>
			<li>
				Tweak: Weapons can now be placed on antler mounts (but not tools)
			</li>
			<li>
				Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items.
			</li>
			<li>
				Tweak: A pile of thatch on the ground now holds up to 18 items
			</li>
			<li>
				Tweak: Papyrus tops pile transfer quantity raised to 3<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Gameplay balance affecting changes</strong>
		<ul>
			<li>
				Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions
			</li>
			<li>
				Tweak: Iron and Steel spears added. Other spears nerfed to make room for them
			</li>
			<li>
				Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing
			</li>
			<li>
				Tweak: Improvised armor now also requires rope
			</li>
			<li>
				Tweak: Armor stand now has more intuitive attaching of items
			</li>
			<li>
				Tweak: Can no longer grid craft stuff from hot items
			</li>
			<li>
				Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt.
			</li>
			<li>
				Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel
			</li>
			<li>
				Tweak: Added a few usable storage blocks to the Resonance Archives entrance
			</li>
			<li>
				Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them
			</li>
			<li>
				Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods
			</li>
			<li>
				Tweak: Horsetail no longer qualifies as bee or butterfly feed
			</li>
			<li>
				Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged
			</li>
			<li>
				Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal 
			</li>
			<li>
				Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended
			</li>
			<li>
				Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas)
			</li>
			<li>
				Fixed: Farmland crops consumed slightly less soil nutrients than intended
			</li>
			<li>
				Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes
			</li>
			<li>
				Fixed: Material transmutation/dupe glitch with chiseled blocks <span style="font-size:12px;">(technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once)</span>
			</li>
			<li>
				Fixed: Peanuts did not give a satiety bonus in meals
			</li>
			<li>
				Fixed: Cassava would dry out even while in a meal
			</li>
			<li>
				Fixed: Resonance Archives gasifier would burn fuel too quickly
			</li>
			<li>
				Fixed: Baking an item in an oven would reset the spoilage timer
			</li>
			<li>
				Fixed: Cheese wheel would reset freshness each time a slice was cut off
			</li>
			<li>
				Fixed: Lava that turned water into basalt/obsidian did not delete the water
			</li>
			<li>
				Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns)
			</li>
			<li>
				Fixed: Luxury trader was still selling gold omok pieces<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creature behavior changes</strong>
		<ul>
			<li>
				Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you
			</li>
			<li>
				Tweak: Sun bears will now break skeps and steal berries off bushes
			</li>
			<li>
				Tweak: Slightly slower creature look around speeds
			</li>
			<li>
				Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life
			</li>
			<li>
				Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north
			</li>
			<li>
				Tweak: Brown bears will drop a little more fat
			</li>
			<li>
				Fixed: Animals would never eat planted crops
			</li>
			<li>
				Fixed: 23 types of butterflies never spawned
			</li>
			<li>
				Fixed: Bighorn sheep now live in dryer regions rather than wetter ones
			</li>
			<li>
				Fixed: Inconsistencies in raccoon climate conditions
			</li>
			<li>
				Fixed: Missing minimum temperature for tang fish spawns<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creative Mode additions</strong>
		<ul>
			<li>
				<strong>Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest </strong>(but placement on plants is not possible)
			</li>
			<li>
				Feature: Added leather decor overlay block - "sheet of stitched leather"
			</li>
			<li>
				Feature: Added aged acacia plank blocks
			</li>
			<li>
				Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack.
			</li>
			<li>
				Tweak: Add chiselable full block stone path
			</li>
			<li>
				Tweak: Added ruined metal door variants<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Thrown stone improvements</strong>
		<ul>
			<li>
				Bricks, stonebrick, refractory bricks are now also throwable
			</li>
			<li>
				Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked.
			</li>
			<li>
				Fixed: thrown stones would make no thud sound if they landed close to the throwing player
			</li>
			<li>
				Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Handbook improvements</strong>
		<ul>
			<li>
				Feature: Handbook search is more flexible with better results
			</li>
			<li>
				Feature: Handbook shows which animal eats which food, on food pages
			</li>
			<li>
				Feature: Handbook shows trappable animals on trap pages
			</li>
			<li>
				Feature: Show what plants can go in which flowerpots and planters in the handbook
			</li>
			<li>
				Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil
			</li>
			<li>
				Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours
			</li>
			<li>
				Tweak: Animal traps and troughs included in storable information in handbook
			</li>
			<li>
				Tweak: Omok table and pieces included in storable information in handbook
			</li>
			<li>
				Tweak: Show destroyed animal traps in the handbook
			</li>
			<li>
				Tweak: Handbook display of smithing recipes improved
			</li>
			<li>
				Tweak: Handbook display of metal molding improved
			</li>
			<li>
				Tweak: Better spacing for beehive kiln results in the handbook
			</li>
			<li>
				Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery.
			</li>
			<li>
				Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text
			</li>
			<li>
				Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6).
			</li>
			<li>
				Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page
			</li>
		</ul>
	</li>
	<li>
		<strong>Visual fine tuning</strong>
		<ul>
			<li>
				Feature: Added fruit labels for jam on crocks
			</li>
			<li>
				Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows)
			</li>
			<li>
				Tweak: Scene shader tweak  - prevent complete whiteness on overly bright surfaces
			</li>
			<li>
				Tweak: Tule model and texture reworked
			</li>
			<li>
				Tweak: Spears have new spear head models, each metal with a unique design.
			</li>
			<li>
				Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture
			</li>
			<li>
				Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over
			</li>
			<li>
				Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again
			</li>
			<li>
				Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands.
			</li>
			<li>
				Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak"
			</li>
			<li>
				Tweak: Nicer first person hand transform for slabs
			</li>
			<li>
				Tweak: Papyrus chest now has separate shape from reed chest
			</li>
			<li>
				Tweak: Tool heads now have sockets where appropriate
			</li>
			<li>
				Tweak: Iron and steel pickaxes have revised model
			</li>
			<li>
				Tweak: Ratlines now have knots at the intersections
			</li>
			<li>
				Tweak: Wolf holds its tail straighter and lower
			</li>
			<li>
				Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling
			</li>
			<li>
				Tweak: Cooking pot model now has rope cradle when attached to elk
			</li>
			<li>
				Tweak: Seraph rendered into GUIs are now animated
			</li>
			<li>
				Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground
			</li>
			<li>
				Tweak: Redid Brass Ruby Brooch model to more match original vision
			</li>
			<li>
				Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks.  Stone paths now use wildcards to randomize texture, rather than alternates.
			</li>
			<li>
				Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers.
			</li>
			<li>
				Tweak: Messy12 ground storage changed to be spaced more evenly
			</li>
			<li>
				Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab
			</li>
			<li>
				Tweak: Weather system: Don't spawn snow storm particles when above 5°C
			</li>
			<li>
				Tweak: Fixed items way to strongly wind affected when in hands
			</li>
			<li>
				Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm
			</li>
			<li>
				Fixed: Pie dough sides were unusually dark when placed besides blocks
			</li>
			<li>
				Fixed: Make particles use proper multiblock collision
			</li>
			<li>
				Fixed Fortune Teller Hip Scarf model z-fighting with gambeson
			</li>
			<li>
				Fixed: Some block breaking overlays were incorrectly applied
			</li>
			<li>
				Fixed z-fighting on sloped (main) roof segments
			</li>
			<li>
				Fixed: Seraphs shoulders clipping through in "hold both hands" pose
			</li>
			<li>
				Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data
			</li>
			<li>
				Fixed: Animation jerkiness on traders
			</li>
			<li>
				Fixed: One line break too much in the block info HUD in some cases
			</li>
			<li>
				Fixed: Stretched UVs on axle and aged armorstand
			</li>
			<li>
				Fixed: Some tool heads had bad origins and so would do crazy flips when tossed
			</li>
			<li>
				Fixed: Flowing lava blocks now start their particles at the correct height
			</li>
			<li>
				Fixed: Some texts off vertically by 1 pixel
			</li>
			<li>
				Fixed: Incorrect feathers texture on arrows
			</li>
			<li>
				Fixed: Player yaw jitter when closing chat window while in overhead camera mode
			</li>
			<li>
				Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities)
			</li>
			<li>
				Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary
			</li>
			<li>
				Fixed: Seraph from the character dialog clipping through creative inventory
			</li>
			<li>
				Fixed: Holding a pulverizer frame would obstruct player view significantly
			</li>
			<li>
				Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Sound additions</strong>
		<ul>
			<li>
				Lots of internal preparatory work for foot steps sounds
			</li>
			<li>
				Charlemagne entity has a new sound set
			</li>
			<li>
				Added more Wolf sounds for variation
			</li>
			<li>
				Added 2 dive attack sounds to the second boss
			</li>
			<li>
				Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag)
			</li>
			<li>
				Improve loading times with many mods installed (json patching times 47s =&gt; 3.6s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed
			</li>
			<li>
				Further 400k objects removed from permanent heap (mainly duplicate strings)
			</li>
			<li>
				Reduced client-side lag spikes caused by various commonly used blocks
				<ul>
					<li>
						Ground storage, toolrack, shelves and similar utility blocks <span style="font-size:12px;">[Technical info: BEContainerDisplay types  - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread]</span>
					</li>
					<li>
						Flowerpots and planters <span style="font-size:12px;">[Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread]</span>
					</li>
					<li>
						Small increase in loading time for doors and toolracks
					</li>
				</ul>
			</li>
			<li>
				Further reductions in Matrixf and vector object creation
			</li>
			<li>
				Further reductions in Vec2f and Vec3f object creation in many places
			</li>
			<li>
				Explosion shell vectors calc now uses FastVec3f not Vec3f
			</li>
			<li>
				Further low level matrix improvements in animations; reduce memory pressure on client
			</li>
			<li>
				Many low level matrix operations moved from heap to stack
			</li>
			<li>
				Re-use some matrices and vectors at low level
			</li>
			<li>
				Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant
			</li>
			<li>
				Fixed memory leak when displaying skep or basket trap in inventory or handbook
			</li>
			<li>
				Fixed potential memory leak in forge
			</li>
			<li>
				RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary]
			</li>
			<li>
				Particles - reduce RAM requirements and heap pressure
			</li>
			<li>
				General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server
			</li>
			<li>
				Added LOD2 shapes and textures for all clutter bookshelves
			</li>
			<li>
				Very minor, but system-wide rendering optimization <span style="font-size:12px;">[Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-game guidance tweaks
		<ul>
			<li>
				Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed
			</li>
			<li>
				Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot
			</li>
			<li>
				Fixed: Show only workable items in anvil interaction help
			</li>
			<li>
				Fixed: Interaction help for mortally wounded elk said "Revive player"
			</li>
		</ul>
	</li>
	<li>
		Tweak: Game Server tweaks
		<ul>
			<li>
				Tweak: <strong>AntiAbuse system</strong> partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player
			</li>
			<li>
				Tweak: When a server has <strong>more than 50 players</strong>, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold")
			</li>
			<li>
				Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of
			</li>
			<li>
				Tweak: Allow the server heartbeat/register to master server also work in standby mode
			</li>
			<li>
				Tweak: Added more audit logging when trading and using the action house
			</li>
			<li>
				Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command
			</li>
			<li>
				Fixed: Command <em>/serverconfig entityspawning 0</em> did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before
			</li>
			<li>
				Fixed: Possible server exception on player death
			</li>
			<li>
				Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command Tweaks:
		<ul>
			<li>
				Tweak: Most <em>/wgen</em> commands can now be called from console
			</li>
			<li>
				Tweak: Added <em>/serverconfig blockTickChunkRange</em>
			</li>
			<li>
				Tweak: Added worldgen command <em>/wgen regenrange</em>
			</li>
			<li>
				Tweak: Now <em>/entity spawn</em> command can optionally also specify the generation, eg. generation=3
			</li>
			<li>
				Tweak: New command <em>/entity findnpc</em> to count the villagers or find a specific one
			</li>
			<li>
				Tweak: New command <em>/entity list</em> to list the types of all loaded entities, and count them
			</li>
			<li>
				Tweak: Add alias <em>/wcc</em> for the worldconfigcreate command
			</li>
			<li>
				Tweak: Fixed typo in command <em>/dev per-player-lootable-reset</em>
			</li>
			<li>
				Tweak: add client ping to <em>/stats</em> and <em>/list clients</em> commands
			</li>
			<li>
				Tweak: Removed no longer working <em>/wgen regenr</em> and <em>/wgen regenrc</em> commands
			</li>
			<li>
				Tweak: Wireframes display command can now be abbreviated to <em>.debug wf</em>
			</li>
			<li>
				Fixed: <em>/wgen regen</em> did not reload the deposits files
			</li>
			<li>
				Fixed: When using <em>/wgen regen</em> the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that
			</li>
			<li>
				Fixed: <em>.we</em> command no longer working to open/close the world edit ui
			</li>
			<li>
				Fixed: GameTickListener debug command <em>/debug tickhandlers dump dcentity</em> not working
			</li>
			<li>
				Fixed: Command <em>.chb expcmds</em> did not make sure the ModConfig folder exists
			</li>
		</ul>
	</li>
	<li>
		Tweak: Ladder tweaks
		<ul>
			<li>
				Wood ladders can connect as one ladder, crude and rope cannot connect to others
			</li>
			<li>
				Wood ladders can be sawed back into boards
			</li>
			<li>
				Ladders made entirely of sticks have their own model, separate from ladders made from planks
			</li>
			<li>
				Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support
			</li>
		</ul>
	</li>
	<li>
		Tweak: Water tweaks
		<ul>
			<li>
				Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1)
			</li>
			<li>
				Tweak: Also spawn rivulets on mountain sides
			</li>
			<li>
				Tweak: Water now spreads faster
			</li>
			<li>
				Tweak: Flowing water shader tweaks
			</li>
			<li>
				Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally
			</li>
		</ul>
	</li>
	<li>
		Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems
	</li>
	<li>
		Tweak: "Antler mount" is renamed to "Wall mount".
	</li>
	<li>
		Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences.
	</li>
	<li>
		Tweak: Ovens now no longer allows igniting of non-fuel, such as pies
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block
	</li>
	<li>
		Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency
	</li>
	<li>
		Fixed: Fixes npc dialogue link text cut off in some cases
	</li>
	<li>
		Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition
	</li>
	<li>
		Fixed: Oven would give incorrect error message when trying to add non-bakeable items
	</li>
	<li>
		Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly
	</li>
	<li>
		Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing
	</li>
	<li>
		Fixed: Pies with default full top crust style would not stack properly if cycled through crust types
	</li>
	<li>
		Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase
	</li>
	<li>
		Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme
	</li>
	<li>
		Fixed: Holding down the sprint key before starting to move would still start off with walking  
	</li>
	<li>
		Fixed: Armor stands could only be placed at edges of blocks
	</li>
	<li>
		Fixed: Color accurate worldmap: Still used vintage colors until the map was opened
	</li>
	<li>
		Fixed: Clouds going black when using [x] Override default values from the world edit control panel
	</li>
	<li>
		Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu
	</li>
	<li>
		Fixed: Empty triggered animal traps would not drop block if broken
	</li>
	<li>
		Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game
	</li>
	<li>
		Fixed: Falling maple seeds did not fall with reduced gravity
	</li>
	<li>
		Fixed: Crash when Ctrl+scrolling up on the firepit input slot
	</li>
	<li>
		Fixed: Rotation of clayforming for watering cans matches output
	</li>
	<li>
		Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem
	</li>
	<li>
		Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric)
	</li>
	<li>
		Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become
	</li>
	<li>
		Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items
	</li>
	<li>
		Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions
	</li>
	<li>
		Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations
	</li>
	<li>
		Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior
	</li>
	<li>
		Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold"
	</li>
	<li>
		Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes
	</li>
	<li>
		Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed
	</li>
	<li>
		Fixed: Removed uncraftable soaked bear pelts
	</li>
	<li>
		Fixed: Cutting snow covered grass with a knife did not yield dry grass
	</li>
	<li>
		Fixed: Missing horns on female goats, also they can fight back now
	</li>
	<li>
		Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player)
	</li>
	<li>
		Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD
	</li>
	<li>
		Fixed: Ladders would sometimes allow strange interactions between different types
	</li>
	<li>
		Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719)
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Many repeated logged OpenGL errors on Mac filling up the log file
	</li>
	<li>
		Fixed: Various water plants could have non-matching top and bottom section pieces
	</li>
	<li>
		Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall
	</li>
	<li>
		Fixed: Crash when viewing corrupted rock-typed block<br />
		 
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>API Updates</strong></span><br />
	For our modders - please be aware, the game engine and game content have undergone several significant changes
</p>

<ul>
	<li>
		Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now <strong>use tags for all crafting recipes. </strong>In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3
	</li>
	<li>
		Paradigm shift: You can now <strong>precisely time creature sounds </strong>by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds.
	</li>
	<li>
		We have migrated our source projects from .NET 8 <strong>to .NET 10</strong>. You will need to install the .net10 sdk to compile our public code.
	</li>
	<li>
		<strong>entity.ServerPos is no more</strong>. You can still access it but it now redirects to entity.Pos
	</li>
	<li>
		We <strong>moved world generation</strong> code from the survival mod to the essentials mod, so that total conversion mods can also utilize it
	</li>
	<li>
		CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors
	</li>
	<li>
		Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead.
	</li>
	<li>
		For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well
	</li>
	<li>
		Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones.
	</li>
</ul>

<p>
	Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team:
</p>

<ul>
	<li>
		The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features
	</li>
	<li>
		We have a multi-year long goal of switching over to nullable value types in all code files
	</li>
	<li>
		We continued to slowly integrate a comprehensive tags system. New since 1.21:
		<ul>
			<li>
				Changed types of tag arrays and renamed them to tag sets
			</li>
			<li>
				Block and item tags merged into general tags
			</li>
			<li>
				General tags have limit of 65k tags now
			</li>
			<li>
				Tag sets now provide API with set methods
			</li>
			<li>
				Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation
			</li>
			<li>
				Modders now can register their own tag types
			</li>
			<li>
				<strong>NOTE: there may be further changes to tags code before -rc.1 </strong>
			</li>
		</ul>
	</li>
	<li>
		We continued to refactor, improve and consistency check all our entity AI Tasks
	</li>
	<li>
		We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game
	</li>
</ul>

<p>
	<br />
	<strong>API changelog</strong>
</p>

<ul>
	<li>
		Feature: <strong>Rewrite stone throwing code</strong> into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only
	</li>
	<li>
		Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined
	</li>
	<li>
		Feature: New server event "HandInteract". Called before any server side hand interact code is executed
	</li>
	<li>
		Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage
	</li>
	<li>
		Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability
	</li>
	<li>
		Feature: Allow BlockBehaviorHarvestable to require a tool
	</li>
	<li>
		Feature: Anvil blocks keep track of their metal tier
	</li>
	<li>
		Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled.
	</li>
	<li>
		Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings
	</li>
	<li>
		Refactor: Major rework of the recipe systems in order to support tags
	</li>
	<li>
		Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it
	</li>
	<li>
		Refactor: Changed args in capi.StartTrack()
	</li>
	<li>
		Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case
	</li>
	<li>
		Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them
	</li>
	<li>
		Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior
	</li>
	<li>
		Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic
	</li>
	<li>
		Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json
	</li>
	<li>
		Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks
	</li>
	<li>
		Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming
	</li>
	<li>
		Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water
	</li>
	<li>
		Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid
	</li>
	<li>
		Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray
	</li>
	<li>
		Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask()
	</li>
	<li>
		Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected
	</li>
	<li>
		Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ]
	</li>
	<li>
		Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken()
	</li>
	<li>
		Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance
	</li>
	<li>
		Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder.
	</li>
	<li>
		Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe
	</li>
	<li>
		Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable 
	</li>
	<li>
		Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment
	</li>
	<li>
		Refactor: Many fields of Collectible now more moddable
		<ul>
			<li>
				Implemented GetAttackRange for CollectibleBehavior
			</li>
			<li>
				Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior
			</li>
			<li>
				Implemented GetDamagedBy for CollectibleObject
			</li>
			<li>
				Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly)
			</li>
			<li>
				Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly)
			</li>
			<li>
				Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly)
			</li>
			<li>
				Replaced NutritionProps with GetNutritionProperties where possible
			</li>
			<li>
				Replaced TransitionableProps with GetTransitionableProperties where possible
			</li>
			<li>
				Implemented GetGrindingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetCrushingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetRequiredMiningTier for Block
			</li>
		</ul>
	</li>
	<li>
		Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before.
	</li>
	<li>
		Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats.
	</li>
	<li>
		Tweak: Better logging for errors in grid recipes
	</li>
	<li>
		Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water
	</li>
	<li>
		Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches
	</li>
	<li>
		Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook
	</li>
	<li>
		Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes
	</li>
	<li>
		Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method
	</li>
	<li>
		Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that
	</li>
	<li>
		Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh
	</li>
	<li>
		Tweak: Structure placement "Surface" now also checks U blocks
	</li>
	<li>
		Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose.
	</li>
	<li>
		Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors
	</li>
	<li>
		Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks
	</li>
	<li>
		Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed.
	</li>
	<li>
		Tweak: Ground placed collectibles can now emit light
	</li>
	<li>
		Tweak: Doors can now specify liquidBarrierHeight per block segment
	</li>
	<li>
		Tweak: AnimationMetaData Sounds can now be set to looping
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching
	</li>
	<li>
		Tweak: Sound tracks can now be structure specific
	</li>
	<li>
		Tweak: Allow liquid containers to set custom drink portion sizes in JSON
	</li>
	<li>
		Tweak: Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s, json patching times 47s =&gt; 3.6s). Contribution by tehtelev
	</li>
	<li>
		Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching
	</li>
	<li>
		Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode
	</li>
	<li>
		Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over
	</li>
	<li>
		Tweak: Can now configure ground storage messy12 positioning
	</li>
	<li>
		Tweak: Made prevPlayerPos public in GuiElementMap
	</li>
	<li>
		Tweak: Made world map color randomization configurable
	</li>
	<li>
		Tweak: Made button background color not hardcoded
	</li>
	<li>
		Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior
	</li>
	<li>
		Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point
	</li>
	<li>
		Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples
	</li>
	<li>
		Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks)
	</li>
	<li>
		Tweak: BEQuern.cs move all private fields and methods to protected
	</li>
	<li>
		Tweak: Add font stroke to debug screen text to make it more readable
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings
	</li>
	<li>
		Tweak: Allow custom shape for harvestable skep mesh
	</li>
	<li>
		Tweak: Make the game engine more tolerant towards missing files
	</li>
	<li>
		Tweak: Add ability to remove a mod asset origin
	</li>
	<li>
		Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode()
	</li>
	<li>
		Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes)
	</li>
	<li>
		Tweak: AnimationSound now supports 'chance' of the sound being played
	</li>
	<li>
		Tweak: Can now bulk edit transforms of variantgrouped collectibles
	</li>
	<li>
		Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example
	</li>
	<li>
		Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2
	</li>
	<li>
		Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn
	</li>
	<li>
		Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from
	</li>
	<li>
		Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found
	</li>
	<li>
		Tweak: It's now possible for meals to be intoxicating
	</li>
	<li>
		Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook
	</li>
	<li>
		Tweak: Trait attributes can now define blend types
	</li>
	<li>
		Tweak: New CollectibleBehavior for harvesting items in ground storage
	</li>
	<li>
		Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors
	</li>
	<li>
		Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed
	</li>
	<li>
		Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards.
	</li>
	<li>
		Tweak: IContainedInteractable now has GetContainedInteractionHelp method
	</li>
	<li>
		Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading
	</li>
	<li>
		Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument
	</li>
	<li>
		Tweak: Added CollectibleBehavior.GetAttackPower()
	</li>
	<li>
		Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier)
	</li>
	<li>
		Tweak: Renamed IWorldManagerAPI.CurrentWorldName -&gt; CurrentWorldFilepath to better describe itself
	</li>
	<li>
		Tweak: OnTree BlockPatches now respects the TreeType property
	</li>
	<li>
		Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning
	</li>
	<li>
		Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks
	</li>
	<li>
		Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events
	</li>
	<li>
		Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem
	</li>
	<li>
		Tweak: BlockEntity tick listeners now log their positions on exception
	</li>
	<li>
		Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame
	</li>
	<li>
		Tweak: Unhardcode antler item names from antler growth behavior
	</li>
	<li>
		Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where.
	</li>
	<li>
		Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible.
	</li>
	<li>
		Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain.
	</li>
	<li>
		Tweak: Methods in BehaviorRideableAccessories made protected and virtual
	</li>
	<li>
		Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code.
	</li>
	<li>
		Tweak: Allow harvestable skeps to have custom food tags defined in JSON
	</li>
	<li>
		Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags
	</li>
	<li>
		Tweak: Blockpatch system: also respect forest value even for UnderTree placement
	</li>
	<li>
		Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json
	</li>
	<li>
		Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation
	</li>
	<li>
		Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs
	</li>
	<li>
		Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead.
	</li>
	<li>
		Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice
	</li>
	<li>
		Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey
	</li>
	<li>
		Fixed: seraph face and body became invisible after .reload textures command
	</li>
	<li>
		Fixed: When loading a world the font size of labeled chests will no longer reset to the default size
	</li>
	<li>
		Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels
	</li>
	<li>
		Fixed: The termite mound would drop itself instead of termites when their supporting block was removed
	</li>
	<li>
		Fixed: .reload shapes command was not reloading placed blocks properly
	</li>
	<li>
		Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed
	</li>
	<li>
		Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized.
	</li>
	<li>
		Fixed: Properly use loaded metal variants for all types of blocks and items
	</li>
	<li>
		Fixed: Max saturation being reset to 1500 on client side
	</li>
	<li>
		Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles
	</li>
	<li>
		Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets
	</li>
	<li>
		Fixed: Crash when parsing json to an AssetLocation using AsObject
	</li>
	<li>
		Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering
	</li>
	<li>
		Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon)
	</li>
	<li>
		Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size
	</li>
	<li>
		Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash
	</li>
	<li>
		Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty
	</li>
	<li>
		Fixed: Creative inventory tabs cut off wide text
	</li>
	<li>
		Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability()
	</li>
	<li>
		Fixed: Interaction help itemstack rendering can go oversize
	</li>
	<li>
		Fixed: Rendering ui inventory contents into a framebuffer did not work
	</li>
	<li>
		Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant
	</li>
</ul>
]]></description><guid isPermaLink="false">431</guid><pubDate>Thu, 05 Feb 2026 17:58:00 +0000</pubDate></item><item><title>Celebrating 10 Years of Vintage Story</title><link>https://www.vintagestory.at/blog.html/news/celebrating-10-years-of-vintage-story-r432/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36612" href="//media.vintagestory.at/monthly_2026_01/VSANNI10YEAR.png.8a8903a1960ca22682c05f8589028e0b.png" rel=""><img alt="VSANNI10YEAR.thumb.png.49939446e5656496c2f39e7b8f21a194.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36612" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/VSANNI10YEAR.thumb.png.49939446e5656496c2f39e7b8f21a194.png" /></a>
</p>

<p>
	<span style="font-size:16px;">It was 10 years ago to this day when I set out to create Vintage Story, with the encouragement of my loving wife Saraty. It was just me at first, with Saraty, Luke and Hayden joining forces half a year later. The very first release of Vintage Story followed a month later, a <em>very</em> barebones, creative mode only voxel game experience, which is <a href="https://info.vintagestory.at/classic" rel="external nofollow">downloadable for free</a> for those that feel nostalgic. Barely anything more than a tech demo. Since then we've grown to a team of over 20 developers, work on a game engine that has more than 500.000 lines of code, maintain multiple services and platforms and host a discord community of over 120.000 members. 10 years.... a quarter of my life has been dedicated to creating Vintage Story. It has been a fascinating journey. And not just for me! I've had the privilege to work with a talented team and many more contributors to make VS the best it can be.</span>
</p>

<p>
	<span style="font-size:16px;">To commemorate this day, we decided to do a 200 game key giveaway - no strings attached. All we need is an email address to which we'll send the game key if you have been selected. We will not use your email addresses for anything else. </span>
</p>

<p>
	<strong><span style="font-size:18px;"><a href="https://forms.gle/GAtfxbBNvokyUN9y6" rel="external nofollow">=&gt; Participate in the Vintage Story Game Key Giveaway &lt;=</a></span></strong>
</p>

<p>
	<span style="font-size:16px;">To everyone that contributed to its development, to those that provided feedback and provided bug reports, to those that uploaded screenshots of their builds or just played the game and gave it a fair shake - you have my gratitude! I am looking forward to the next 10 years of building and creating - together! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	Cheers,<br />
	  Tyron and the entire VS Team</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">432</guid><pubDate>Sun, 01 Feb 2026 15:40:00 +0000</pubDate></item><item><title>v1.21.6 Story Chapter 2 Redux, Maintenance patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1216-story-chapter-2-redux-maintenance-patch-2-r430/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated another handful of small patches worthy of a release.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="34571" href="//media.vintagestory.at/monthly_2025_12/2025-12-11_05-51-09.png.254af97639dcb44628404d8c53c2b73c.png" rel=""><img alt="2025-12-11_05-51-09.thumb.png.641ba4e7fa80366e3c7702ed602808a7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="34571" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_12/2025-12-11_05-51-09.thumb.png.641ba4e7fa80366e3c7702ed602808a7.png" /></a><br />
	<span style="font-size:12px;">The Lion's Den by Pento, shared in #screenshot on Discord</span>
</p>

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

<ul>
	<li>
		Everything included in the <a href="https://www.vintagestory.at/blog.html/news/v1216-rc1-story-chapter-2-redux-maintenance-patch-2-r429/" rel="">rc.1 update</a>
	</li>
	<li>
		Fixed: Launching a Sailboat spawned it on land instead of in water
	</li>
</ul>
]]></description><guid isPermaLink="false">430</guid><pubDate>Sat, 13 Dec 2025 05:52:00 +0000</pubDate></item><item><title>v1.21.6-rc.1 Story Chapter 2 Redux, Maintenance patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1216-rc1-story-chapter-2-redux-maintenance-patch-2-r429/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.6-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated another handful of small patches worthy of a release.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="34078" href="//media.vintagestory.at/monthly_2025_11/tractorcrawler.png.adb579bd04d5191de0cf87bc9c0db83f.png" rel=""><img alt="tractorcrawler.thumb.png.927b3145caa609431748483c9eb5af36.png" class="ipsImage ipsImage_thumbnailed" data-fileid="34078" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2025_11/tractorcrawler.thumb.png.927b3145caa609431748483c9eb5af36.png" /></a><br />
	<span style="font-size:12px;">Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk
	</li>
	<li>
		Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Small improvement to elk rider animation in idle and walk
	</li>
	<li>
		Tweak: New 'manageotherplayergroups' privilege and <em>/group addplayer</em> or <em>removeplayer</em> commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group)
	</li>
	<li>
		Tweak: Add server audit logging for out-of-range block break/place attempts
	</li>
	<li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Updated in-game credits
	</li>
	<li>
		Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters 
	</li>
	<li>
		Fixed: Storage vessels were applying double the perish rate bonus 
	</li>
	<li>
		Fixed: Items stored on shelves would not dry or melt at the intended rate 
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused 
	</li>
	<li>
		Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations
	</li>
	<li>
		Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?")
	</li>
	<li>
		Fixed: Boars and sows not consistently being aggressive to players when piglets are around
	</li>
	<li>
		Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted
	</li>
	<li>
		Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another
	</li>
	<li>
		Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks
	</li>
	<li>
		Fixed: Placing straw dummies always positioned them on the very edge of blocks
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side 
	</li>
	<li>
		Fixed: Flowing lava blocks now start their particles at the correct height
	</li>
	<li>
		Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and <em>/wgen regen</em> used
	</li>
	<li>
		Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances 
	</li>
	<li>
		Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible
	</li>
	<li>
		Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree
	</li>
	<li>
		Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226
	</li>
	<li>
		Fixed: Rare crash relating to insect sounds. Github #7201
	</li>
	<li>
		Fixed: Rare crash from async particle spawn
	</li>
	<li>
		Fixed: Crash when Ctrl+scroll up on the firepit input slot
	</li>
	<li>
		Fixed: Rare crash when copying the Resonance Archives
	</li>
	<li>
		Fixed: Potential crash on player death with no specific damage source (e.g. from combustion)
	</li>
	<li>
		Fixed: Potential crash with BodyTemperature system during server shutdown
	</li>
	<li>
		Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource
	</li>
	<li>
		Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found 
	</li>
	<li>
		Fixed: Potential client crash in windowed mode when the game fails to center the game
	</li>
	<li>
		Fixed: WorldEdit chisel tools crash when holding an item instead of a block
	</li>
	<li>
		Fixed: Pasting line breaks into single line text field showed up as a missing character
	</li>
	<li>
		Fixed: Certain errors seen in logs on multiplayer servers
	</li>
	<li>
		Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories
	</li>
	<li>
		API Tweak: Added to <em>IBlockEntityContainer</em> a new method <em>CheckInventoryClearedMidTick() - </em>this may affect a small number of mods which use this code, apologies, mod breakage was not intended
	</li>
</ul>
]]></description><guid isPermaLink="false">429</guid><pubDate>Sat, 29 Nov 2025 09:13:00 +0000</pubDate></item><item><title>v1.21.5 Story Chapter 2 Redux, Maintenance patch</title><link>https://www.vintagestory.at/blog.html/news/v1215-story-chapter-2-redux-maintenance-patch-r428/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="32364" href="//media.vintagestory.at/monthly_2025_10/2025-10-13_07-39-07.png.5e9a1ad2d2835816eaa47cbf419a4dd5.png" rel=""><img alt="2025-10-13_07-39-07.thumb.png.1e4e2ea9736e6e1c9d967164a6a7700f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="32364" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_10/2025-10-13_07-39-07.thumb.png.1e4e2ea9736e6e1c9d967164a6a7700f.png" /></a><br />
	<span style="font-size:12px;">Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: <em>/db prune</em> command now has an additional optional argument for game version: if specified, everything below<em> </em>that version will be preserved.  <span style="font-size:12px;">[Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while <em>keeping</em> the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: <em>/db prune 3 drop confirm 1.21.2</em>]</span>
	</li>
	<li>
		Tweak: Higher performance <em>/db prune</em> command (completes more quickly, less RAM burden)
	</li>
	<li>
		Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update
	</li>
	<li>
		Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier.  <span style="font-size:12px;">[Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: <em>/wgen regen 1</em> at the affected location, or for the whole map using the <em>/db prune</em> command, see full example of this command above. A backup of the world first is advisable]</span>
	</li>
	<li>
		Fixed: Command <em>/db prune</em> should now work properly.  <span style="font-size:12px;">[Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable]</span> 
	</li>
	<li>
		Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster
	</li>
	<li>
		Fixed: Gaps in water surface near underwater ruins
	</li>
	<li>
		Fixed: Rice and flax grain were being eaten by animals when they should not
	</li>
	<li>
		Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804
	</li>
	<li>
		Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277
	</li>
	<li>
		Fixed: For Mac installations, the packaged fonts should now be available
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">428</guid><pubDate>Tue, 14 Oct 2025 16:42:00 +0000</pubDate></item><item><title>v1.21.2/4 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v12124-story-chapter-2-redux-tops-lagspike-patch-r427/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2 and now v1.21.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Nearly 150 tweaks and fixes later, v1.21.2 is now ready! 
</p>

<p>
	<strong>[Edit:]</strong> Also released 1.21.4 to address a few new issues introduced unintentionally in 1.21.2:<br />
	Tweak: Improved elk passenger animations<br />
	Tweak: Update community translations<br />
	Tweak: New command <em>/dweather reset</em> allows single players and server admins to reset Rift activity (needed if it was stuck in 1.21.2)<br />
	Fixed: Client crashes in 1.21.2 with a sailboat a few hundred blocks away<br />
	Fixed: Rift activity unchanging for up to 50 in-game days after updating from a existing game world from 1.21.1 or earlier<br />
	Fixed: Opened crates with certain types of contents (e.g. flax grain) rendered as unknown blocks. Github #7235<br />
	Fixed: Labeled chests label text was invisible, and fix lighting on the first sign drawn
</p>

<p>
	(there was a v1.21.3 for a few brief minutes, now replaced with v.1.21.4)
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="32031" href="//media.vintagestory.at/monthly_2025_10/2025-10-04_02-32-19.png.b3beda485d9e2d3cc9249aed8262cc9f.png" rel=""><img alt="2025-10-04_02-32-19.thumb.png.461cd08f616b38ed8960be857dafe1a8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="32031" data-ratio="108.23" width="693" src="//media.vintagestory.at/monthly_2025_10/2025-10-04_02-32-19.thumb.png.461cd08f616b38ed8960be857dafe1a8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by 7Embre, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates since 1.21.1</strong>
</p>

<ul>
	<li>
		Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination
	</li>
	<li>
		Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged)
	</li>
	<li>
		Tweak: First 3 days in game now start with low rift weather (for real this time!)
	</li>
	<li>
		Tweak: Further buffed the Rift Ward (radius 40 =&gt; 50 blocks, 14 days fuel =&gt; 21 days fuel per temporal gear, 5% chance of failing to block rifts =&gt; 2.5% chance of failing to block rifts)
	</li>
	<li>
		Tweak: Reduced bear spawn chance back to 1.20 levels
	</li>
	<li>
		Tweak: More intense torch particles
	</li>
	<li>
		Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse
	</li>
	<li>
		Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3.
	</li>
	<li>
		Tweak: Tool and Ingot molds show metal breaking when using a chisel
	</li>
	<li>
		Tweak: When breaking ingot molds, only the one you're pointing at will break
	</li>
	<li>
		Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table
	</li>
	<li>
		Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack
	</li>
	<li>
		Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness!
	</li>
	<li>
		Tweak: Updated community translations, added a Hungarian translation
	</li>
	<li>
		Tweak: Game now removes username from file paths printed in log files
	</li>
	<li>
		Tweak: Added player pitch to the HUD debug screen
	</li>
	<li>
		Tweak: Add debug logging for villagers spawning and de-spawning
	</li>
	<li>
		Tweak: Command entity selector can now specify a tag to match, e.g. <em>e[tag=helloworld]</em>
	</li>
	<li>
		Tweak: Command <em>.debug wireframe</em> now has an alias: <em>.debug wf</em>
	</li>
	<li>
		Tweak: New command <em>/entity find</em> to find specific entities (e.g. missing villagers), usually accessible to server moderators
	</li>
	<li>
		Tweak: Certain other <em>/entity</em> information commands (e.g. <em>/entity count</em>, <em>/entity countg</em>, <em>/entity list</em>, <em>/entity locateg</em>) are now usually accessible to server moderators 
	</li>
	<li>
		Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888
	</li>
	<li>
		Tweak: On Linux installations, revert using DRI_PRIME=1 by default <span style="font-size:12px;">[Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0.  So now the setting is not present by default, but the player can easily uncomment that line in the run.sh to enable it if appropriate for that system, has to be done manually for now.]</span>
	</li>
	<li>
		Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes
	</li>
	<li>
		Tweak: For Intel Arc GPUs, add recommendation about <em>allowSSBOs</em> setting at game start
	</li>
	<li>
		Performance: Higher frame rate when rendering large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!)
	</li>
	<li>
		Performance: Improved loading times for large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for large numbers of crates and labelled crates
	</li>
	<li>
		Performance: Improved loading times for barrels (on both server and client)
	</li>
	<li>
		Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log)
	</li>
	<li>
		Fixed: Some poultice healing still cancelling when in the air
	</li>
	<li>
		Fixed: Bandages could not be used while jumping
	</li>
	<li>
		Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor
	</li>
	<li>
		Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge
	</li>
	<li>
		Fixed: Player not able to step up small heights when they formed a corner
	</li>
	<li>
		Fixed: Elk fixes
		<ul>
			<li>
				Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls
			</li>
			<li>
				Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed
			</li>
			<li>
				Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk)
			</li>
			<li>
				Fixed dead tame and semi-tamed Elk would remain standing up
			</li>
			<li>
				API Fixed: Unable to place saddle on semi-tamed Elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Temporary workaround: If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. Github #6946
	</li>
	<li>
		Fixed: Missing self teal glow after respawning
	</li>
	<li>
		Fixed: Flat fog from weather no longer reduces deep cave visibility
	</li>
	<li>
		Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717
	</li>
	<li>
		Fixed: Many issues with the 2nd boss fight
		<ul>
			<li>
				Fixed hideous flight paths
			</li>
			<li>
				Fixed hideous hurt animation when it was on ground
			</li>
			<li>
				Shields not blocking projectiles if they came from a relatively high angle
			</li>
			<li>
				Not able to hit boss when inside its hitbox
			</li>
			<li>
				Picked up projectiles turning into stones when collected
			</li>
			<li>
				Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away
			</li>
		</ul>
	</li>
	<li>
		Fixed: Village fixes
		<ul>
			<li>
				Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity
			</li>
			<li>
				Make villagers clear their hands before holding weapons
			</li>
			<li>
				Bowls in the village were missing
			</li>
			<li>
				Attempt to fix Wall getting stuck at north gate
			</li>
			<li>
				Fixed Kat getting stuck in her house at certain times and situations
			</li>
			<li>
				Fixed a villager buying and selling things that he shouldn't (Folds)
			</li>
		</ul>
	</li>
	<li>
		Fixed: Excavating out a ruin in sand did not remove the sand first
	</li>
	<li>
		Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas
	</li>
	<li>
		Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
	</li>
	<li>
		Recipe fixes:
		<ul>
			<li>
				Cupronickel plates and nickel plates did not have smithing recipes so could not be smithed
			</li>
			<li>
				Wood path recipe is no longer shapeless, to not conflict with the crate recipe
			</li>
			<li>
				Packed dirt recipe required a blank top row in the grid
			</li>
			<li>
				Clay forming recipe for hoe mold did not match the shape of the output mold
			</li>
		</ul>
	</li>
	<li>
		Fixed: Z-fighting on distant wood path
	</li>
	<li>
		Fixed: Rift Ward carried in hands was right in front of your face
	</li>
	<li>
		Fixed: Block breaking overlay missing on all chiseled blocks
	</li>
	<li>
		Fixed: Wrong block breaking overlay on tool and ingot molds
	</li>
	<li>
		Fixed: Block breaking overlay on trunk not disappearing in some cases
	</li>
	<li>
		Fixed: Pick block will properly select the ingot mold you are pointing at
	</li>
	<li>
		Fixed: Quern handles z-fighting with adjacent forge (they'll still clip)
	</li>
	<li>
		Fixed: Cozy bed did not have sleep hours
	</li>
	<li>
		Fixed: Bear hide leg armor selection box when dropped on ground was way off
	</li>
	<li>
		Fixed: Dark fins on salmon and mahi-mahi
	</li>
	<li>
		Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame
	</li>
	<li>
		Fixed: Placing beams in Immersive First-Person mode was fiddly because of small camera motion right on placement
	</li>
	<li>
		Fixed: Mitigated crucible pouring particles were way off
	</li>
	<li>
		Fixed: Particles falling on fence floating mid-air
	</li>
	<li>
		Fixed: Art objects were sunken into base of display cases
	</li>
	<li>
		Fixed: Adult pigs were not being aggressive towards the player when piglets were around
	</li>
	<li>
		Fixed: Ratlines on sailships could not be mounted
	</li>
	<li>
		Fixed: Labeled chest wouldn't let you properly type in full width messages  <em>(note: there is a known issue, chest label text is now invisible in 1.21.2)</em><b> </b>
	</li>
	<li>
		Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x
	</li>
	<li>
		Fixed: There could be incorrect block shading next to stairs in some orientations
	</li>
	<li>
		Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand
	</li>
	<li>
		Fixed: Might reduce mobs clipping into player as they run towards them
	</li>
	<li>
		Fixed: Thatch blocks had poorly aligned textures and incorrect textures.  Now should match hay blocks better
	</li>
	<li>
		Fixed: In handbook, margins on grid recipes would be incorrectly scaled on non-default GUI scale sizes
	</li>
	<li>
		Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales
	</li>
	<li>
		Fixed: Handbook search input would always reset once a tutorial was started
	</li>
	<li>
		Fixed: Logged error when placing Base Return Teleporter
	</li>
	<li>
		Fixed: Clay tile pile shape was missing
	</li>
	<li>
		Fixed: Some wolf animations playing when they should not
	</li>
	<li>
		Fixed: Crash when breaking invalid chiseled blocks in ruins
	</li>
	<li>
		Fixed: Crash when breaking an anvil mold
	</li>
	<li>
		Fixed: Rare crash when another player holds hot items in tongs. Github #6783
	</li>
	<li>
		Fixed: Occasional crash when typing that would delete selected text
	</li>
	<li>
		Fixed: Game crash when clicking tutorial links to open the handbook
	</li>
	<li>
		Fixed: Rare crash for Hopper picking up food item during off-thread item physics
	</li>
	<li>
		Fixed: Prevent game crash when ground storage placing above world height. Github #7023
	</li>
	<li>
		Fixed: Minor fixes and changes to story locations and one ruin
	</li>
	<li>
		Fixed: Errors during worldgen when generating the story locations
	</li>
	<li>
		Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers
	</li>
	<li>
		Fixed: Multi player fight Eidolon dropped elucidatory vessel at &gt;1 stack size instead of multiple with 1 stack size
	</li>
	<li>
		Fixed: Missing death message translations for deer and goats
	</li>
	<li>
		Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk
	</li>
	<li>
		Fixed: Unable to type a - symbol into an empty number input box for negative numbers
	</li>
	<li>
		Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs
	</li>
	<li>
		Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel
	</li>
	<li>
		Fixed: When loading older save games in 1.21.x, only update region maps if necessary
	</li>
	<li>
		Fixed: Command <em>/weather setw</em> still did not clear fog from sandstorms
	</li>
	<li>
		Fixed: Allow command <em>/fixmapping applyall force</em> to be run from the server console
	</li>
	<li>
		Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015
	</li>
	<li>
		Fixed: Re-add ModMaker to the Mac build
	</li>
	<li>
		API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value
	</li>
	<li>
		API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait()
	</li>
	<li>
		API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items.  These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows.
	</li>
	<li>
		API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly
	</li>
	<li>
		API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type
	</li>
	<li>
		API Tweak: Attempt to kill game on launch if a mod assembly is already loaded
	</li>
	<li>
		API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type
	</li>
	<li>
		API Fixed: Single ingredient modded pies show incorrect name in handbook
	</li>
	<li>
		API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1
	</li>
	<li>
		API Fixed: Modded tool molds would not always display proper output in handbook 
	</li>
	<li>
		API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar
	</li>
	<li>
		API Fixed: Duplicate keys are created for POI Registry dictionary - wispae
	</li>
	<li>
		API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight
	</li>
</ul>

<p>
	<br />
	<strong>Game updates since v1.21.2-rc.3</strong>
</p>

<ul>
	<li>
		Fixed: Broken player rendering when revisiting a sailboat
	</li>
	<li>
		Fixed: Constantly changing rift activity introduced in 1.21.2-rc.2
	</li>
	<li>
		Fixed: Version 1.21.2-rc.3 would fail to start on some hosted Linux servers
	</li>
	<li>
		Fixed: Furniture trader was selling raw fireclay. Now it's the commodity trader
	</li>
	<li>
		Fixed: Player hunger fix was not applied
	</li>
	<li>
		Fixed: suppressDesertStorm worldconfig not working
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">427</guid><pubDate>Sun, 05 Oct 2025 08:48:00 +0000</pubDate></item><item><title>Development update, September 2025</title><link>https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Vantastic Vintarians</strong></span><br />
	Vividly voicing for you the ventures we’re forging.<br />
	<br />
	I've been trying to write this blog post for the last 2 weeks, surely didn't help catching a cold in the middle of all of it. Anyhow. Time for an update, let's get right into it!<br />
	<br />
	<strong><span style="font-size:20px;">Vintage Story</span></strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image ipsAttachLink_right" href="https://media.invisioncic.com/r268468/monthly_2025_10/traderposts.png.b2a2565c3673114ef4082da2fa78dd8f.png" rel="external nofollow" style="float:right;"><img alt="New Trader Outpust Aesthetic Blocks" class="ipsImage ipsImage_thumbnailed" data-fileid="32005" data-ratio="103.14" style="width:350px;height:auto;" width="727" src="//media.vintagestory.at/monthly_2025_10/traderposts.thumb.png.794267243ecf78710910796699a13c8b.png" /></a>As you might have noticed, we've been fixing bugs and balancing mechanics feverishly over the last few weeks, with 1.21.2 alone becoming a 150 changes big update. Now that I've somewhat recovered, we should be able to push a stable 1.21.2 out within the next 1 to 2 days and then hopefully, move on to 1.22 which will heavily focus on game mechanics.
</p>

<p>
	Possibly to my own detriment, I can show you the roadmap for 1.22, but again, huge disclaimer, this is an aspirational plan - and I really mean it when I say that. We rarely fully implement the entire roadmap for any update.
</p>

<ul>
	<li>
		We will be researching the feasibility of Rivers
	</li>
	<li>
		Reworked trader outposts (with some new aesthetic blocks as shown in the screenshot)
	</li>
	<li>
		Procedural dungeons
	</li>
	<li>
		Berry bush rework (i.e. add greater mechanical depth to them)
	</li>
	<li>
		Possibly fishing
	</li>
	<li>
		New Mechanical Power blocks (Water wheels, Flywheels, Elevators, Grinding wheels and more)
	</li>
	<li>
		Item heating overhaul
	</li>
	<li>
		Status Effects System
	</li>
	<li>
		Quenching, Tempering and Annealing system (Risk/Reward based tool improvement mechanic)
	</li>
	<li>
		Lots of other minor things that we usually do
	</li>
</ul>

<p>
	Due to the amount of new content, this update will probably be one of the slower ones to release again, compared to the 1.21 update. Rest assured, we'll do our best to make it worth your wait! <br />
	<br />
	We've also not been idle on the hiring end - we have <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/135972-maltiez/?do=hovercard" data-mentionid="135972" href="https://www.vintagestory.at/profile/135972-maltiez/" rel="">@Maltiez</a> helping us out in improving the mod api, we are currently in talks on getting a sysadmin on board, and we're likely going to soon post a web developer position so we can separate out the 2 other projects of Anego Studios onto their own websites and community platforms. <br />
	<br />
	Until then, here's a few words from the new team which is working on what I originally coined as "the new adventure mode", now renamed into something more adequate!<br />
	 
</p>

<p>
	<strong><span style="font-size:20px;">Project "Glint"</span></strong>
</p>

<p>
	Ahoy there! 
</p>

<p>
	I'm Goblin, and I'm the senior game design lead on a new game from Anego Studios, which is codenamed "Project Glint". I'm excited to have this chance to introduce the new team, say a little bit about what we're hoping to achieve with Project Glint, and invite you to join us on this new journey!
</p>

<p>
	The Project Glint team is made up of voxel game veterans with a passion for adventure games and RPGs. Many of us worked most recently on Hytale at Hypixel Studios, while others bring their experience as contributors to the Minecraft Marketplace and Vintage Story. We are:
</p>

<p>
	Goblin - Game Designer and Team Lead<br />
	codename_B - Technical Designer/Engineer<br />
	ElsewhereHere - Art Director<br />
	Bob Nelson - Concept Artist<br />
	Chris Thursten - Narrative Designer
</p>

<p>
	We're excited to do something new with Project Glint. Our goal is to create a novel voxel RPG experience that uses a blocky world as a platform for narrative, exploration and adventure. Project Glint won't be connected to Vintage Story, but it will use the same engine and we hope that the new tech and features we develop will ultimately benefit both games. Where Vintage Story is an uncompromising survival experience, Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat.<br />
	<br />
	Currently we are defining the fantasy setting of Project Glint, while our technical designer is breaking new grounds on tooling, which will also greatly benefit the <strong>Vintage Story modding community</strong> - such as the <a href="https://github.com/Darkluke1111/BlockbenchPlugins/pull/5" rel="external nofollow">VS Animation Support PR to Blockbench</a>! Here's a screenshot of it in action<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_10/optimizedbone.gif.9f2c2b857c862f7dccfd3841b4b4852a.gif" rel="external nofollow"><img alt="optimizedbone.thumb.gif.08a8dac5ad7d4deb61bbce666eb07fed.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="32006" data-ratio="55.00" style="width:800px;height:440px;" width="1000" src="//media.vintagestory.at/monthly_2025_10/optimizedbone.thumb.gif.08a8dac5ad7d4deb61bbce666eb07fed.gif" /></a><br />
	<br />
	Even though these are still very early days, it's really exciting to be breaking into new territory and we can't wait to share more when we're ready. 
</p>

<p>
	Also, we're still building the team! We're currently looking for a level designer to join us. If that sounds like it might be you, <a href="https://www.vintagestory.at/jobs.html/" rel="">consider applying</a>!
</p>

<p>
	See you over the horizon!
</p>

<p>
	- Goblin
</p>
]]></description><guid isPermaLink="false">425</guid><pubDate>Sat, 04 Oct 2025 14:35:00 +0000</pubDate></item><item><title>v1.21.2-rc.3 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v1212-rc3-story-chapter-2-redux-tops-lagspike-patch-r426/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2-rc.3, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	So we broke a couple of things in -rc.1 and -rc.2, those are now fixed. In the process, we fixed a whole load more...<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="31879" href="//media.vintagestory.at/monthly_2025_09/2025-09-27_20-47-08.png.da7543e28492b1844c2ec18b1cb2736e.png" rel=""><img alt="2025-09-27_20-47-08.thumb.png.6079c1f715ba35bc9d7a6330883ef1e7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="31879" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-27_20-47-08.thumb.png.6079c1f715ba35bc9d7a6330883ef1e7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by F1nchhh, shared on Discord #screenshots channel</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: First 3 days in game now start with low rift weather (for real this time!)
	</li>
	<li>
		Tweak: Further <strong>buffed the Rift Ward</strong> (radius 40 =&gt; 50 blocks, 14 days fuel =&gt; 21 days fuel per temporal gear, 5% chance of failing to block rifts =&gt; 2.5% chance of failing to block rifts)
	</li>
	<li>
		Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness!
	</li>
	<li>
		Tweak: Game now removes username from file paths printed in log files
	</li>
	<li>
		Tweak: Command <em>.debug wireframe</em> now has an alias: <em>.debug wf</em>
	</li>
	<li>
		Tweak: New command <em>/entity find</em> to find specific entities (e.g. missing villagers), usually accessible to server moderators
	</li>
	<li>
		Tweak: Certain other <em>/entity</em> information commands (e.g. <em>/entity count</em>, <em>/entity countg</em>, <em>/entity list</em>, <em>/entity locateg</em>) are now usually accessible to server moderators
	</li>
	<li>
		Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge
	</li>
	<li>
		Fixed: Player <strong>not able to step </strong>up small heights when they formed a corner
	</li>
	<li>
		Fixed: <strong>Bandages could not be used </strong>while jumping
	</li>
	<li>
		Fixed: <strong>Player hunger sometimes not decreasing</strong> for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor
	</li>
	<li>
		Fixed: Elk fixes
		<ul>
			<li>
				Fixed: For an elk with a snaffle bridle, the sprinting control was broken in 1.21.2-rc.1 and -rc.2
			</li>
			<li>
				Fixed: Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed
			</li>
			<li>
				API Fixed: Unable to place saddle on semi-tamed elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Village fixes
		<ul>
			<li>
				Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity
			</li>
			<li>
				Make villagers clear their hands before holding weapons
			</li>
			<li>
				Attempt to fix Wall getting stuck at north gate
			</li>
			<li>
				Fix Kat getting stuck in her house at certain times and situations
			</li>
		</ul>
	</li>
	<li>
		Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas
	</li>
	<li>
		Fixed: Ratlines on sailships could not be mounted
	</li>
	<li>
		Fixed: Labeled chest wouldn't let you properly type in full width messages
	</li>
	<li>
		Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x
	</li>
	<li>
		Fixed: There could be incorrect block shading next to stairs in some orientations
	</li>
	<li>
		Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand
	</li>
	<li>
		Fixed: Crash when breaking invalid chiseled blocks in ruins
	</li>
	<li>
		Fixed: Crash when breaking an anvil mold
	</li>
	<li>
		Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel
	</li>
	<li>
		Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales
	</li>
	<li>
		Fixed: Margins on grid recipes in handbook would be incorrectly scaled on non-default scale sizes
	</li>
	<li>
		Fixed: Base return teleporter invisible when first placed (introduced in 1.21.2-rc.1 and -rc.2)
	</li>
	<li>
		Fixed: Large memory leak in long-running multiplayer servers, introduced in 1.21.2-rc.1 and -rc.2
	</li>
	<li>
		Fixed: Logged error when placing Base Return Teleporter
	</li>
	<li>
		Fixed: Clay tile pile shape was missing
	</li>
	<li>
		Recipe fixes:
		<ul>
			<li>
				Nickel plates did not have a smithing recipe
			</li>
			<li>
				Packed dirt recipe required a blank top row in the grid
			</li>
			<li>
				Clay forming recipe for hoe mold did not match the shape of the output mold
			</li>
		</ul>
	</li>
	<li>
		Fixed: Some wolf animations playing when they should not
	</li>
	<li>
		Fixed: Minor fixes and changes to story locations and one ruin
	</li>
	<li>
		Fixed: When loading older save games in 1.21.x, only update region maps if necessary
	</li>
	<li>
		API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait()
	</li>
	<li>
		API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items.  These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows.
	</li>
	<li>
		API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value
	</li>
	<li>
		API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type
	</li>
	<li>
		API Fixed: Single ingredient modded pies show incorrect name in handbook
	</li>
	<li>
		API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1
	</li>
	<li>
		API Fixed: Modded tool molds would not always display proper output in handbook
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">426</guid><pubDate>Tue, 30 Sep 2025 16:25:00 +0000</pubDate></item><item><title>v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v1212-rc1rc2-story-chapter-2-redux-tops-lagspike-patch-r424/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2-rc.1/rc.2, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="31470" href="//media.vintagestory.at/monthly_2025_09/2025-09-21_21-58-44.jpg.24b6737f12c9b0fb0089a904e958eb8c.jpg" rel=""><img alt="2025-09-21_21-58-44.thumb.jpg.3f86c52a04a269b3ef1fababf85b5234.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="31470" data-ratio="102.88" width="729" src="//media.vintagestory.at/monthly_2025_09/2025-09-21_21-58-44.thumb.jpg.3f86c52a04a269b3ef1fababf85b5234.jpg" /></a><br />
	<span style="font-size:12px;">Screenshot by Plipp, shared on #screenshots on Discord</span><br />
	<br />
	[Edit:] Also released rc.2 to account for a possible future fix for the prospecting on border regions.<br />
	<br />
	This update addresses several significant areas of the game that I want to mention here specifically:
</p>

<ul>
	<li>
		Near spawn on our official server (also known as TOPS) players have built very large storage areas - we were able to significantly reduce chunk loading lag spikes caused by these
	</li>
	<li>
		Unfortunately a change we've made in 1.21 caused wrong Prospecting Pick results in some areas in older worlds, specifically within a few hundred blocks of a 1.20=&gt;1.21 chunk border. This is now fixed for new worldgen, but readings in old border regions will remain incorrect, for now. ("Old border regions" are the places close to what <em>was</em> the edge of the world, when a server first moved from game version 1.20.12 to game version 1.21.0 or 1.21.1.) We will see if perhaps we can address this further through other means 
	</li>
	<li>
		We did a lot of work in getting Elk riding as smooth and tightly controlled as possible in both Single Player and Multiplayer
	</li>
	<li>
		Our second boss fight should be less janky now.
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination (WIP)
	</li>
	<li>
		Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged)
	</li>
	<li>
		Tweak: More intense torch particles
	</li>
	<li>
		Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table
	</li>
	<li>
		Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3.
	</li>
	<li>
		Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse
	</li>
	<li>
		Tweak: Tool and Ingot molds show metal breaking when using a chisel
	</li>
	<li>
		Tweak: When breaking ingot molds, only the one you're pointing at will break
	</li>
	<li>
		Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack
	</li>
	<li>
		Tweak: Updated community translations, added a Hungarian translation
	</li>
	<li>
		Tweak: Add debug logging for villagers spawning and de-spawning
	</li>
	<li>
		Tweak: Added player pitch to the HUD debug screen
	</li>
	<li>
		Tweak: Command entity selector can now specify a tag to match, e.g. <em>e[tag=helloworld]</em>
	</li>
	<li>
		Tweak: Command <em>/entity locateg</em> now has an alias: <em>/entity find</em>
	</li>
	<li>
		Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888
	</li>
	<li>
		Tweak: On Linux installations, revert using DRI_PRIME=1 by default <span style="font-size:12px;">[Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0.  So now the setting is not present by default, but the player can easily uncomment that line in the <em>run.sh</em> to enable it if appropriate for that system, has to be done manually for now.]</span>
	</li>
	<li>
		Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes
	</li>
	<li>
		Tweak: For Intel Arc GPUs, add recommendation about allowSSBOs setting at game start
	</li>
	<li>
		Performance: Higher frame rate when rendering large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!)
	</li>
	<li>
		Performance: Improved loading times for large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for large numbers of crates and labelled crates
	</li>
	<li>
		Performance: Improved loading times for barrels (on both server and client)
	</li>
	<li>
		Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log)
	</li>
	<li>
		Fixed: Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls.
	</li>
	<li>
		Fixed: Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk)
	</li>
	<li>
		Fixed: Temporary workaround: <strong>If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. </strong>Github #6946
	</li>
	<li>
		Fixed: Some poultice healing still cancelling when in the air
	</li>
	<li>
		Fixed: Rare crash when another player holds hot items in tongs. Github #6783
	</li>
	<li>
		Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717
	</li>
	<li>
		Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
	</li>
	<li>
		Fixed: A villager buying selling things that he shouldn't (Folds)
	</li>
	<li>
		Fixed: Occasional crash when typing that would delete selected text
	</li>
	<li>
		Fixed: Unable to type a - symbol into an empty number input box for negative numbers
	</li>
	<li>
		Fixed: Many issues with the 2nd boss fight
		<ul>
			<li>
				Fixed hideous flight paths
			</li>
			<li>
				Fixed hideous hurt animation when it was on ground
			</li>
			<li>
				Shields not blocking projectiles if they came from a relatively high angle
			</li>
			<li>
				Not able to hit boss when inside its hitbox
			</li>
			<li>
				Picked up projectiles turning into stones when collected
			</li>
			<li>
				Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away
			</li>
		</ul>
	</li>
	<li>
		Fixed: Bowls in the village were missing
	</li>
	<li>
		Fixed: Block breaking overlay missing on all chiseled blocks
	</li>
	<li>
		Fixed: Excavating out a ruin in sand did not remove the sand first
	</li>
	<li>
		Fixed: Wood path recipe no longer shapeless, to not conflict with the crate recipe
	</li>
	<li>
		Fixed: Z-fighting on distant wood path
	</li>
	<li>
		Fixed: Bad held transform on the Rift Ward
	</li>
	<li>
		Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs
	</li>
	<li>
		Fixed: Wrong block breaking decal on tool and ingot molds
	</li>
	<li>
		Fixed: Block breaking decal on trunk not disappearing in some cases
	</li>
	<li>
		Fixed: Pick block will properly select the ingot mold you are pointing at
	</li>
	<li>
		Fixed: Quern handles z-fighting with adjacent forge (they'll still clip)
	</li>
	<li>
		Fixed: Cozy bed did not have sleep hours
	</li>
	<li>
		Fixed: Bear hide leg armor selection box when dropped on ground was way off
	</li>
	<li>
		Fixed: Dark fins on salmon and mahi-mahi
	</li>
	<li>
		Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame
	</li>
	<li>
		Fixed: Placing beams in IFP mode was fiddly because of small camera motion right on placement
	</li>
	<li>
		Fixed: Mitigated crucible pouring particles way off
	</li>
	<li>
		Fixed: Reduced bear spawn chance back to 1.20 levels
	</li>
	<li>
		Fixed: Particles falling on fence floating mid-air
	</li>
	<li>
		Fixed: Game crash when clicking tutorial links to open the handbook
	</li>
	<li>
		Fixed: Handbook search input would always reset once a tutorial was started
	</li>
	<li>
		Fixed: Errors during worldgen when generating the story locations
	</li>
	<li>
		Fixed: Missing death message translations for deer and goats
	</li>
	<li>
		Fixed: Missing self teal glow after respawning
	</li>
	<li>
		Fixed: Flat fog from weather no longer reduces deep cave visibility
	</li>
	<li>
		Fixed: Rare crash for Hopper picking up food item during off-thread item physics
	</li>
	<li>
		Fixed: Prevent game crash when ground storage placing above world height. Github #7023
	</li>
	<li>
		Fixed: Might reduce mobs clipping into player as they run towards them
	</li>
	<li>
		Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers
	</li>
	<li>
		Fixed: Thatch blocks had poorly aligned textures and incorrect textures.  Now should match hay blocks better
	</li>
	<li>
		Fixed: Multi player fight Eidolon dropped elucidatory vessel at &gt;1 stack size instead of multiple with 1 stack size
	</li>
	<li>
		Fixed: Command <em>/weather setw still</em> did not clear fog from sandstorms
	</li>
	<li>
		Fixed: Allow command <em>/fixmapping applyall force</em> to be run from the server console
	</li>
	<li>
		Fixed: Dead tame and semi-tamed elk would remain standing up
	</li>
	<li>
		Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk
	</li>
	<li>
		Fixed: Cupronickel plates could not be smithed.
	</li>
	<li>
		Fixed: Art objects were sunken into base of display cases.
	</li>
	<li>
		Fixed: Adult pigs were not being aggressive towards the player when piglets were around.
	</li>
	<li>
		Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015
	</li>
	<li>
		Fixed: Re-add ModMaker to the Mac build
	</li>
	<li>
		API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly
	</li>
	<li>
		API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar
	</li>
	<li>
		API Fixed: Duplicate keys are created for POI Registry dictionary - wispae
	</li>
	<li>
		API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight
	</li>
	<li>
		API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type
	</li>
	<li>
		API Tweak: Attempt to kill game on launch if a mod assembly is already loaded
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">424</guid><pubDate>Wed, 24 Sep 2025 07:51:00 +0000</pubDate></item><item><title>v1.21.1 - Story Chapter 2 Redux, Patch #1 stable</title><link>https://www.vintagestory.at/blog.html/news/v1211-story-chapter-2-redux-patch-1-stable-r423/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Another 100 tweaks and fixes closer to salvation. \o/<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30829" href="//media.vintagestory.at/monthly_2025_09/2025-09-08_20-23-26.png.e7846b96d35a8903ef862ba1078682bf.png" rel=""><img alt="2025-09-08_20-23-26.thumb.png.3b4384edbd9899b4c07216d6667cc387.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30829" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-08_20-23-26.thumb.png.3b4384edbd9899b4c07216d6667cc387.png" /></a><br />
	<span style="font-size:12px;">Oven hut by Crustacean Oreo, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates since 1.21.0</strong>
</p>

<ul>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Provide 50% rain protection for all the other hats (some already had it in 1.21.0)
			</li>
			<li>
				Healing with a poultice will no longer cancel when off the ground
			</li>
			<li>
				The important Lore blocks/entities now all emit the same consistent type of particles to better visualize what is interactable
			</li>
			<li>
				Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common
			</li>
			<li>
				Increase max head turn angle when riding an elk from 85° to 105°
			</li>
			<li>
				Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts)
			</li>
			<li>
				Can now craft arrows from obsidian as well as other stone
			</li>
			<li>
				Reduce timeswitch cooldown from 3s to 2s
			</li>
			<li>
				Increase locust spawns during Eidolon fight
			</li>
		</ul>
	</li>
	<li>
		Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar).
	</li>
	<li>
		Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male
	</li>
	<li>
		Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type
	</li>
	<li>
		Tweak: Baby rabbits now also seek food to eat
	</li>
	<li>
		Tweak: Further adjustments to deer walking speeds
	</li>
	<li>
		Tweak: Color grading fine tuning. Should fix cases of extremely bright fog
	</li>
	<li>
		Handbook tweaks:
		<ul>
			<li>
				Added two more hints to the Prospecting Guide
			</li>
			<li>
				In the Starter Guide, torches are now linked to the torch page
			</li>
			<li>
				Cattails plant included in search result for "reeds"
			</li>
			<li>
				In arrow descriptions, less confusing piercing damage modifier info
			</li>
			<li>
				The Cheesemaking Guide wrote that cheese could be made from 25 liters of milk or 50 liters of milk. In practice salt could previously only be added for increments of 10 liters of milk at a time, so that 25 liters of milk was not actually possible. Now it is: salt is now added for increments of 5 liters of milk. Also added some links within this guide. 
			</li>
		</ul>
	</li>
	<li>
		Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters
	</li>
	<li>
		Tweak: In the Journal GUI, better spacing between chapters
	</li>
	<li>
		Tweak: For commands specifying entities using <em>e[]</em>, throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector <em>e[!]</em>. Prevents accidental teleporting of all entities e.g. via <em>/tp e[1231] tyron</em>
	</li>
	<li>
		Tweak: For commands specifying entities, the help example text is now correct for the updated gazelle entity type code
	</li>
	<li>
		Tweak: Added <em>/serverconfig modwhitelist/modblacklist</em> to modify the mod black and whitelist
	</li>
	<li>
		Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows
	</li>
	<li>
		Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point
	</li>
	<li>
		Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available
	</li>
	<li>
		<strong>Fixed: Crash for some players updating 1.20 worlds to 1.21</strong>  <span style="font-size:14px;">[technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents]</span>
	</li>
	<li>
		Fixed: Game crash on upgraded savegames from 1.20 worlds with bugged shields
	</li>
	<li>
		Fixed: Claims with a grant from game version 1.20 or before would not allow to open doors for permitted players or groups
	</li>
	<li>
		Fixed: Grass or snow blocks sometimes floating in the air. Github #6799
	</li>
	<li>
		Fixed: Sometimes attack sounds were playing twice
	</li>
	<li>
		Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death
	</li>
	<li>
		Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins <span style="font-size:14px;">[note: armor stands already spawned before this patch may still be broken. If there is no player build nearby you can stand next to them and use command <em>/wgen regen 0</em> to regenerate]</span>
	</li>
	<li>
		Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report
	</li>
	<li>
		Fixed: Barber-induced nudism (#6775)
	</li>
	<li>
		Fixed: Figureheads would not display the proper material on boats
	</li>
	<li>
		Fixed: Some metal trapdoors had incorrect textures
	</li>
	<li>
		Fixed: Metal trapdoors made wooden sounds
	</li>
	<li>
		Fixed: Some metal blocks were not craftable
	</li>
	<li>
		Fixed: Metal support beams had their material set as wood
	</li>
	<li>
		Fixed: Female hares would not be baited by basket traps unless ready to mate
	</li>
	<li>
		Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below
	</li>
	<li>
		Visual fixes<span>:</span>
		<ul>
			<li>
				Shadows from player held tools and weapons were missing, in 1.21.0
			</li>
			<li>
				Items would occasionally not be visible
			</li>
			<li>
				Fixed faint black lines between some grassy topsoil blocks, in 1.21.0
			</li>
			<li>
				Sunflower leaves wind motion was all wrong, in 1.21.0
			</li>
			<li>
				Ocean waves now less jerky in strong wind conditions
			</li>
			<li>
				In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs
			</li>
			<li>
				Silver/gold/iron/steel axe heads wrongly positioned when held in tongs
			</li>
			<li>
				Cooking pots with meals in them would not display the proper texture on an elk
			</li>
			<li>
				Bowl with meal had mis-colored bottom face.  Also changed all bowl models to use full bottom face
			</li>
			<li>
				Ground-placed seed bags were far too large
			</li>
			<li>
				Hair and hats were showing through helmets, and other clothing conflicts
			</li>
			<li>
				Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor
			</li>
			<li>
				Pristine Nadiyan miner boots were using dirty miner boots texture
			</li>
			<li>
				Gaps in roofing models and removed z-fighting <span style="font-size:14px;">[note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now]</span>
			</li>
			<li>
				Z-fighting on firestarter model
			</li>
			<li>
				Sedge had bad GUI transform
			</li>
		</ul>
	</li>
	<li>
		Fixed: Ingot molds and tools placed on the ground would sometimes change position
	</li>
	<li>
		Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb
	</li>
	<li>
		Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924
	</li>
	<li>
		Fixed: Angry bee swarm could attack the sailboat
	</li>
	<li>
		Fixed: Missing interaction help for harvestable skep
	</li>
	<li>
		Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813
	</li>
	<li>
		Fixed: Crash when breaking saplings, if saplings in pots were seen previously
	</li>
	<li>
		Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813
	</li>
	<li>
		Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS)
	</li>
	<li>
		Fixed: Crash for Water Striders. Github #6915
	</li>
	<li>
		Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added
	</li>
	<li>
		Fixed: Game crashing when opening a command block twice
	</li>
	<li>
		Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing
	</li>
	<li>
		Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots
	</li>
	<li>
		Fixed: Hide armor json had unnecessary durability entries
	</li>
	<li>
		Fixed: Small fixes to the Devastation tower
	</li>
	<li>
		Fixed: Monsters in passive worlds would not fight back even when attacked
	</li>
	<li>
		Fixed: Saffron milkcap mushrooms never spawned in the world
	</li>
	<li>
		Fixed: Stacked bowls of glue would use up too much glue for the amount repaired
	</li>
	<li>
		Fixed: Gear and skull figureheads had the same grid recipe
	</li>
	<li>
		Fixed: Mitigate extreme face clipping into rider with elk passenger
	</li>
	<li>
		Fixed: Saddle breaks required for elk would reset when game was restarted
	</li>
	<li>
		Fixed: Tamed albino elk had missing translation entries in info HUD
	</li>
	<li>
		Fixed: Gazelles were missing dead localization strings
	</li>
	<li>
		Fixed: New fish were missing dead localization strings
	</li>
	<li>
		Fixed: Many wall scribbles in a 2nd story chapter location lacked localization
	</li>
	<li>
		Fixed: Command <em>/weather setw</em> still did not clear sandstorm ambient
	</li>
	<li>
		Fixed: Single player game would crash if clientsetting <em>forceUdpOverTcp</em> was true
	</li>
	<li>
		Fixed: Shader compile warning
	</li>
	<li>
		Fixed: OpenGL errors at game start were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report. <span style="font-size:14px;">[In general any OpenGL error at the start is fixable by re-starting the computer or updating the graphics driver, see Github #6888]</span>
	</li>
	<li>
		Fixed: Wrong mouse cursor on the login screen
	</li>
	<li>
		Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login
	</li>
	<li>
		Fixed: Mod icons in the mod manager now have their original sharpness
	</li>
	<li>
		Fixed: Minor visual bugs in the Vintagehosting dashboard
	</li>
	<li>
		Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup
	</li>
	<li>
		Fixed: Linux fonts not working properly if the install.sh was not run
	</li>
	<li>
		Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work
	</li>
	<li>
		API Fixed: Now 'shape/' and '.json' sufixes are applied only once for attached shapes, game no longer crashes if an item that can be attached to elk is given to armor stand
	</li>
	<li>
		API Fixed: Recipe selector did not clip oversized items
	</li>
	<li>
		API Fixed: SimpleParticleProperties.Clone() was broken
	</li>
	<li>
		API Fixed: Recipes not correctly handling advanced wildcards pattern
	</li>
	<li>
		API Fixed: Able to explicitly specify a blank texturePrefixCode
	</li>
	<li>
		API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution
	</li>
	<li>
		API Fixed: For multiply behavior, eatAnyway setting was being ignored
	</li>
	<li>
		API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color
	</li>
	<li>
		API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
	</li>
</ul>

<p>
	<strong>Game updates since 1.21.1-rc.2</strong> (also listed above)
</p>

<ul>
	<li>
		Tweak: Added two more hints to the prospecting guide
	</li>
	<li>
		Tweak: Color grading fine tuning. Should fix cases of extremely bright fog
	</li>
	<li>
		Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows
	</li>
	<li>
		Fixed: Grass or snow blocks sometimes floating in the air. Github #6799
	</li>
	<li>
		Fixed: Saddle breaks required for elk would reset when game was restarted
	</li>
	<li>
		Fixed: Unbreak /tp command (and all other entity selectors). Broken in 1.21.1-rc.2
	</li>
	<li>
		Fixed: /weather setw still did not clear sandstorm ambient
	</li>
	<li>
		Fixed: Tamed albino elk had missing translation entries in info hud
	</li>
	<li>
		Fixed: Mitigate extreme face clipping into rider with elk passenger
	</li>
	<li>
		API Fixed: now 'shape/' and '.json' sufixes are applied only once for attached shapes, game no longer crashes if an item that can be attached to elk is given to armor stand
	</li>
	<li>
		API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color
	</li>
</ul>
]]></description><guid isPermaLink="false">423</guid><pubDate>Tue, 09 Sep 2025 08:23:43 +0000</pubDate></item><item><title>v1.21.1-rc.2 - Story Chapter 2 Redux, Patch #1</title><link>https://www.vintagestory.at/blog.html/news/v1211-rc2-story-chapter-2-redux-patch-1-r422/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	More fixes for your peak chill moments. <br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30703" href="//media.vintagestory.at/monthly_2025_09/2025-09-05_01-05-41.png.b4923cf381d412046016219dcfec1ce1.png" rel=""><img alt="2025-09-05_01-05-41.thumb.png.c8d51f653367d3dce872e85f0c4814d8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30703" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-05_01-05-41.thumb.png.c8d51f653367d3dce872e85f0c4814d8.png" /></a><br />
	<span style="font-size:12px;">"I've reached levels of chill unknown by any man". Screenshot by "Nah, I'd ham.", shared in #screenshots on Discord</span>
</p>

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

<ul>
	<li>
		Tweak: Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common
	</li>
	<li>
		Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type
	</li>
	<li>
		Tweak: Baby rabbits now also seek food to eat
	</li>
	<li>
		Tweak: In arrow descriptions, less confusing piercing damage modifier info
	</li>
	<li>
		Tweak: In cheesemaking, salt could previously only be added in increments of 10 liters of milk at a time, so that making cheese from 25 liters of milk was not possible. Salt is now added in increments of 5 liters, so that it is. (Also added links in the handbook cheesemaking guide)
	</li>
	<li>
		Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters
	</li>
	<li>
		Tweak: In the Journal GUI, better spacing between chapters
	</li>
	<li>
		Tweak: Added /serverconfig modwhitelist/modblacklist to modify the mod black and whitelist
	</li>
	<li>
		Tweak: For commands specifying entities using <em>e[]</em>, throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector <em>e[!]</em>. Prevents accidental teleporting of all entities e.g. via <em>/tp e[1231] tyron</em>
	</li>
	<li>
		Tweak: For commands specifying entities, the help text is now correct for the updated gazelle entity type code
	</li>
	<li>
		Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available
	</li>
	<li>
		Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point
	</li>
	<li>
		Fixed: Sometimes attack sounds were playing twice
	</li>
	<li>
		Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death
	</li>
	<li>
		Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins
	</li>
	<li>
		Fixed: Some metal trapdoors had incorrect textures
	</li>
	<li>
		Fixed: Metal trapdoors made wooden sounds
	</li>
	<li>
		Fixed: Some metal blocks were not craftable
	</li>
	<li>
		Fixed: Female hares would not be baited by basket traps unless ready to mate
	</li>
	<li>
		Fixed: Bowl with meal had mis-colored bottom face.  Also changed all bowl models to use full bottom face
	</li>
	<li>
		Fixed: Ground-placed seed bags were far too large
	</li>
	<li>
		Fixed: Silver/gold/iron/steel axe heads wrongly positioned when held in tongs
	</li>
	<li>
		Fixed: Hair and hats were showing through helmets, and other clothing conflicts
	</li>
	<li>
		Fixed: Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor
	</li>
	<li>
		Fixed: Pristine Nadiyan miner boots were using dirty miner boots texture
	</li>
	<li>
		Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924
	</li>
	<li>
		Fixed: Angry bee swarm could attack the sailboat
	</li>
	<li>
		Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below
	</li>
	<li>
		Fixed: Gaps in roofing models and removed z-fighting (note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now)
	</li>
	<li>
		Fixed: Faint black lines between some grassy topsoil blocks
	</li>
	<li>
		Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813
	</li>
	<li>
		Fixed: Crash when breaking saplings, if saplings in pots were seen previously
	</li>
	<li>
		Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813
	</li>
	<li>
		Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS)
	</li>
	<li>
		Fixed: Crash for Water Striders. Github #6915
	</li>
	<li>
		Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added
	</li>
	<li>
		Fixed: Game crashing when opening a command block twice
	</li>
	<li>
		Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing
	</li>
	<li>
		Fixed: Small fixes to the Devastation tower
	</li>
	<li>
		Fixed: Minor visual bugs in the Vintagehosting dashboard
	</li>
	<li>
		Fixed: Shader compile warning
	</li>
	<li>
		Fixed: OpenGL errors at game start (usually due to graphics driver issues) were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report 
	</li>
	<li>
		API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution
	</li>
	<li>
		API Fixed: For multiply behavior, eatAnyway setting was being ignored
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">422</guid><pubDate>Sat, 06 Sep 2025 15:42:00 +0000</pubDate></item><item><title>v1.21.1-rc.1 - Story Chapter 2 Redux, Patch #1</title><link>https://www.vintagestory.at/blog.html/news/v1211-rc1-story-chapter-2-redux-patch-1-r421/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Astonishingly, 46% of servers are already on version 1.21. Consequently our issue tracker is flooded with new reports, we are tackling them currently!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30513" href="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.png.97ae20fab518a8eb6cb208a84809cd2f.png" rel=""><img alt="2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30513" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" /></a><br />
	<span style="font-size:12px;">Build by Meowskyi, titled "Tyron, movable structures, when?" as shared on #screenshots on Discord. (answer: not particularly soon</span>™<span style="font-size:12px;">)</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Tweak: Can now craft arrows from obsidian as well as other stone
	</li>
	<li>
		Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar).
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Provide 50% rain protection for all the other hats (some already had it in 1.21.0)
			</li>
			<li>
				Healing with a poultice will no longer cancel when off the ground
			</li>
			<li>
				The important Lore blocks/entities now emit all the same consistent type of particles to better visualize what is interactable
			</li>
			<li>
				Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts)
			</li>
			<li>
				Increase max head turn angle when riding an elk from 85° to 105°
			</li>
			<li>
				Reduce timeswitch cooldown from 3s to 2s
			</li>
			<li>
				Increase locust spawns during Eidolon fight
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further adjustments to deer walking speeds
	</li>
	<li>
		Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male
	</li>
	<li>
		Tweak: In the Handbook, Starter Guide, torches are now linked to the torch page. Cattails plant included in search result for "reeds"
	</li>
	<li>
		<strong>Fixed: Crash for some players updating 1.20 worlds to 1.21</strong>  <span style="font-size:14px;">[technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents]</span>
	</li>
	<li>
		Fixed: Game crash on upgraded savegames with bugged shields
	</li>
	<li>
		Fixed: Shadows from player held tools and weapons were missing, in 1.21.0
	</li>
	<li>
		Fixed: Items would occasionally not be visible
	</li>
	<li>
		Fixed: Monsters in passive worlds would not fight back even when attacked
	</li>
	<li>
		Fixed: Saffron milkcap mushrooms never spawned in the world
	</li>
	<li>
		Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb
	</li>
	<li>
		Fixed: Figureheads would not display the proper material on boats
	</li>
	<li>
		Fixed: Barber-induced nudism (#6775)
	</li>
	<li>
		Fixed: Ingot molds and tools placed on the ground would sometimes change position
	</li>
	<li>
		Fixed: Stacked bowls of glue would use up too much glue for the amount repaired
	</li>
	<li>
		Visual fixes:
		<ul>
			<li>
				Fixed: Sunflower leaves windwave
			</li>
			<li>
				Fixed: Ocean waves less jerky in strong wind conditions
			</li>
			<li>
				Fixed: In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs
			</li>
			<li>
				Fixed: Z-fighting on firestarter model
			</li>
			<li>
				Fixed: Sedge had bad GUI transform
			</li>
			<li>
				Fixed: Cooking pots with meals in them would not display the proper texture on an elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Metal support beams had their material set as wood
	</li>
	<li>
		Fixed: Hide armor json had unnecessary durability entries
	</li>
	<li>
		Fixed: Gear and skull figureheads had the same grid recipe
	</li>
	<li>
		Fixed: Missing interaction help for harvestable skep
	</li>
	<li>
		Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots
	</li>
	<li>
		Fixed: New fish were missing dead localization strings
	</li>
	<li>
		Fixed: Dead gazelles missing language strings
	</li>
	<li>
		Fixed: Many wall scribbles in a 2nd story chapter location lacked localization
	</li>
	<li>
		Fixed: Claims with a grant from versions before 1.21 would not allow to open doors for permitted players or groups
	</li>
	<li>
		Fixed: Single player game would crash if clientsetting <em>forceUdpOverTcp</em> was true
	</li>
	<li>
		Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login
	</li>
	<li>
		Fixed: Mod icons in the mod manager now have their original sharpness
	</li>
	<li>
		Fixed: Wrong mouse cursor on the login screen
	</li>
	<li>
		Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup
	</li>
	<li>
		Fixed: Linux fonts not working properly if the install.sh was not run
	</li>
	<li>
		Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work
	</li>
	<li>
		Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report
	</li>
	<li>
		API Fixed: Recipe selector did not clip oversized items
	</li>
	<li>
		API Fixed: SimpleParticleProperties.Clone() was broken
	</li>
	<li>
		API Fixed: recipes not correctly handling advanced wildcards pattern
	</li>
	<li>
		API Fixed: Able to explicitly specify a blank texturePrefixCode
	</li>
	<li>
		API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
	</li>
</ul>
]]></description><guid isPermaLink="false">421</guid><pubDate>Mon, 01 Sep 2025 20:16:00 +0000</pubDate></item><item><title>v1.21.0 - Story Chapter 2 Redux, stable!</title><link>https://www.vintagestory.at/blog.html/news/v1210-story-chapter-2-redux-stable-r420/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	How do we always end up with such a massive list of changes. Over 640 individual features, tweaks and fixes... this was meant to be a small and swift update! I really need to have a word with those devs... <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60f.png" class="ipsEmoji" alt="😏"> <br />
	And you all are just as prolific! There are now 4000 mods on the <a href="https://mods.vintagestory.at/list/mod" rel="external nofollow">mods db</a> and so many inspiring builds showcased, so many players recording. How am I supposed to work if I get mindblown from your content every single day <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"> <br />
	Well, here's to another milestone on this incredible journey that is creating Vintage Story - <strong>version 1.21</strong>! As mentioned in our <a href="https://www.vintagestory.at/blog.html/news/v1210-rc1-story-chapter-2-redux-r414/" rel="">previous blogposts</a> the focus was the polishing of existing content, and we also added a few things that we could not finish in time for 1.20 but had planned, such as the coral reefs.
</p>

<p>
	With this massive update out of the way, we are very much looking forward to building another epic update with 1.22, this time jam packed with game mechanics <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f929.png" class="ipsEmoji" alt="🤩"><br />
	<br />
	Until then, we hope this update will keep you engaged!<br />
	- Tyron<br />
	 
</p>

<p>
	<strong>Installation note: </strong>All installations of game version 1.21.0 will need .NET 8 runtime on the computer. Links to it are on the downloads page for various platforms (or the Windows installer offers to install it automatically). If you are updating a <em>hosted server </em>make sure your server host has installed .NET 8.
</p>

<p>
	Existing 1.20.12 (and earlier) game worlds can continue to be played in game version 1.21.0. We recommend make a backup copy of the world file first ... just in case. When continuing an existing world, the map should usually be seamless between old and new areas. Note that by default there were no oceans in 1.20, therefore a 1.20 world which had default settings when it was made will still have no oceans nor their content (such as coral reefs) when generating new areas in 1.21. That can be changed using the <em>/worldconfig landcover</em> command manually in-game, but a change to that after the world was already started will very likely result in hard straight-line boundaries in some parts of the map, so is not recommended.
</p>

<p>
	 
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.21.0 - Story Chapter 2 Redux" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wsyy8pziGLI?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	<strong>Ocean content</strong>: Multiple types of coral reefs, tiny fish particles, reef fish and more<br />
	<img alt="coralreef.gif.ef5db344e4bdc1b5f38442ad18717d77.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30138" data-ratio="48.87" width="972" src="//media.vintagestory.at/monthly_2025_08/coralreef.gif.ef5db344e4bdc1b5f38442ad18717d77.gif" />
</p>

<p>
	<strong>Ocean content</strong>: New blocks! Added coral cobblestone, coral fence and wavy sand<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30139" href="//media.vintagestory.at/monthly_2025_08/oceanblocks.png.d474111cc116998cee8e546edadf400e.png" rel=""><img alt="oceanblocks.thumb.png.89d429796b815dfde5d3abdc8e7ed8e5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30139" data-ratio="38.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/oceanblocks.thumb.png.89d429796b815dfde5d3abdc8e7ed8e5.png" /></a>
</p>

<p>
	<strong>Ocean content:</strong> 30+ types of ocean fish<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30140" href="//media.vintagestory.at/monthly_2025_08/fish.png.dfc4575674c96a6b178a405749a347e8.png" rel=""><img alt="fish.thumb.png.e13df2f765249ea8bffdf484c8c38715.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30140" data-ratio="33.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/fish.thumb.png.e13df2f765249ea8bffdf484c8c38715.png" /></a><br />
	<br />
	<strong>Ocean content:</strong> Large waves (WIP)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="30147" href="//media.vintagestory.at/monthly_2025_08/largewaves2.gif.0e3d6c6b8c9e378fb02f7d96e4f99ba3.gif" rel=""><img alt="largewaves2.thumb.gif.bb2222c57580bdbd81fd1da6327565ba.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30147" data-ratio="26.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/largewaves2.thumb.gif.bb2222c57580bdbd81fd1da6327565ba.gif" /></a>
</p>

<p>
	<strong>Sailboat upgrades</strong>: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30148" href="//media.vintagestory.at/monthly_2025_08/hmsnoob.png.7835e50418762075493cfaa0c01b6184.png" rel=""><img alt="hmsnoob.thumb.png.e1366736a035ca41bfcc1b784cca9fe1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30148" data-ratio="29.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/hmsnoob.thumb.png.e1366736a035ca41bfcc1b784cca9fe1.png" /></a>
</p>

<p>
	<strong>Sailboat upgrades</strong>: No longer need to hold a key to sail, instead furl/unfurl sails<br />
	<img alt="sailfurling2.gif.2c39efb64312e8365c9acaa08822e045.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30146" data-ratio="50.30" width="831" src="//media.vintagestory.at/monthly_2025_08/sailfurling2.gif.2c39efb64312e8365c9acaa08822e045.gif" />
</p>

<p>
	<br />
	<strong>Homesteading Content:</strong> Can now place more items onto shelves<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27959" href="//media.vintagestory.at/monthly_2025_07/Shelves.png.d000afaf61254309f6ce66c7c6a7834d.png" rel=""><img alt="Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27959" data-ratio="42.10" width="1000" src="//media.vintagestory.at/monthly_2025_07/Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" /></a><br />
	<br />
	<strong>Homesteading Content:</strong> Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30142" href="//media.vintagestory.at/monthly_2025_08/ceramics.png.728329afdae710ada6b8a305df476926.png" rel=""><img alt="ceramics.thumb.png.e457ae2bf8eeee6fc24ff1abffb5598c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30142" data-ratio="34.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/ceramics.thumb.png.e457ae2bf8eeee6fc24ff1abffb5598c.png" /></a><br />
	<br />
	<strong>Homesteading Content:</strong> Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30141" href="//media.vintagestory.at/monthly_2025_08/ores.png.44ba3100933bb27ffb1babdb8659c040.png" rel=""><img alt="ores.thumb.png.3711b942c71f213d2d05dca740598979.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30141" data-ratio="25.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/ores.thumb.png.3711b942c71f213d2d05dca740598979.png" /></a>
</p>

<p>
	<strong>Survival content: </strong>Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30143" href="//media.vintagestory.at/monthly_2025_08/beararmor.png.cdc474d0a731606cd44f97f0c2b0752d.png" rel=""><img alt="beararmor.thumb.png.c600ca7e7aa4b27a83460bb459886aa1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30143" data-ratio="42.60" width="1000" src="//media.vintagestory.at/monthly_2025_08/beararmor.thumb.png.c600ca7e7aa4b27a83460bb459886aa1.png" /></a><br />
	<br />
	<strong>Survival content: </strong>Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" /><br />
	<br />
	<strong>Elk upgrades: </strong>Can now attach a Falx or Bow and temporal gears<br />
	<img alt="elkupgrades.png.bf8bcdbc0d86d00197492abb234b3d35.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30144" data-ratio="67.15" width="761" src="//media.vintagestory.at/monthly_2025_08/elkupgrades.png.bf8bcdbc0d86d00197492abb234b3d35.png" />
</p>

<p>
	<strong>Elk upgrades: </strong>Can now ride with a friend <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9e1.png" class="ipsEmoji" alt="🧡"><br />
	<img alt="ridetogether.gif.f5340345c56c1b88543576760a095565.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30145" data-ratio="60.73" width="634" src="//media.vintagestory.at/monthly_2025_08/ridetogether.gif.f5340345c56c1b88543576760a095565.gif" /><br />
	<br />
	Added many new hair styles, added in-game barber in Story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

<p>
	<strong>Story chapter 2 upgrades: </strong>Lots of fine tuning, fixing, adding extra lore and extra challenges<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30149" href="//media.vintagestory.at/monthly_2025_08/chapter2.png.daef92ac15365fd56c013cf1c8b2806b.png" rel=""><img alt="chapter2.thumb.png.e3df495f1a8903eade63e1bb424b4518.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30149" data-ratio="67.70" width="1000" src="//media.vintagestory.at/monthly_2025_08/chapter2.thumb.png.e3df495f1a8903eade63e1bb424b4518.png" /></a><br />
	<br />
	<strong>Visual upgrades:</strong> Improved seraph faces<br />
	<img alt="2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28512" data-ratio="80.80" style="width:500px;height:auto;" width="802" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" />
</p>

<p>
	<br />
	<strong>Visual upgrades:</strong> Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a>
</p>

<p>
	<strong>Visual upgrades: </strong>Majorly reworked deer / moose animations<br />
	<img alt="elks.gif.8dd7da5076931445f16fadb60ef5298d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30155" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/elks.gif.8dd7da5076931445f16fadb60ef5298d.gif" /><br />
	<br />
	<strong>New blocks: </strong>Ceramic tiles, 2 new iron door variants, new papyrus variants of reed-ware<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30154" href="//media.vintagestory.at/monthly_2025_08/newblocks.png.495c00fc8b66d2eb2893b7c407410e71.png" rel=""><img alt="newblocks.thumb.png.469f3baef2dcb7b800bfebd988dd9256.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30154" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2025_08/newblocks.thumb.png.469f3baef2dcb7b800bfebd988dd9256.png" /></a><br />
	<br />
	<strong>New blocks</strong>: Wooden paths are now woodtyped and 3D<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30156" href="//media.vintagestory.at/monthly_2025_08/paths.png.ac37eccdcef5821582d2619a95efe673.png" rel=""><img alt="paths.thumb.png.2c70efde8061916f8ae5b32104ecfb7a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30156" data-ratio="30.30" width="1000" src="//media.vintagestory.at/monthly_2025_08/paths.thumb.png.2c70efde8061916f8ae5b32104ecfb7a.png" /></a><br />
	<br />
	<strong>UI Update</strong>: Can now select text<br />
	<img alt="selecttext4.gif.f19934a379573a31b0df95883f7f2f7c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="30151" data-ratio="36.66" width="821" src="//media.vintagestory.at/monthly_2025_08/selecttext4.gif.f19934a379573a31b0df95883f7f2f7c.gif" /><br />
	<br />
	<br />
	<strong>Game updates since 1.20</strong>
</p>

<ul>
	<li>
		Feature:<strong> Ocean content</strong>

		<ul>
			<li>
				Added<strong> 33 types of saltwater fish</strong>
			</li>
			<li>
				Added <strong>coral reefs </strong>in bodies of salt water
				<ul>
					<li>
						Different reef types depending on water temperature (players may need to head south to see most)
					</li>
					<li>
						Schools of small fish near reefs, as entity particles
					</li>
					<li>
						Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
					</li>
				</ul>
			</li>
			<li>
				Oceans now have <strong>large waves</strong> (WIP)
			</li>
			<li>
				Added <strong>wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
			</li>
			<li>
				Added <strong>coral cobblestone and fence</strong>, which can be made from chunks of coral gotten from reefs
			</li>
			<li>
				Sea plants now emit air bubble particles
			</li>
			<li>
				Reduced underwater murkiness and darkness levels to make reefs more visible
			</li>
			<li>
				Fixed distance fade out terrain that's behind water not correctly blending
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>text selection </strong>with a mouse and various other selection enhancements - PR by Genhis
	</li>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>
		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.<span style="font-size:12px;"> [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.]</span>
			</li>
			<li>
				Feature: Add colored crucibles and metal tool and ingot molds
			</li>
			<li>
				Different colored ingot molds can be placed in the same block space
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace)
			</li>
			<li>
				Added three new <strong>red ceramic tile </strong>blocks and slabs, sold by an Artisan Trader
			</li>
			<li>
				Added wood-typed paths and wooden paths are now drawn in full 3D
			</li>
			<li>
				Added papyrus chests, hand basket and basket traps
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through Graphics settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed Elk now follows the player if it is tied to a rope, making leading a roped Elk much easier
			</li>
			<li>
				Feature: Two players can now ride an Elk by adding a pillion cushion on the Elk's back, behind the saddle
			</li>
			<li>
				Tweak: Improved map marker position tracking for tamed Elk<span style="font-size:12px;"> [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
			</li>
			<li>
				Tweak: Add ability for bow, falx and blackguard sword to be stowed on Elk's front left and right utility slots (as well as cooking pot)
			</li>
			<li>
				Tweak: Added spot to hang a string of up to 3 temporal gears on the Elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm their own ridden mount
			</li>
			<li>
				Tweak: Improved mounted position of player riding Elk, in 3rd-person view
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers
			</li>
			<li>
				Fixed: Game crashing when harvesting a dead tamed Elk after server restart
			</li>
			<li>
				Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
			</li>
			<li>
				Fixed: When two different cooking pots are attached to the Elk only the left one's texture was shown on both sides
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt    <span style="font-size:14px;">[Details: if you have a world you have played or created in release candidate versions 1.21.0-rc.1 through rc.6, chunk border issues may remain, for these worlds it may be best to regenerate large areas or use the <em>/dbprune</em> command to remove all chunks except the ones actually built in.  1.20.12 worlds <em>should </em>update smoothly to 1.21.0.  Fingers crossed.  Take a backup copy just in case]</span>
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default </strong>- walk far enough from spawn and you should find an ocean eventually  <span style="font-size:14px;">[Tip: in new game customisation, World Generation tab, set landforms % to less than 97.5% to have more ocean than this]</span> 
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only)
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits <span style="font-size:14px;">[Technical info: Correctly scale surface deposit chance by deposit depth to world sea level]</span>
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Slow healing, as well as taking damage, is now visualized in the health bar
			</li>
			<li>
				Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature: In multiplayer, players can now <strong>revive other players </strong>using a poultice
	</li>
	<li>
		Feature: <strong>Reworked seraph faces</strong>, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber (I wonder where one would find a barber?)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved!
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct, based on relative moon and sun positions
			</li>
			<li>
				Rendered moon lit side precisely faces the sun current position
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set <em>AllowTraverseEveryone</em> true to allow everyone to open doors in the claim
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between the 2nd story chapter locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc - use charcoal on the name plate near the bow on port-side
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired will be kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them)
	</li>
	<li>
		Feature: Can now <strong>place place pies, ingot molds, and helvehammer molds on shelves</strong>
	</li>
	<li>
		Feature: Added dedicated <strong>piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers</strong> (no longer quad-storable)
	</li>
	<li>
		Feature: <strong>New moon shade</strong>r that is correctly lit by the sun (WIP)
	</li>
	<li>
		Feature: Added <strong>9 sailboat figurehead models</strong> for the figurehead mounting point
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Buckets now stack to 5
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks)
			</li>
			<li>
				Tweak: Lime can no longer be crushed by hand with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps continued producing honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Blocks/craftables tweaks</strong>
		<ul>
			<li>
				Tweak: Mining bag can now be made from a linen sack and plates
			</li>
			<li>
				Tweak: Slight adjustment to diamond stone tile texture.  Added 'aged' diamond stone tiles (creative mode only)
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
			<li>
				Tweak: New pie top crust type: Slit
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Ground storage tweaks</strong>
		<ul>
			<li>
				Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
			</li>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Tweak: Make wooden pan ground storable
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>In-world interaction improvements</strong>
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Allow the player to take a meal serving from crocks on shelves
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button 
			</li>
			<li>
				Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
			<li>
				Tweak: Clayforming will place outputs on the ground where they were formed
			</li>
			<li>
				Tweak: Pick Block will flip items out of the inventory in survival
			</li>
			<li>
				Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help
			</li>
			<li>
				Tweak: Prefer not to pick up items into offhand slot if other space is available
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Feature: Cementation furnace carburization in handbook
			</li>
			<li>
				Feature: Show display/liquid containers that can hold items in handbook
			</li>
			<li>
				Feature: Show items that can be stored inside display/liquid containers in handbook
			</li>
			<li>
				Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
			</li>
			<li>
				Feature: Show more perish information in handbook
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Tweak: Add info about pressing Shift+H to the intro text for Survival
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Mention using knife to change pie crust in handbook recipe
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half.  Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit.  </strong>As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command <strong><em>.cf allowSSBOs off</em> </strong>or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). <span style="font-size:14px;">[Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command <em>.cf allowSSBOs on</em> to enable this setting, as in such cases it was off by default]</span>
			</li>
			<li>
				Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. <span style="font-size:12px;"> [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight]</span>
			</li>
			<li>
				Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail for modders: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				Reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)
			</li>
			<li>
				Fixed: Significant memory leak with ground storage piles
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command/Config updates
		<ul>
			<li>
				Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true
			</li>
			<li>
				Tweak: The <em>/land info</em> command now also shows the <em>AllowUseEveryone </em>and <em>AllowTraverseEveryone</em> settings
			</li>
			<li>
				Tweak: Make a few additional weather commands available also in release mode
			</li>
			<li>
				Tweak: <em>/wgen</em> commands now may validly use 0 as the range to only work on the chunk the player is currently in
			</li>
			<li>
				Fixed: "/whitelist off" and "/whitelist on" was not saved to config file
			</li>
			<li>
				Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600
			</li>
		</ul>
	</li>
	<li>
		Tweak: More ingame information
		<ul>
			<li>
				Tweak: Crocks will show what's in them in their name
			</li>
			<li>
				Tweak: Crocks now visibly indicate the seal on the model
			</li>
			<li>
				Tweak: Added seal hours info text for barrel recipes
			</li>
			<li>
				Tweak: Added error messages when item can't be added to an animal trap
			</li>
			<li>
				Tweak: Show harvestable skeps in creative inventory and handbook
			</li>
			<li>
				Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
			</li>
			<li>
				Tweak: More crock labels for differing contents
			</li>
			<li>
				Fixed: Added a missing tooltip to the firestarter
			</li>
		</ul>
	</li>
	<li>
		Tweak: Majorly reworked Deer animations
	</li>
	<li>
		Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves
	</li>
	<li>
		Tweak: Carcasses now have more size-appropriate hitboxes
	</li>
	<li>
		Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: Stone path blocks can no longer be water-logged
	</li>
	<li>
		Tweak: Aged firewood can now be crafted from aged logs
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the foot of the bed
	</li>
	<li>
		Tweak: Add vegetables and fruit mash to small trough
	</li>
	<li>
		Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them)
	</li>
	<li>
		Tweak: Tutorial will now take into account items already collected for collection steps
	</li>
	<li>
		Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world
	</li>
	<li>
		Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size
	</li>
	<li>
		Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used
	</li>
	<li>
		Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment.
	</li>
	<li>
		Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough
	</li>
	<li>
		Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now
	</li>
	<li>
		Tweak: Adjusted tool ground storage transforms to reduce clipping
	</li>
	<li>
		Tweak: Boat and elk selection boxes would be shown at very far distances
	</li>
	<li>
		Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials)
	</li>
	<li>
		Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap
	</li>
	<li>
		Tweak: Allow bombs to be blown up only on land where you have build permissions
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: In Graphics Settings, enable Vsync by default, and disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: On Linux we now use X11 window by default since it has no scaling issues and better performance
	</li>
	<li>
		Tweak: The Linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed
	</li>
	<li>
		<strong>Fixed: Should fix one source of animals escaping their pens</strong>
	</li>
	<li>
		Fixed: Decent chance we have now fixed player "ghosts" / duplicates, in multiplayer
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawned entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: In handbook or other text, empty or unclosed &lt;hk&gt; hotkey tokens crashing the game
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: On Linux, changing from fullscreen to windowed made window border disappear
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Fixed: Error when looking at the fruitpress with rot in it
	</li>
	<li>
		Fixed: Translocators stuck at warping space time
	</li>
	<li>
		Fixed: The show dressed button on the character customization screen did not work after creating a new world
	</li>
	<li>
		Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave
	</li>
	<li>
		Fixed: Show pie in oven interact help box
	</li>
	<li>
		Fixed: Troughs properly report only the animals that can eat from them in suitability info
	</li>
	<li>
		Fixed: Troughs display proper portion size in interaction help even when half full
	</li>
	<li>
		Fixed: Henboxes no longer constantly show "A broody hen is needed"
	</li>
	<li>
		Fixed: Fancy storage vessels showed cracked vessel model when falling
	</li>
	<li>
		Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers
	</li>
	<li>
		Fixed: Beenade would not properly fill with bees from skep anymore
	</li>
	<li>
		Fixed: Raccoons will properly break skeps and harvest berries again
	</li>
	<li>
		Fixed: Berry bushes will properly load the stage growth when exchanged
	</li>
	<li>
		Fixed: Spears and Bows now properly scaled on tool racks
	</li>
	<li>
		Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP
	</li>
	<li>
		Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities
	</li>
	<li>
		Fixed: Mushrooms did not display correctly in traps
	</li>
	<li>
		Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version
	</li>
	<li>
		Fixed: Destroyed papyrus trap uses incorrect textures
	</li>
	<li>
		Fixed: Fish properly trigger their flee behavior
	</li>
	<li>
		Fixed: Suevite ashlar blocks missing lang entries
	</li>
	<li>
		Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln
	</li>
	<li>
		Fixed: Rare crash when interacting with ingot mold
	</li>
	<li>
		Fixed: Pie contents could cook in the oven, breaking the texture
	</li>
	<li>
		Fixed: ItemStackRandomizer would not save changes to it
	</li>
	<li>
		Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio
	</li>
	<li>
		Fixed: Storage vessel and anvil pit kiln used pre-color block name formats
	</li>
	<li>
		Fixed: Ground stored food containers would not render its contents when combined with a hot crucible
	</li>
	<li>
		Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack
	</li>
	<li>
		Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible
	</li>
	<li>
		Fixed: Trader dialog bypass, added audit logging for items exchanged with traders
	</li>
	<li>
		Fixed: Shattered ingot molds could sometimes duplicate or cause issues
	</li>
	<li>
		Fixed: Wood-button sound when first entering game world
	</li>
	<li>
		Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water
	</li>
	<li>
		Fixed: Super jittery player when connecting or when dead
	</li>
	<li>
		Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck
	</li>
	<li>
		Fixed: Crash when clicking on an empty crock with an empty bowl
	</li>
	<li>
		Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one
	</li>
	<li>
		Fixed: Dirty pot had stacksize of 1, unlike regular pots
	</li>
	<li>
		Fixed: Estoc had bad ground-placed transform
	</li>
	<li>
		Fixed: Chimney used clay instead of mortar in grid recipe
	</li>
	<li>
		Fixed: Pit kiln would not properly synchronize being lit between client and server
	</li>
	<li>
		Fixed: Wall leaned ground stored items can no longer float
	</li>
	<li>
		Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks
	</li>
	<li>
		Fixed: Ground storage stackable items without a solid upward face could stack on top of each other
	</li>
	<li>
		Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have
	</li>
	<li>
		Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack
	</li>
	<li>
		Fixed: Settings toggle button text not vertically centered
	</li>
	<li>
		Fixed: Mods adding story structures without a protection would crash when teleporting there
	</li>
	<li>
		Fixed: Various roofing blocks had erroneous solid sides
	</li>
	<li>
		Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula
	</li>
	<li>
		Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		Fixed: Wearing some accessories could affect the textures of others
	</li>
	<li>
		Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby
	</li>
	<li>
		Fixed: Ladder could be left floating mid-air in some circumstances
	</li>
	<li>
		Fixed: Eye and neck clipping in elk model
	</li>
	<li>
		Fixed: Elk jumping animation sometimes looping endlessly
	</li>
	<li>
		Fixed: Pie left in water would periodically create particles
	</li>
	<li>
		Fixed: Traders now say their name as intended during an introduction dialogue segment
	</li>
	<li>
		Fixed: Wall carvings could sometimes load rotten
	</li>
	<li>
		Fixed: Able to mount elevator and other entities through walls, in other dimensions
	</li>
	<li>
		Fixed: When picking up empty anvil mold it would give you an incorrect error message
	</li>
	<li>
		Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal
	</li>
	<li>
		Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off
	</li>
	<li>
		Fixed: Camera inside player head when in 3rd-person mode and against walls
	</li>
	<li>
		Fixed: Player model showed mirror image in character GUI
	</li>
	<li>
		Fixed: Incorrect GUI transform for Grub creature item
	</li>
	<li>
		Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues
	</li>
	<li>
		Fixed: Rare crash with insect particles and rooms check
	</li>
	<li>
		Fixed: Prevent rare crash from out of sync ground storage when spawning particles
	</li>
	<li>
		Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670
	</li>
	<li>
		Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds
	</li>
	<li>
		Fixed: The chat link not opening the WorldEdit folder on Unix systems
	</li>
	<li>
		Fixed: Ruined bookshelves with lore book, render the book properly at all rotations
	</li>
	<li>
		Fixed: Spearhead in tongs transform was way off
	</li>
	<li>
		Fixed: Crucible z-fighting on bottom face
	</li>
	<li>
		Fixed: Raccoon held currants not neatly positioned in their mouths
	</li>
	<li>
		Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613
	</li>
	<li>
		Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607
	</li>
	<li>
		Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen
	</li>
	<li>
		Fixed: Crash to desktop when breaking chiselled coral block
	</li>
	<li>
		Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777
	</li>
	<li>
		Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315]
	</li>
	<li>
		Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608
	</li>
	<li>
		Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass
	</li>
	<li>
		Fixed: Chiseled grass block on story Treasure Hunter trader
	</li>
	<li>
		Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21
	</li>
	<li>
		Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled
	</li>
	<li>
		Fixed: Glass panes turned sideways would still count as walls for a room
	</li>
	<li>
		Fixed: Able to pick up or place down animals in claimed areas using basket
	</li>
	<li>
		Fixed: Misaligned cementation furnace damage box
	</li>
	<li>
		Fixed: Unable to store bow on elk while holding arrows
	</li>
	<li>
		Fixed: After pit kiln is extinguished, no flames upon re-lighting
	</li>
	<li>
		Fixed: Standing on farmland counted the same as being in a room
	</li>
	<li>
		Fixed: Arrow keys would improperly move text cursor when text selected
	</li>
	<li>
		Fixed: Rare potential for infinite loop and server crash in fruit tree code
	</li>
	<li>
		Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes
	</li>
	<li>
		Fixed: When working on an iron bloom it would freeze every other player in view distance
	</li>
	<li>
		Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart
	</li>
	<li>
		Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals
	</li>
	<li>
		Fixed: Sealed crock recipe shows up twice in handbook
	</li>
	<li>
		Fixed: Ingot molds in the village would load incorrectly
	</li>
	<li>
		Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring
	</li>
	<li>
		Fixed: Incorrect information information in description about what trough can hold
	</li>
	<li>
		Fixed: Trough would sometimes show incorrect language string for animal names
	</li>
	<li>
		Fixed: Empty berry bushes could be used as bait in traps
	</li>
	<li>
		Fixed: Cooking pot had differing textures on some sides.  All hollow ceramic models revised to present 'full' sides, to avoid this.
	</li>
	<li>
		Fixed: Pit kiln did not accept aged firewood
	</li>
	<li>
		Fixed: Lore books had wrong bookshelf transform
	</li>
	<li>
		Fixed: Updated handbook guide for animal husbandry to have better, more accurate information
	</li>
	<li>
		Fixed: Missing localization for boat construction
	</li>
	<li>
		Fixed: Sign in village could not be translated
	</li>
	<li>
		Fixed: Ingot molds placed by other players would sometimes be invisible
	</li>
	<li>
		Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
	</li>
	<li>
		Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
	</li>
	<li>
		Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
	</li>
	<li>
		Fixed: Seeds going into the offhand
	</li>
	<li>
		Fixed: Sailboat showed squished wood texture when unnamed
	</li>
	<li>
		Fixed: Sailboat name would become blank when world was exited and re-entered
	</li>
	<li>
		Fixed: Elevator player model rotation
	</li>
	<li>
		Fixed: Flicker/jank on the elk when switching from back seat to front seat
	</li>
	<li>
		Fixed: Bowstave drying handbook title showed up on incorrect pages
	</li>
	<li>
		Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
	</li>
	<li>
		Fixed: Female baby bighorn localized as male
	</li>
	<li>
		Fixed: Rickety translocator could not be moved, once placed.
	</li>
	<li>
		Fixed: Lore scrolls clipping into each other on shelves
	</li>
	<li>
		Fixed: Tall display cases z-fighting with underside of thatched roof.
	</li>
	<li>
		Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
	</li>
	<li>
		Fixed: Raccoons did not flee from wolves
	</li>
	<li>
		Fixed: Various clothing issues (mostly nadiyan)
	</li>
	<li>
		Fixed: Monsters still spawn with lore content turned off
	</li>
	<li>
		Fixed: Random generation of loose rusty gears used incorrect percentages
	</li>
	<li>
		Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
	</li>
	<li>
		Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
	</li>
	<li>
		Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
	</li>
	<li>
		Fixed: Notably less janky rope physics (bug bounty by Caetto &lt;3)
	</li>
	<li>
		Fixed: After switching linux users, the crash reporter would fail to report crashes
	</li>
	<li>
		Fixed: Unable to change search keywords for meal recipes in the handbook
	</li>
	<li>
		Fixed: If crash reporter fails to open, still log original exception plus also failure reason
	</li>
	<li>
		Fixed: Milkable info not shown on bighorn sheep
	</li>
	<li>
		Fixed: Auction house interactions did not work properly for villagers
	</li>
	<li>
		Fixed: Added localization string for treasure hunter trader location
	</li>
	<li>
		Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones.
	</li>
	<li>
		Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread'
	</li>
	<li>
		Multiple bugfixes involving crates
	</li>
	<li>
		  Fixed: Unlabelled crates still allowed you to interact with the label
	</li>
	<li>
		  Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate
	</li>
	<li>
		  Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present
	</li>
	<li>
		  Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature
	</li>
	<li>
		Fixed: Too much rot given for servings of meal inside containers
	</li>
	<li>
		Fixed: Pickled veggies in crocks and bowls would not show the correct name and description
	</li>
	<li>
		Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving
	</li>
	<li>
		Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes
	</li>
	<li>
		Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly
	</li>
	<li>
		Fixed: Pots and bowls would display incorrect perish information inside containers
	</li>
	<li>
		Fixed: Empty pots would not say they were empty when placed on shelfs or the ground
	</li>
	<li>
		Fixed: Crash when looking at some stacking items in ground storage from old saves
	</li>
	<li>
		Fixed: Flowerpot and Planter would sometimes cause crashes
	</li>
	<li>
		Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime]
	</li>
	<li>
		Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire
	</li>
	<li>
		Fixed: Crafting grid allowed you to seal an already sealed crock a second time
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
	<li>
		Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]
	</li>
	<li>
		Fixed: Text on signs missing some characters when using polish language
	</li>
	<li>
		Fixed: bad gui rotations on reef blocks (now do not rotate at all)
	</li>
	<li>
		Fixed: Taking items off a ground storage while holding something else would cause floating blocks
	</li>
	<li>
		Fixed: Pit kiln would display items incorrectly
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Crash when trying to pour rot from a liquid container
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project.
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22
	</li>
	<li>
		Feature: Added Tags system (WIP)
	</li>
	<li>
		Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Feature: Can now limit certain items from being put into traps
	</li>
	<li>
		Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work
	</li>
	<li>
		Feature: Half and full shelf layout placement of large items on shelves
	</li>
	<li>
		Feature: Species other than chickens are able to use the hen box if they use a matching nest type
	</li>
	<li>
		Feature: Henbox now able to store and display different egg item types
	</li>
	<li>
		Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female)
	</li>
	<li>
		Refactor: Heavily reorganized the folder structure for entities and their models and textures
	</li>
	<li>
		Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect
	</li>
	<li>
		Tweak: Old iron door json and shapes moved to legacy folder.  New format iron door json now under metal/door, rather than metal/iron/door.  Iron hatch shapes also moved from metal/iron to metal/door folder.
	</li>
	<li>
		Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests.
	</li>
	<li>
		Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name
	</li>
	<li>
		Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile
	</li>
	<li>
		Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue
	</li>
	<li>
		Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it
	</li>
	<li>
		Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons
	</li>
	<li>
		Tweak: Fixed typo in DamageSource IngoreInvFrames field
	</li>
	<li>
		Fixed: Dead players having non-zero health
	</li>
	<li>
		Fixed: Ground storage restricts maximum stackable height properly
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API
	</li>
	<li>
		Tweak: Animal traps can now specify "destroyedDrops" in attributes
	</li>
	<li>
		Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc.
	</li>
	<li>
		Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally.
	</li>
	<li>
		Tweak: A damage source can now decide to ignore invulnerability frames
	</li>
	<li>
		Tweak: Added a logger parameter to BitmapExternal constructors that can fail
	</li>
	<li>
		Tweak: Allows all AI task types to be enabled/disabled during certain hours<br />
		Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property.<br />
		This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal.
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Tweak: Store chick data as attributes on egg item
	</li>
	<li>
		Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json.
	</li>
	<li>
		Tweak: Load pie crust top types from JSON
	</li>
	<li>
		Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point
	</li>
	<li>
		Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes
	</li>
	<li>
		Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks
	</li>
	<li>
		Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels
	</li>
	<li>
		Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well
	</li>
	<li>
		Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts
	</li>
	<li>
		Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding.
	</li>
	<li>
		Tweak: Added GetTags() methods to Block and Item classes
	</li>
	<li>
		Tweak: Made all internal Camera fields public
	</li>
	<li>
		Tweak: Add inForgeTransform to .tfedit ui
	</li>
	<li>
		Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
	</li>
	<li>
		Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
	</li>
	<li>
		Tweak: Removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
	</li>
	<li>
		Tweak: Hopper open and close sounds settable from json
	</li>
	<li>
		Tweak: If ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
	</li>
	<li>
		Tweak: Residue-covered pot now references same shapes are regular pot
	</li>
	<li>
		Fixed: Clayform looks for clay and clayworkitem in the proper domain
	</li>
	<li>
		Fixed: IsFood cooking recipe property properly serialized and stored
	</li>
	<li>
		Fixed: Allow entities to lay eggs hatching into a different mod domain
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
	<li>
		Fixed: Modded tool molds would cause a game crash
	</li>
	<li>
		Fixed: Recipes with multiple `{variant}` constructions in ingredients not working 
	</li>
	<li>
		Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
	</li>
	<li>
		Fixed: Refactored melee attack ai task was not registered
	</li>
	<li>
		Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path
	</li>
</ul>

<p>
	 
</p>

<p>
	Updates since rc.7 (also contained above)
</p>

<ul>
	<li>
		Tweak: added wood types to clutter large barrels, using Texture Flipper
	</li>
	<li>
		Fixed: Multiple issues with Creative-mode Texture Flipper <span style="font-size:14px;">[detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]</span>
	</li>
	<li>
		Fixed: Text on signs missing some characters when using polish language
	</li>
	<li>
		Fixed: Memory leaks after exiting single player games to main menu, in -rc.1 to -rc.6
	</li>
	<li>
		Fixed: Players and creatures not making splash on entering water, in -rc.1 to -rc.6
	</li>
	<li>
		Fixed: Bad GUI rotations on reef blocks (now do not rotate at all)
	</li>
	<li>
		Fixed: Players can now mount pillion seat on other player elks even if owned
	</li>
	<li>
		Fixed: Taking items off a ground storage while holding something else would cause floating blocks
	</li>
	<li>
		Fixed: Pit kiln would display items incorrectly
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Crash when trying to pour rot from a liquid container
	</li>
	<li>
		Fixed: Moose antlers lost during 1.21.0-pre.3 update
	</li>
	<li>
		Fixed: Disallow invalid day-of-time setting, e.g. via <em>/time set 0600</em>
	</li>
	<li>
		API Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
	</li>
</ul>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="29302" href="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" rel=""><img alt="2025-08-05 17-43-20.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="29302" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" /></a>
</p>
]]></description><guid isPermaLink="false">420</guid><pubDate>Mon, 25 Aug 2025 18:23:00 +0000</pubDate></item><item><title>v1.21.0-rc.7 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc7-story-chapter-2-redux-r419/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.7, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The 7th time's definitely the charm!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30012" href="//media.vintagestory.at/monthly_2025_08/2025-08-18_22-11-08.png.bf493385fbddb4100f736b53c9e4add1.png" rel=""><img alt="2025-08-18_22-11-08.thumb.png.e95dce0c997e352a12f117cd277edc61.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30012" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/2025-08-18_22-11-08.thumb.png.e95dce0c997e352a12f117cd277edc61.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Superfreak, shared on #screenshots on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Underwater life tweaks
		<ul>
			<li>
				Sea plants now emit air bubble particles
			</li>
			<li>
				The fish particles swim with a little wiggle now, and their colors are tweaked
			</li>
			<li>
				Reduced underwater murkiness and darkness levels. Reefs should be more visible now
			</li>
			<li>
				Fixed coral and reef block break speeds were too fast. Coral structures and ledges did not have a mining tier. Reef decor would drop when host block was broken (not intended)
			</li>
			<li>
				Fixed all types of reef spawned everywhere (intended to be limited to certain temperatures)
			</li>
			<li>
				Fixed distance fade out terrain that's behind water not correctly blending
			</li>
		</ul>
	</li>
	<li>
		Tweak: Add ability to disable desert storm effects per world via <em>/worldconfigcreate bool suppressDesertStorm true</em>
	</li>
	<li>
		Fixed: Wearing some accessories could affect the textures of others
	</li>
	<li>
		Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby
	</li>
	<li>
		Fixed: Ladder could be left floating mid-air in some circumstances
	</li>
	<li>
		Fixed: Eye and neck clipping in elk model
	</li>
	<li>
		Fixed: Elk jumping animation sometimes looping endlessly
	</li>
	<li>
		Fixed: Pie left in water would periodically create particles
	</li>
	<li>
		Fixed: Traders now say their name as intended during an introduction dialogue segment
	</li>
	<li>
		Fixed: Wall carvings could sometimes load rotten
	</li>
	<li>
		Fixed: Able to mount elevator and other entities through walls, in other dimensions
	</li>
	<li>
		Fixed: Wrong damage timing when villagers are fighting drifters and other hostiles
	</li>
	<li>
		Fixed: When picking up empty anvil mold it would give you an incorrect error message
	</li>
	<li>
		Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal
	</li>
	<li>
		Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off
	</li>
	<li>
		Fixed: Camera inside player head when in 3rd-person mode and against walls
	</li>
	<li>
		Fixed: Player model showed mirror image in character GUI
	</li>
	<li>
		Fixed: Incorrect GUI transform for Grub creature item
	</li>
	<li>
		Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues
	</li>
	<li>
		Fixed: Rare crash with insect particles and rooms check
	</li>
	<li>
		Fixed: Prevent rare crash from out of sync ground storage when spawning particles
	</li>
	<li>
		Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670
	</li>
	<li>
		Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds
	</li>
	<li>
		Fixed: The chat link not opening the WorldEdit folder on Unix systems
	</li>
	<li>
		API Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding.
	</li>
	<li>
		API Tweak: Added GetTags() methods to Block and Item classes
	</li>
	<li>
		API Tweak: Made all internal Camera fields public
	</li>
	<li>
		API Fixed: Recipes with multiple `{variant}` constructions in ingredients not working
	</li>
	<li>
		1.21 related changes
		<ul>
			<li>
				Tweak: Base cooking pot texture no longer uses overlay shading
			</li>
			<li>
				Tweak: With Dynamic Color Grading enabled, contrast and sepia levels in settings change dynamically
			</li>
			<li>
				Fixed: Windmills not working in -rc.5 and -rc.6
			</li>
			<li>
				Fixed: New wavy ocean sand was not pannable
			</li>
			<li>
				Fixed: Water in buckets and barrels had waves
			</li>
			<li>
				Fixed: Adult hares could reproduce without females
			</li>
			<li>
				Fixed: Saddle attachment point slot is consistent for semi-tamed and tamed elk. Github #6599
			</li>
			<li>
				Fixed: Residue-covered pot still used placeholder overlay texture
			</li>
			<li>
				Fixed: Bad UV on elk-attached cooking pot
			</li>
			<li>
				Fixed: Timeswitch icon background now adjusts to GUI scale
			</li>
			<li>
				Fixed: Rare crash related to an empty meal container in the player inventory
			</li>
			<li>
				Fixed: Pig models did not have 'eat' animation
			</li>
			<li>
				Fixed: 'In Memoriam' short story discovery now properly localized.
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">419</guid><pubDate>Thu, 21 Aug 2025 19:09:00 +0000</pubDate></item><item><title>v1.21.0-rc.5/rc.6 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc5rc6-story-chapter-2-redux-r418/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.5, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there!
</p>

<p>
	<strong>Known issue: </strong>windmills may not work in some parts of a world (related to very low wind).
</p>

<p>
	As always with <em>unstable </em>releases, we recommend use these versions for testing and for mod development, but do not play your treasured older worlds in these versions.  If you have begun playing a world in a <em>-rc</em> version, be prepared to start a new world when <em>1.21.0-stable</em><em> </em>is released (which should be soon now!)<br />
	<br />
	<strong>[Update 8/17/2025]</strong> Also released rc.6 to five more issues
</p>

<ul>
	<li>
		Fixed: Worldgen anomalies could occur at some chunk borders in -rc.5 
	</li>
	<li>
		Fixed: Snow accumulation and other weather systems not working in -rc.5
	</li>
	<li>
		Fixed: Some ruins in -rc.5 were broken due to the BlockRandomizer. Github #6642
	</li>
	<li>
		Fixed: Skeleton (Compact) in ruins should now be visible again. Github #6651
	</li>
	<li>
		Fixed: Resonance Archives most complex chunks sometimes invisible in -rc.1 to -rc.4
	</li>
</ul>

<p>
	<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29707" href="//media.vintagestory.at/monthly_2025_08/image.png.8629d1fc5634c513eb35366f69c33789.png" rel=""><img alt="image.thumb.png.0e78a1397a5feec14cdf75ab7f67a5d7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29707" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_08/image.thumb.png.0e78a1397a5feec14cdf75ab7f67a5d7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Tachyon, shared in #screenshots on Discord</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case.  <span style="font-size:12px;">[Technical info: if grass/plants are short, draw them with shorter faces using <em>drawnHeight</em>]</span>
	</li>
	<li>
		Tweak: Reduced reef fish flee radius so you can see them closer.  Drops reduced to 0, since they're much easier to kill.
	</li>
	<li>
		Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to
	</li>
	<li>
		Fixed: Lazaret not spawning anymore (issue introduce in -rc.4)
	</li>
	<li>
		Fixed: Significant memory leak with ground storage piles
	</li>
	<li>
		Fixed: Ruined bookshelves with lore book, render the book properly at all rotations
	</li>
	<li>
		Fixed: Armor on armorstand not rendering
	</li>
	<li>
		Fixed: Spearhead in tongs transform was way off
	</li>
	<li>
		Fixed: Crucible z-fighting on bottom face
	</li>
	<li>
		Fixed: Raccoon held currants not neatly positioned in their mouths
	</li>
	<li>
		Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613
	</li>
	<li>
		Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607
	</li>
	<li>
		Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen
	</li>
	<li>
		Fixed: Crash to desktop when breaking chiselled coral block
	</li>
	<li>
		Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777
	</li>
	<li>
		Fixed: A rare exception on the server <span style="font-size:12px;">[Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315]</span>
	</li>
	<li>
		Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608
	</li>
	<li>
		Fixed: "/whitelist off" and "/whitelist on" was not saved to config file
	</li>
	<li>
		API Tweak: if ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">418</guid><pubDate>Sat, 16 Aug 2025 10:48:00 +0000</pubDate></item><item><title>v1.21.0-rc.4 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc4-story-chapter-2-redux-r417/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.4, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Where did all these little bugs come from? <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">
</p>

<p>
	+ from this version onwards, when installing on Windows, our installation files should not be triggering Windows Defender / SmartScreen warnings<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29483" href="//media.vintagestory.at/monthly_2025_08/2025-08-10_21-34-33.png.bbbcdcea310c07b13702d1e9f8e5635b.png" rel=""><img alt="2025-08-10_21-34-33.thumb.png.d0c28026bf221e4a7fe7e465e2be0285.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29483" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/2025-08-10_21-34-33.thumb.png.d0c28026bf221e4a7fe7e465e2be0285.png" /></a><br />
	<span style="font-size:12px;">Screenshot by John Winter, shared in #screenshots on discord</span>
</p>

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

<ul>
	<li>
		Tweak: Improved mounted position of player riding elk, in 3rd-person view
	</li>
	<li>
		Tweak: Standard hairstyles are always available when purchasing a haircut
	</li>
	<li>
		Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives
	</li>
	<li>
		Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide
	</li>
	<li>
		Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info
	</li>
	<li>
		Tweak: Make a few additional weather commands available also in release mode
	</li>
	<li>
		Fixed: (1.21.0-rc.3 issue) Player clothing invisible
	</li>
	<li>
		Fixed: (1.21.0-rc.3 issue) Reef fish could teleport to 0,0,0 - potentially causing game crash <span style="font-size:12px;">[detail: also fixed rare ServerMapChunk deserialization error at map-edge position (0,0). Github #6512 and #6422]</span>
	</li>
	<li>
		Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass
	</li>
	<li>
		Fixed: Chiseled grass block on story Treasure Hunter trader
	</li>
	<li>
		Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21
	</li>
	<li>
		Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled
	</li>
	<li>
		Fixed: Papyrus chest holding animal in inventory had wrong texture
	</li>
	<li>
		Fixed: Crash when editing sign text
	</li>
	<li>
		Fixed: Glass panes turned sideways would still count as walls for a room
	</li>
	<li>
		Fixed: Able to pick up or place down animals in claimed areas using basket
	</li>
	<li>
		Fixed: Misaligned cementation furnace damage box
	</li>
	<li>
		Fixed: Unable to store bow on elk while holding arrows
	</li>
	<li>
		Fixed: Slight (~100ms) delay before elk walks, after Forwards key pressed
	</li>
	<li>
		Fixed: After pit kiln is extinguished, no flames upon re-lighting
	</li>
	<li>
		Fixed: Standing on farmland counted the same as being in a room
	</li>
	<li>
		Fixed: Arrow keys would improperly move text cursor when text selected
	</li>
	<li>
		Fixed: Rare potential for infinite loop and server crash in fruit tree code
	</li>
	<li>
		Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes
	</li>
	<li>
		Fixed: when working on an iron bloom it would freeze every other player in view distance
	</li>
	<li>
		Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart
	</li>
	<li>
		Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals
	</li>
	<li>
		Fixed: Sealed crock recipe shows up twice in handbook
	</li>
	<li>
		Fixed: Missing "of" in name of crocks with meals inside
	</li>
	<li>
		Fixed: Meals in village were not properly displaying the meal name
	</li>
	<li>
		Fixed: Ingot molds in the village would load incorrectly
	</li>
	<li>
		Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring
	</li>
	<li>
		Fixed: Incorrect information information in description about what trough can hold
	</li>
	<li>
		Fixed: Trough would sometimes show incorrect language string for animal names
	</li>
	<li>
		Fixed: Empty berry bushes could be used as bait in traps
	</li>
	<li>
		Fixed: Barracuda fins going wild during flopping animation
	</li>
	<li>
		Fixed: Cooking pot had differing textures on some sides.  All hollow ceramic models revised to present 'full' sides, to avoid this.
	</li>
	<li>
		Fixed: Albino elk did not have proper eyes
	</li>
	<li>
		Fixed: Pit kiln did not accept aged firewood
	</li>
	<li>
		Fixed: Lore books had wrong bookshelf transform
	</li>
	<li>
		Fixed: Handbook would not properly group fish in animal names
	</li>
	<li>
		Fixed: Updated handbook guide for animal husbandry to have better, more accurate information
	</li>
	<li>
		Fixed: Some broken links in handbook
	</li>
	<li>
		Fixed: Crash when opening a handbook without pressing a key
	</li>
	<li>
		Fixed: Missing localization for boat construction
	</li>
	<li>
		API Tweak: Residue-covered pot now references same shapes are regular pot
	</li>
</ul>
]]></description><guid isPermaLink="false">417</guid><pubDate>Mon, 11 Aug 2025 16:38:00 +0000</pubDate></item><item><title>v1.21.0-rc.3 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc3-story-chapter-2-redux-r416/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.3, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Should hopefully be the last release candidate. We couldn't resist adding a little more content!
</p>

<p>
	<strong>Known issue: </strong>like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise <img alt=";)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/wink.png" srcset="//media.vintagestory.at/emoticons/wink@2x.png 2x" title=";)" width="20" /> <br />
	<br />
	Added coral fences<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29290" href="//media.vintagestory.at/monthly_2025_08/coralfence.png.03f8913b25fcc04e3f53295ac4e502b4.png" rel=""><img alt="coralfence.thumb.png.d88230801c5ffc77409e044641368997.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29290" data-ratio="54.10" width="1000" src="//media.vintagestory.at/monthly_2025_08/coralfence.thumb.png.d88230801c5ffc77409e044641368997.png" /></a>
</p>

<p>
	Majorly reworked deer / moose animations<br />
	<img alt="2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="29302" data-ratio="66.67" width="600" src="//media.vintagestory.at/monthly_2025_08/2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif" />
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: Added <strong>coral fence </strong>(made from coral chunks)
	</li>
	<li>
		Feature: Added <strong>text selection </strong>with a mouse and various other selection enhancements - PR by Genhis
	</li>
	<li>
		Feature: Added <strong>several more piles</strong>, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
	</li>
	<li>
		Feature: Cementation furnace carburization in handbook
	</li>
	<li>
		Feature: Show display/liquid containers that can hold items in handbook
	</li>
	<li>
		Feature: Show items that can be stored inside display/liquid containers in handbook
	</li>
	<li>
		Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
	</li>
	<li>
		Tweak: Majorly reworked Deer animations
	</li>
	<li>
		Tweak: Clayforming will place outputs on the ground where they were formed
	</li>
	<li>
		Tweak: Pick Block will flip items out of the inventory in survival
	</li>
	<li>
		Tweak: Prefer not to pick up items into offhand slot if other space is available
	</li>
	<li>
		Tweak: Stone path blocks can no longer be water-logged
	</li>
	<li>
		Tweak: Aged firewood can now be crafted from aged logs
	</li>
	<li>
		Tweak: Slight modifications to wolf model
	</li>
	<li>
		Tweak: On Linux use X11 window by default since it has no scaling issues and better performance
	</li>
	<li>
		Fixed: Sign in village could not be translated
	</li>
	<li>
		Fixed: Ingot molds placed by other players would sometimes be invisible
	</li>
	<li>
		Fixed: When attaching an anchor to boat it would sometimes be lowered
	</li>
	<li>
		Fixed: Error when remapping old ingot molds
	</li>
	<li>
		Fixed: Outdated handbook taming section.  Now mention how to trap and tame a baby elk.
	</li>
	<li>
		Fixed: Sturgeon had bad 'mouth' animations
	</li>
	<li>
		Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
	</li>
	<li>
		Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
	</li>
	<li>
		Fixed: Missing unrevealed nametag translations for villagers and traders
	</li>
	<li>
		Fixed: Several lines of dialogue for traders missing from translation
	</li>
	<li>
		Fixed: Various spelling, grammar, or capitalization mistakes in various language strings
	</li>
	<li>
		Fixed: Unclear or incorrect information in various language strings
	</li>
	<li>
		Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
	</li>
	<li>
		Fixed: Seeds going into the offhand
	</li>
	<li>
		Fixed: Sailboat showed squished wood texture when unnamed
	</li>
	<li>
		Fixed: Sailboat name would become blank when world was exited and re-entered
	</li>
	<li>
		Fixed: Elevator player model rotation
	</li>
	<li>
		Fixed: Flicker/jank on the elk when switching from back seat to front seat
	</li>
	<li>
		Fixed: Bowstave drying handbook title showed up on incorrect pages
	</li>
	<li>
		Fixed: Semitamed elk would always use albino texture
	</li>
	<li>
		Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
	</li>
	<li>
		Fixed: Female baby bighorn localized as male
	</li>
	<li>
		Fixed: Rickety translocator could not be moved, once placed.
	</li>
	<li>
		Fixed: Lore scrolls clipping into each other on shelves
	</li>
	<li>
		Fixed: Tall display cases z-fighting with underside of thatched roof.
	</li>
	<li>
		Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
	</li>
	<li>
		Fixed: Raccoons did not flee from wolves
	</li>
	<li>
		Fixed: Various clothing issues (mostly nadiyan)
	</li>
	<li>
		Fixed: New fish were missing localizations
	</li>
	<li>
		Fixed: Monsters still spawn with lore content turned off
	</li>
	<li>
		Fixed: Random generation of loose rusty gears used incorrect percentages
	</li>
	<li>
		Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
	</li>
	<li>
		Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
	</li>
	<li>
		Fixed: Crash for meals with less than 1 full portion
	</li>
	<li>
		Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
	</li>
	<li>
		API Tweak: Add inForgeTransform to .tfedit ui
	</li>
	<li>
		API Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
	</li>
	<li>
		API Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
	</li>
	<li>
		API Tweak: removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
	</li>
	<li>
		API Tweak: Hopper open and close sounds settable from json
	</li>
	<li>
		API Fixed: Refactored melee attack ai task was not registered
	</li>
	<li>
		API Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">416</guid><pubDate>Tue, 05 Aug 2025 16:54:00 +0000</pubDate></item><item><title>v1.21.0-rc.2 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc2-story-chapter-2-redux-r415/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Stability wise, this update is looking good! Looks like we can go stable very soon. <br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="28995" href="//media.vintagestory.at/monthly_2025_07/2025-07-29_17-34-49.png.0d20753a19c60ad6ded379711931583b.png" rel=""><img alt="2025-07-29_17-34-49.thumb.png.c10aa9f691ed510ba48df0fdc28474a9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28995" data-ratio="56.70" width="1000" src="//media.vintagestory.at/monthly_2025_07/2025-07-29_17-34-49.thumb.png.c10aa9f691ed510ba48df0fdc28474a9.png" /></a><br />
	<br />
	 
</p>

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

<ul>
	<li>
		Feature: Added a variety of saltwater fish. Some are reef-specific. Very <strong>WIP</strong> still. 
	</li>
	<li>
		Tweak: the linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed
	</li>
	<li>
		Tweak: Crocks will show what's in them in their name
	</li>
	<li>
		Tweak: More crock labels for differing contents
	</li>
	<li>
		Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help
	</li>
	<li>
		Fixed: Notably less janky rope physics (bug bounty by Caetto &lt;3)
	</li>
	<li>
		Fixed: After switching linux users, the crash reporter would fail to report crashes
	</li>
	<li>
		Fixed: Unable to change search keywords for meal recipes in the handbook
	</li>
	<li>
		Fixed: If crash reporter fails to open, still log original exception plus also failure reason
	</li>
	<li>
		Fixed: Milkable info not shown on bighorn sheep
	</li>
	<li>
		Fixed: Auction house interactions did not work properly for villagers
	</li>
	<li>
		Fixed: Modded tool molds would cause a game crash
	</li>
	<li>
		Fixed: Added localization string for treasure hunter trader location
	</li>
	<li>
		Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones.
	</li>
	<li>
		Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread'
	</li>
	<li>
		Multiple bugfixes involving crates
		<ul>
			<li>
				Fixed: Unlabelled crates still allowed you to interact with the label
			</li>
			<li>
				Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate
			</li>
			<li>
				Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present
			</li>
			<li>
				Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature
			</li>
		</ul>
	</li>
	<li>
		Fixed: Too much rot given for servings of meal inside containers
	</li>
	<li>
		Fixed: Pickled veggies in crocks and bowls would not show the correct name and description
	</li>
	<li>
		Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving
	</li>
	<li>
		Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes
	</li>
	<li>
		Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly
	</li>
	<li>
		Fixed: Pots and bowls would display incorrect perish information inside containers
	</li>
	<li>
		Fixed: Empty pots would not say they were empty when placed on shelfs or the ground
	</li>
	<li>
		Fixed: Crash when looking at some stacking items in ground storage from old saves
	</li>
	<li>
		Fixed: Flowerpot and Planter would sometimes cause crashes
	</li>
	<li>
		Fixed: missing whitetail-antlers texture.  Dead adult pigs had wrong localization
	</li>
	<li>
		Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime]
	</li>
	<li>
		Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire
	</li>
	<li>
		Fixed: when sleeping in a bed in multiplayer other clients would crash
	</li>
	<li>
		Fixed: Crock sealing in crafting grid would delete contents
	</li>
	<li>
		Fixed: Crafting grid allowed you to seal an already sealed crock a second time
	</li>
	<li>
		API Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks
	</li>
	<li>
		API Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels
	</li>
	<li>
		API Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well
	</li>
	<li>
		API Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts
	</li>
	<li>
		API Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">415</guid><pubDate>Tue, 29 Jul 2025 14:48:00 +0000</pubDate></item><item><title>v1.21.0-rc.1 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-rc1-story-chapter-2-redux-r414/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Over <a href="https://www.vintagestory.at/forums/topic/14588-development-direction-poll/" rel="">61%</a> of you requested us to finish/polish existing content, so this update's main focus was just that. We've worked on better interactivity with blocks, more ground storage options, more documentation in the survival handbook, a better control scheme for the sailboat, more traversable terrain, more polished cloud visuals, adding the awaited elk-taming system, many adjustments to the 2nd story chapter to make it more approachable and more rewarding. And <strong>tons</strong> of bugfixes. Included in that list of fixes are two long-standing issues: ghost players seen in multiplayer games, and animals sometimes escaping their pens if the player leaves the area - at least we covered the main causes for those, time will tell if we found them all.<br />
	<br />
	On the engine side we have launched several large scale cleanup/polishing projects such as the slow introduction of the C# nullable context file by file, a major rewrite of the entity AI tasks, major file system level cleanup of our entities, and a Tags system for entities/blocks/items useful for modders. We also now run the game on .NET 8 with plans to go to .NET 10 in a future update.<br />
	<br />
	<strong>Can I start playing 1.21 now?</strong><br />
	We are decently confident that your v1.20 or older worlds will not break. If you want to be on the safe side, wait until the stable release. (But we recommend now not continuing a world you created in any of the pre-releases of 1.21.)<br />
	We would <strong>highly recommend </strong>making a backup copy of your 1.20 worlds before upgrading the game to 1.21 - for example, although it has terrain smoothing, there is still a potential that the -rc.1 release will create chunk borders for some, due to changes in worldgen.<br />
	<br />
	<strong>v1.21 still unfinished / known issues</strong><br />
	The barber's hairstyling dialog is unfinished. The large ocean waves do not affect swimming entities. The new moon shader visuals might need some tuning. The Tags system for modders is a work in progress<br />
	<br />
	<strong>Forging ahead</strong><br />
	We'll now slowly shift to working on version 1.22, which we in the Team are all extremely excited about. We plan to focus primarily on game mechanics this time, especially mechanical power. Personally I'm looking very much forward to doing more dev streams where we can build new game mechanics together live.
</p>

<p>
	<strong>Secret Game Project</strong><b>™</b><br />
	In other news, we are also able to reveal our first teaser trailer for the secret game project that Anego Studios began working on a couple months ago. There is currently one developer working on it full time and it will be completely a separate game project, there is no lore or content shared between it and Vintage Story. Check it out here: <a href="https://www.youtube.com/watch?v=FtYq59ka3vE" rel="external nofollow">https://www.youtube.com/watch?v=FtYq59ka3vE</a>
</p>

<p>
	<strong>Vintage Story "Adventure Mode"</strong><br />
	In other other news, the very recently announced new game mode that will focus on a brighter, RPG-y version of Vintage Story is also in the works, currently we are still in very early planning and negotiation phase, so nothing to show here just yet. It will take some time until we'll have something of substance to share.
</p>

<p>
	<strong>Final Words</strong><br />
	That all being said, thank you to everyone for playing Vintage Story, contributing to the online discussions, reporting bugs, submitting pull requests and all the other cool stuff y'all do! We hope this update will bring you joy.<br />
	<br />
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.21.0 - Story Chapter 2 Redux" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wsyy8pziGLI?feature=oembed"></iframe>
	</div>
</div>

<p>
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	New blocks: Coral cobblestone, 3 types of red ceramic tiles, new iron door variants and papyrus variants of the baskets<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="28506" href="//media.vintagestory.at/monthly_2025_07/2025-07-22_14-33-14.png.58069ea0206aa1c6bad21a55726cee40.png" rel=""><img alt="2025-07-22_14-33-14.thumb.png.9b57191e92bf7854cc71509fd6ae392c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28506" data-ratio="53.70" width="1000" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_14-33-14.thumb.png.9b57191e92bf7854cc71509fd6ae392c.png" /></a>
</p>

<p>
	Can now place more items onto shelves<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27959" href="//media.vintagestory.at/monthly_2025_07/Shelves.png.d000afaf61254309f6ce66c7c6a7834d.png" rel=""><img alt="Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27959" data-ratio="42.10" width="1000" src="//media.vintagestory.at/monthly_2025_07/Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png" /></a><br />
	<br />
	<br />
	Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27264" href="//media.vintagestory.at/monthly_2025_06/ceramics3.png.94447b6527acc0f703ae88a18b57ffd8.png" rel=""><img alt="ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27264" data-ratio="43.70" width="1000" src="//media.vintagestory.at/monthly_2025_06/ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" /></a>
</p>

<p>
	Added coral reefs: This time for real. Schools of fish included!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27313" href="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.png.d9b5345356af45615e9b7414891c1f3b.png" rel=""><img alt="2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27313" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" /></a>
</p>

<p>
	<img alt="fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27272" data-ratio="99.54" width="438" src="//media.vintagestory.at/monthly_2025_06/fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" /><br />
	<br />
	Added wavy sands to oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27311" href="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.png.10e78e1999a25feb7f3c9d2cd0915ba6.png" rel=""><img alt="2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27311" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" /></a>
</p>

<p>
	Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" />
</p>

<p>
	<br />
	Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a><br />
	<br />
	Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27270" href="//media.vintagestory.at/monthly_2025_06/oreground.png.455e97f76f99754673c174fc67df7305.png" rel=""><img alt="oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27270" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2025_06/oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" /></a>
</p>

<p>
	Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27268" href="//media.vintagestory.at/monthly_2025_06/image.png.fead8ce46472ac667ca84e4e311b5720.png" rel=""><img alt="image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27268" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" /></a>
</p>

<p>
	Sailboat upgrades: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27300" href="//media.vintagestory.at/monthly_2025_06/sailboat.png.22ff5cabb0e889847b2e2a4581f60eed.png" rel=""><img alt="sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27300" data-ratio="99.08" width="757" src="//media.vintagestory.at/monthly_2025_06/sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" /></a>
</p>

<p>
	Sailboat control change: Need to furl/unfurl sails to sail<br />
	<img alt="furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27312" data-ratio="133.33" width="510" src="//media.vintagestory.at/monthly_2025_06/furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" /><br />
	<br />
	Elk upgrades: Can now attach a falx or bow, and temporal gears<br />
	<img alt="elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27301" data-ratio="79.50" width="761" src="//media.vintagestory.at/monthly_2025_06/elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" />
</p>

<p>
	Improved seraph faces<br />
	<img alt="2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" class="ipsImage ipsImage_thumbnailed" data-fileid="28512" data-ratio="80.80" style="width:500px;height:auto;" width="802" src="//media.vintagestory.at/monthly_2025_07/2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png" />
</p>

<p>
	Added many new hair styles, added in-game barber in story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

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

<ul>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>

		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.  [Details for modders: A<span style="font-size:14px;">dded via new blocktype files ("...-generic"), and removing the raw version from the old blocktype.  This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.]</span>
			</li>
			<li>
				Feature: Add colored crucibles and metal tool and ingot molds
				<ul>
					<li>
						Different colored ingot molds can be placed in the same block space
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				Added coral cobblestone, which can be made from chunks of coral gotten from reefs
			</li>
			<li>
				Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace)
			</li>
			<li>
				Added three new <strong>red ceramic tile </strong>blocks and slabs, sold by an Artisan Trader
			</li>
			<li>
				Added wood-typed paths and wooden paths are now drawn in full 3D
			</li>
			<li>
				Added papyrus chests, hand basket and basket traps
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through Graphics settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier
			</li>
			<li>
				Feature: Two players can now ride an elk by adding a pillion cushion on the elk's back, behind the saddle
			</li>
			<li>
				Tweak: Add ability for bow, falx and blackguard sword to be stowed on elk's front left and right utility slots
			</li>
			<li>
				Tweak: Added spot to hang a string of up to 3 temporal gears on the elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm their own ridden mount
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers
			</li>
			<li>
				Fixed: game crashing when harvesting a dead tamed Elk after server restart
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Coral reefs generate in bodies of salt water</strong>
		<ul>
			<li>
				Different reef types depending on water temperature (players may need to head south to see most)
			</li>
			<li>
				Schools of small fish near reefs, as entity particles
			</li>
			<li>
				Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Add wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default </strong>- walk far enough from spawn and you should find an ocean eventually
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only)
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits <span style="font-size:14px;">[Technical info: Correctly scale surface deposit chance by deposit depth to world sea level]</span>
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Slow healing, as well as taking damage, is now visualized in the health bar
			</li>
			<li>
				Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature: In multiplayer, players can now <strong>revive other players </strong>using a poultice
	</li>
	<li>
		Feature: <strong>Reworked seraph faces</strong>, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly,  Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber (I wonder where one would find a barber?)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved!
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct, based on relative moon and sun positions
			</li>
			<li>
				Rendered moon lit side precisely faces the sun current position
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set <em>AllowTraverseEveryone</em> true to allow everyone to open doors in the claim
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between 2nd story event locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc - use charcoal on the name plate near the bow on port-side
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them)
	</li>
	<li>
		Feature: Can now <strong>place place pies, ingot molds, and helvehammer molds on shelves</strong>
	</li>
	<li>
		Feature: Added dedicated <strong>piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers</strong> (no longer quad-storable)
	</li>
	<li>
		Feature: Oceans now have <strong>large waves</strong> (WIP)
	</li>
	<li>
		Feature: <strong>New moon shade</strong>r that is correctly lit by the sun (WIP)
	</li>
	<li>
		Feature: Added <strong>9 sailboat figurehead models</strong> for the figurehead mounting point
	</li>
	<li>
		Feature: New pie top crust type: Slit
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Buckets now stack to 5
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks)
			</li>
			<li>
				Tweak: Lime can no longer be crushed by hand with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps continued producing honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Blocks/craftables tweaks</strong>
		<ul>
			<li>
				Tweak: Mining bag can now be made from a linen sack and plates
			</li>
			<li>
				Tweak: Slight adjustment to diamond stone tile texture.  Added 'aged' diamond stone tiles (creative mode only)
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Ground storage tweaks</strong>
		<ul>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Tweak: Make wooden pan ground storable
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>In-world interaction improvements</strong>
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Allow the player to take a meal serving from crocks on shelves
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button 
			</li>
			<li>
				Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
			</li>
			<li>
				Feature: Show more perish information in handbook
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Tweak: Add info about pressing Shift+H to the intro text for Survival
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Mention using knife to change pie crust in handbook recipe
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half.  Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit.  </strong>As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command <strong><em>.cf allowSSBOs off</em> </strong>or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). <span style="font-size:14px;">[Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command <em>.cf allowSSBOs on</em> to enable this setting, as in such cases it was off by default]</span>
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail for modders: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				Reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)
			</li>
		</ul>
	</li>
	<li>
		Tweak: The <em>/land info</em> command now also shows the <em>AllowUseEveryone </em>and <em>AllowTraverseEveryone</em> settings
	</li>
	<li>
		Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves
	</li>
	<li>
		Tweak: Carcasses now have more size-appropriate hitboxes
	</li>
	<li>
		Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: Improved map marker position tracking for tamed elk <span style="font-size:14px;">[detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: Crocks now visibly indicate the seal on the model
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the foot of the bed
	</li>
	<li>
		Tweak: Added seal hours info text for barrel recipes
	</li>
	<li>
		Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: Add vegetables and fruit mash to small trough
	</li>
	<li>
		Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them)
	</li>
	<li>
		Tweak: Tutorial will now take into account items already collected for collection steps
	</li>
	<li>
		Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world
	</li>
	<li>
		Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size
	</li>
	<li>
		Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used
	</li>
	<li>
		Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment.
	</li>
	<li>
		Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough
	</li>
	<li>
		Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now
	</li>
	<li>
		Tweak: Show harvestable skeps in creative inventory and handbook
	</li>
	<li>
		Tweak: Added error messages when item can't be added to an animal trap
	</li>
	<li>
		Tweak: Adjusted tool ground storage transforms to reduce clipping
	</li>
	<li>
		Tweak: Boat and elk selection boxes would be shown at very far distances
	</li>
	<li>
		Tweak: <em>/wgen</em> commands now may validly use 0 as the range to only work on the chunk the player is currently in
	</li>
	<li>
		Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials)
	</li>
	<li>
		Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap
	</li>
	<li>
		Tweak: Allow bombs to be blown up on land you have build permissions
	</li>
	<li>
		Tweak: Enable vsync by default, disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Water now somewhat less murky overall
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Fixed: 75% chance of fixing player ghost duplicates
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Added a missing tooltip to the firestarter
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawn entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: In handbook or other text, empty or unclosed &lt;hk&gt; hotkey tokens crashing the game
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: On Linux, changing from fullscreen to windowed made window border disappear
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Fixed: Error when looking at the fruitpress with rot in it
	</li>
	<li>
		Fixed: Translocators stuck at warping space time
	</li>
	<li>
		Fixed: Blades other than falx and blackguard sword were attachable to elk, but did not have shape files for it, and so were invisible when attached
	</li>
	<li>
		Fixed: The show dressed button on the character customization screen did not work after creating a new world
	</li>
	<li>
		Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave
	</li>
	<li>
		Fixed: Show pie in oven interact help box
	</li>
	<li>
		Fixed: Troughs properly report only the animals that can eat from them in suitability info
	</li>
	<li>
		Fixed: Troughs display proper portion size in interaction help even when half full
	</li>
	<li>
		Fixed: Henboxes no longer constantly show "A broody hen is needed"
	</li>
	<li>
		Fixed: Fancy storage vessels showed cracked vessel model when falling
	</li>
	<li>
		Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers
	</li>
	<li>
		Fixed: Beenade would not properly fill with bees from skep anymore
	</li>
	<li>
		Fixed: Raccoons will properly break skeps and harvest berries again
	</li>
	<li>
		Fixed: Berry bushes will properly load the stage growth when exchanged
	</li>
	<li>
		Fixed: Spears and Bows now properly scaled on tool racks
	</li>
	<li>
		Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP
	</li>
	<li>
		Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities
	</li>
	<li>
		Fixed: Mushrooms did not display correctly in traps
	</li>
	<li>
		Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version
	</li>
	<li>
		Fixed: Destroyed papyrus trap uses incorrect textures
	</li>
	<li>
		Fixed: Fish properly trigger their flee behavior
	</li>
	<li>
		Fixed: Suevite ashlar blocks missing lang entries
	</li>
	<li>
		Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln
	</li>
	<li>
		Fixed: Rare crash when interacting with ingot mold
	</li>
	<li>
		Fixed: Pie contents could cook in the oven, breaking the texture
	</li>
	<li>
		Fixed: ItemStackRandomizer would not save changes to it
	</li>
	<li>
		Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio
	</li>
	<li>
		Fixed: Storage vessel and anvil pit kiln used pre-color block name formats
	</li>
	<li>
		Fixed: Ground stored food containers would not render its contents when combined with a hot crucible
	</li>
	<li>
		Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack
	</li>
	<li>
		Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible
	</li>
	<li>
		Fixed: Should fix one source of animals escaping their pens
	</li>
	<li>
		Fixed: Trader dialog bypass, added audit logging for items exchanged with traders
	</li>
	<li>
		Fixed: Shattered ingot molds could sometimes duplicate or cause issues
	</li>
	<li>
		Fixed: Wood-button sound when first entering game world
	</li>
	<li>
		Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water
	</li>
	<li>
		Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
	</li>
	<li>
		Fixed: Super jittery player when connecting or when dead
	</li>
	<li>
		Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck
	</li>
	<li>
		Fixed: Crash when clicking on an empty crock with an empty bowl
	</li>
	<li>
		Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one
	</li>
	<li>
		Fixed: When two different cooking pots are attached to the elk only the left ones texture was shown on both sides
	</li>
	<li>
		Fixed: Dirty pot had stacksize of 1, unlike regular pots
	</li>
	<li>
		Fixed: Estoc had bad ground-placed transform
	</li>
	<li>
		Fixed: Chimney used clay instead of mortar in grid recipe
	</li>
	<li>
		Fixed: Pit kiln would not properly synchronize being lit between client and server
	</li>
	<li>
		Fixed: Wall leaned ground stored items can no longer float
	</li>
	<li>
		Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks
	</li>
	<li>
		Fixed: Ground storage stackable items without a solid upward face could stack on top of each other
	</li>
	<li>
		Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have
	</li>
	<li>
		Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack
	</li>
	<li>
		Fixed: Settings toggle button text not vertically centered
	</li>
	<li>
		Fixed: Mods adding story structures without a protection would crash when teleporting there
	</li>
	<li>
		Fixed: Various roofing blocks had erroneous solid sides
	</li>
	<li>
		Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula
	</li>
	<li>
		Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project.
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22
	</li>
	<li>
		New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22
	</li>
	<li>
		Feature: Added Tags system (WIP)
	</li>
	<li>
		Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Feature: Can now limit certain items from being put into traps
	</li>
	<li>
		Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work
	</li>
	<li>
		Feature: Half and full shelf layout placement of large items on shelves
	</li>
	<li>
		Feature: Species other than chickens are able to use the hen box if they use a matching nest type
	</li>
	<li>
		Feature: Henbox now able to store and display different egg item types
	</li>
	<li>
		Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female)
	</li>
	<li>
		Refactor: Heavily reorganized the folder structure for entities and their models and textures
	</li>
	<li>
		Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect
	</li>
	<li>
		Tweak: Old iron door json and shapes moved to legacy folder.  New format iron door json now under metal/door, rather than metal/iron/door.  Iron hatch shapes also moved from metal/iron to metal/door folder.
	</li>
	<li>
		Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests.
	</li>
	<li>
		Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name
	</li>
	<li>
		Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile
	</li>
	<li>
		Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue
	</li>
	<li>
		Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it
	</li>
	<li>
		Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons
	</li>
	<li>
		Tweak: Fixed typo in DamageSource IngoreInvFrames field
	</li>
	<li>
		Fixed: Dead players having non-zero health
	</li>
	<li>
		Fixed: Ground storage restricts maximum stackable height properly
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API
	</li>
	<li>
		Tweak: Animal traps can now specify "destroyedDrops" in attributes
	</li>
	<li>
		Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc.
	</li>
	<li>
		Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally.
	</li>
	<li>
		Tweak: A damage source can now decide to ignore invulnerability frames
	</li>
	<li>
		Tweak: Added a logger parameter to BitmapExternal constructors that can fail
	</li>
	<li>
		Tweak: Allows all AI task types to be enabled/disabled during certain hours<br />
		Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property.<br />
		This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal.
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Tweak: Store chick data as attributes on egg item
	</li>
	<li>
		Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json.
	</li>
	<li>
		Tweak: Load pie crust top types from JSON
	</li>
	<li>
		Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point
	</li>
	<li>
		Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes
	</li>
	<li>
		Fixed: Clayform looks for clay and clayworkitem in the proper domain
	</li>
	<li>
		Fixed: IsFood cooking recipe property properly serialized and stored
	</li>
	<li>
		Fixed: Allow entities to lay eggs hatching into a different mod domain
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since pre.3 (also included above)
</p>

<ul>
	<li>
		Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
	</li>
	<li>
		Feature: Added coral cobblestone, which can be made from chunks of coral gotten from reefs.
	</li>
	<li>
		Feature: Show perish information in handbook
	</li>
	<li>
		Feature: Rework seraph faces, added many new types of faces in the character creation dialog
	</li>
	<li>
		Feature: Wood paths are now wood-typed (paths in pre-existing worlds will be remapped to 'aged')
	</li>
	<li>
		Tweak: (minor) Add info about pressing Shift+H to the intro text for Survival
	</li>
	<li>
		Tweak: Fix window fullscreen to windowed makes border disappear on Linux
	</li>
	<li>
		Tweak: Crocks now visibly indicate the seal on the model
	</li>
	<li>
		Tweak: When getting up from a bed you can now also stand up next to the feet part of it
	</li>
	<li>
		Fixed: When an exception was caused by another exception, the causing exception would not be logged
	</li>
	<li>
		Fixed: Game attempted to load mod files from .git folder
	</li>
	<li>
		Fixed: Various missing or incorrect language localization strings
	</li>
	<li>
		Fixed: Confusing mushroom names in meal names
	</li>
	<li>
		Fixed: Missing world edit localization strings
	</li>
	<li>
		Fixed: Missing beard names for village beard variants
	</li>
	<li>
		Fixed: Trader name listed twice in handbook sometimes
	</li>
	<li>
		Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
	</li>
	<li>
		Fixed: Lime said it was baked into quicklime in the handbook
	</li>
	<li>
		Fixed: No hammer durability used when hammering together iron anvil pieces
	</li>
	<li>
		Fixed: health not regenerating naturally
	</li>
	<li>
		Fixed: Scrolling while smithing can destroy non-hammers
	</li>
	<li>
		Fixed: Able to stack some piles that shouldn't be stackable
	</li>
	<li>
		Fixed: Cube particles not normal shaded
	</li>
	<li>
		Fixed: Placed ingot molds yield incorrect number of items when broken
	</li>
	<li>
		Fixed: Held lights not working in dim2
	</li>
	<li>
		Fixed: Various piles with solid tops did not allow stacking higher than 1 block
	</li>
	<li>
		Fixed: Snow appeared yellow on certain sod roof shapes
	</li>
	<li>
		Fixed: Getting up from the treasure hunters bed would get you stuck
	</li>
	<li>
		Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
	</li>
	<li>
		v1.21 related changes
		<ul>
			<li>
				Tweak: Application of healing item will now be canceled only if player spends more than 0.4s in air. So stepping down a block or jumping onto a block wont cancel it. Configurable via TimeInAirToCancelSec attibute in json
			</li>
			<li>
				Tweak: Added drops for figureheads
			</li>
			<li>
				Tweak: Allow fence gates to also be opened by the new traverse permission
			</li>
			<li>
				Fixed: Slider occasionally would crash the game
			</li>
			<li>
				Fixed: Hens laying unfertilized eggs
			</li>
			<li>
				Fixed: Survival mode players sometimes unable to place figureheads on sailboat
			</li>
			<li>
				Fixed: Occasional judder in player motion in 1.21.0-pre.3   [detail: improved performance of entity state tags updates]
			</li>
			<li>
				Fixed: In multiplayer other players where always looking in one direction
			</li>
			<li>
				Fixed: Toggle shift broken on elk using snaffle bit
			</li>
			<li>
				Fixed: [was broken in -pre.3] player seat positions on raft re-centered
			</li>
		</ul>
	</li>
	<li>
		API Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
	</li>
	<li>
		API Refactor: Continue reorganising and cleaning up multiple entity json files
	</li>
	<li>
		API Tweak: Use GetCollectibleInterface for IContainedCustomName
	</li>
	<li>
		API Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		API Tweak: Allow maximum swivel angle to be defined in entity json
	</li>
</ul>
]]></description><guid isPermaLink="false">414</guid><pubDate>Tue, 22 Jul 2025 16:03:00 +0000</pubDate></item><item><title>Vintage Story: Adventure Mode</title><link>https://www.vintagestory.at/blog.html/news/vintage-story-adventure-mode-r413/</link><description><![CDATA[<p>
	Let's do a little follow up on the <a href="https://www.vintagestory.at/blog.html/news/hytale-fans-you-are-very-welcome-here-r412/" rel="">previous devlog post on Hytale</a>, now that the dust has settled.
</p>

<p>
	In short, we will attempt to create a new game mode as part of Vintage Story!
</p>

<p>
	<strong>Team, Budget and Risks</strong><br />
	We are now looking through the job applications and contacting promising candidates. So much potential. It feels like picking your favorite candy from a candy store. Thank you everyone for applying! We've carefully thought about our options, budget and potential risks. We'll be starting small (3 to 4 people) and expand once the project shows merit and gathers interest. A small team might be slower, but is also much more manageable, more effective and can pivot quicker. Slow growth allows us to fund this truly for the long term. And thankfully, we can re-use a lot of the Vintage Story ecosystem.
</p>

<p>
	<strong>The Goal</strong><br />
	The new mode would be departing significantly in aesthetics, setting and game mechanics compared to Vintage Story. More focused towards fantasy and adventure/rpg-y compared to the gritty, realism based nature of the current experience. Personally, I would love to see some Elves and Dwarves in there <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	For the time being it would ship alongside Vintage Story at no additional cost but in the purely hypothetical scenario where it really takes off we could spin it off into a fully separate game. We'll be very open about it, release early and the sub-team will be given significant agency over development direction and communication style with players. There will also be some areas where the goals of both teams will intersect and both projects will benefit, such as combat, improved enemy AI or better NPCs in general. For existing players - rest assured, the aesthetics and game mechanics of Vintage Story will remain true to its original vision.
</p>

<p>
	<strong>Closing words</strong><br />
	It's a bold move for us - we haven't tried this before, nonetheless I'm confident that we can build something truly engaging for all players. In the off chance that the community is not interested in what we're building we'll keep the option open to pivot to making Vintage Story better instead. Either way, we'll try our best to deliver something worth your time!
</p>

<p>
	We'll share more as soon as we have something to share.
</p>

<p>
	Cheers,<br />
	  Tyron
</p>

<p>
	 
</p>

<p>
	<strong>[Update 07/06/2025, Q/A]</strong>
</p>

<p>
	Dear Vintage Story Players,
</p>

<p>
	I've read through the forum posts and comments on reddit - I hear you! Thank you for voicing your concern, I'm happy to address some of them.
</p>

<p>
	<span style="color:#c0392b;">&gt; "It's a bad name for a new project"</span>
</p>

<p>
	I agree. We'll rename it to something better.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Finish Vintage Story First"</span>
</p>

<p>
	We have now 24 in our team, of which 15 are contributing to the game itself (I should update the about us page <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f644.png" class="ipsEmoji" alt="🙄">). If there's one thing I have learned from hiring this many people is that it made us more ambitious, but not necessarily quicker. I still carefully review almost every game mechanic and (game mechanic or engine altering) code change that gets added to the game and Saraty still looks over nearly every piece of art and modelling change, to ensure that Vintage Story remains true to its original vision. We can only do so much. I can assure you, adding more team members will dilute this vision - Saraty and me would no longer be able to review all the changes the team makes. <span style="font-size:12px;">(For context, it was Saraty that defined the art style of Vintage Story)</span>
</p>

<p>
	It is already a significant struggle for me to put together the devlog posts, because there is so many changes being made to the main game on each update. More people means more opinions, means more possible development directions. We had to split our weekly meetings into 2 subgroups where each group can talk only every 2nd week because there were simply too many voices going on at the same time. I don't like it because I want everyone in the team to have a voice, but due to the team size this is no longer possible.  We in the VS team are not fond of a strongly hiearchical management structures where only the leadership gets to decide what to add. If we want Vintage Story in its full glory AND with its original vision, then we need to stop diluting the vision.
</p>

<p>
	Lastly, finishing Vintage Story to its full glory would take 10 to 20 years more, if ever. There's just so much interesting mechanics that could be added still. This not something that can be done quickly.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Spend that Money on Vintage Story instead"</span>
</p>

<p>
	See above, adding more team members to original VS is very difficult. So if not more team members why not make us of these additional funds for a small side project?<br />
	    <br />
	Individual contributions to the original Vintage Story experience in terms of common systems as mentioned is a lot easier to manage than 3-4 people doing the same thing but full time.
</p>

<p>
	<span style="color:#c0392b;">&gt; "Go to Steam first. It is too amibitious"<br />
	&gt; "It is too risky"</span>
</p>

<p>
	Money is not the bottleneck. 
</p>

<p>
	<span style="color:#c0392b;">&gt; "I paid for Vintage Story, not this"</span>
</p>

<p>
	And you got Vintage Story in the very exact form as advertised with many more updates to come. I am not sure how this is not a fair exchange.
</p>

<p>
	<span style="color:#c0392b;">&gt; "You will be spread thin for project management"</span>
</p>

<p>
	Going from past experiences, I doubt it. Let me tell you about two previous side projects:
</p>

<p>
	<strong>Vintagehosting</strong>: This had a very large initial time investment because I wrote a lot of code for it, but now this is pretty much a self running service. I maybe spend 2 hours per month on this to look at game server issues<br />
	<strong>Secret game project</strong>: This also took some time to set up, albeit much less than Vintagehosting and I am checking up on progress on a regular basis. I spend maybe 1.5 hours per month on this.
</p>

<p>
	If you tally that up, both of these projects result in about 2% of my total time - i.e. 98% of my time still goes to managing Vintage Story.
</p>

<p>
	Once this new project is fully set up, it should be able to run mostly independent from me. The exception being when there are engine changes that would benefit both projects.<br />
	<br />
	<span style="color:#c0392b;">&gt; "This is feature creep"</span>
</p>

<p>
	It should be the exact opposite, since its 80-90% a separate project. If anything it would be more feature creep if we were to hire more devs on the main team<br />
	<br />
	<span style="color:#c0392b;">&gt; "This new mode should be a separate project"</span>
</p>

<p>
	This would prevent us from sharing code between both projects, decreasing the symbiotic benefit we can get from this.
</p>

<p>
	<span style="color:#c0392b;">&gt; "If it becomes a separate game, will existing VS players have to pay for it?"</span>
</p>

<p>
	This is a good argument, it would be fair if existing players could get it for free or at a significant discount.<br />
	    
</p>

<p>
	<span style="color:#c0392b;">&gt; "Vintage Story will loose its identity / the new project will bleed into VS"<br />
	&gt; "The re-use of mechanics in Vintage Story will make it like Hytale"</span>
</p>

<p>
	In the sentence were I mentioned both projects can benefit, I meant it in terms of pure engine tech, not game content, such as better hitscanning, tighter weapon/tool interactions, status effects, a stronger mod api, a more robust animation system, more intelligent AI systems... stuff that has already been in the requested by players or in the back of our minds.
</p>

<p>
	I cannot emphasize this enough - there is absolutely no intention to ever mix these two game genres. Vintage Story will remain the gritty uncompromising wilderness survival you know today - with more survival mechanics to be added in the future. Saraty would kill me if that were to ever change <img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
</p>

<p>
	I also want to add here that Vintage Story was built with modding in mind from the ground up - to the point where we ourselves use the mod api to add game content. This is no different - the new mode will be just another (vanilla) mod to the game. Should engine changes be needed then this will be available for the original game, but if anything, this merely means we will end up with a stronger modding api.<br />
	 
</p>

<p>
	<span style="color:#c0392b;">&gt; "Hytale failed, your project might also fail"</span>
</p>

<p>
	It's definitely within the realm of possibility. Here's a number of reasons why I strongly doubt that or why this is low impact:<br />
	- The company grows sustainably - we don't hire above our means<br />
	- I already pulled off a commercially successful game and learned a lot in the process. I am confident I can do it again<br />
	- We are willing to ship imperfect, flawed products and improve it over time - because the alternative is never shipping<br />
	- There is a symbiotic effect to this - both projects can benefit from this<br />
	- Most of all: We don't live off of debt! We have a continuous revenue stream
</p>

<p>
	Imagine if I would have never started VS in the first place, because I was afraid it would fail. None of this would have existed either. Too many companies become risk averse and stagnate, or try to deliver the perfect product and fail. This right here is our opportunity to do something right!
</p>

<p>
	<span style="color:#c0392b;">&gt; "You will abandon / slow down development of Vintage Story"</span>
</p>

<p>
	I started development of Vintage Story because that is the kind of game I wanted to play. It's the kind of game Saraty (my wife) absolutely loves to play. We deeply believe that this game needs to exist. We will continue on this mission unabated.
</p>

<p>
	We are reaching out to the Hytale community and its devs as they too truly and deeply believed in Hytale. This is a chance to maybe maybe at least partially keep that dream alive. We are all on the same boat here. We're all gamers, desiring to dive into different game worlds with all our senses, to escape reality for a few moments in time. Why can't we, why shouldn't we peacefully coexist? Why shouldn't we help eachother?
</p>

<p>
	When I worked for Hytale in 2015 I really felt their passion for what they are working on. The team there really believed in the work they did. It was also this very experience that gave me the confidence to start Vintage Story in the first place. It was Noxy that saw my work on worldgen and handed an olive branch to me - believed in my skills to work on their project.
</p>

<p>
	Vintage Story might have never seen the day of light without Hytale. Now it is my turn to hand them an olive branch. It is the least that I can do.
</p>

<p>
	<br />
	I know many of you have a significant emotional investment in Vintage Story, I am well aware of it. I will be careful to not loose sight of that.<br />
	- Tyron
</p>
]]></description><guid isPermaLink="false">413</guid><pubDate>Sat, 05 Jul 2025 11:12:00 +0000</pubDate></item><item><title>Hytale Fans, you are very welcome here!</title><link>https://www.vintagestory.at/blog.html/news/hytale-fans-you-are-very-welcome-here-r412/</link><description><![CDATA[<p>
	Dear Hytale Community,
</p>

<p>
	as many of you might have read by now, Hytale has been <a href="https://hytale.com/news/2025/6/a-difficult-update-about-hytale" rel="external nofollow">officially cancelled</a>. Our heartfelt compassion goes out to those that were looking forward to its release, as well as to all the developers working at Hypixel Studios. 
</p>

<p>
	As a former Hytale developer myself, allow me to openly invite everyone left unsatisfied by this news to try out Vintage Story! While it may not be quite the same experience you would have hoped, do keep in mind that our game allows a great range of customization options to reduce some of the more difficult settings that Vintage Story ships by default.
</p>

<p>
	In fact, if you are one of the former developers or a highly passionate Hytale fan with extensive modding skills, do write us at jobs@vintagestory.at. Perhaps we can put together a small sub-project within our Team of developers to bring out an additional game mode for Vintage Story that can at least in part deliver on the vision of what Hytale set out to become. I could picture this as a mostly independent work group developing a new playstyle or an external team that uses our extensive modding api with funding from us.
</p>

<p>
	Due to the massive success Vintage Story has become and with the right leadership, I believe this would be something very achievable!<br />
	<br />
	<span style="font-size:12px;">For our existing player base: Don't worry, the default experience of Vintage Story will stay true to its vision and updates will come at the same pace.</span>
</p>

<p>
	<strong>[Update, June 26]</strong> We've already received over 20 applications, including several high profile ones. This seems to look promising to me. We'll collect more applications for another week and then begin processing them - for all applicants, please stay tuned!<br />
	 
</p>

<p>
	Cheers,<br />
	  Tyron
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">412</guid><pubDate>Tue, 24 Jun 2025 21:08:00 +0000</pubDate></item><item><title>v1.21.0-pre.1 - Story Chapter 2 Redux</title><link>https://www.vintagestory.at/blog.html/news/v1210-pre1-story-chapter-2-redux-r411/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br />
	<br />
	Getting to release new content is the best part of our jobs <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"><br />
	The goal of this update was to focus mostly on finishing some of the planned content that we could not finish in time for the 1.20 update and to shorten the update cycle. This first pre-release should deliver most of that with an rc.1 following pretty soon. As always thanks so much to everyone providing feedback, bug-reports and even the occasional push request on Github, which we started merging at increased pace now. <br />
	 
</p>

<p>
	<strong>Please note</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, incomplete features, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot19" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <span>new v1.21 blog post</span> will then come when the first full release candidate (rc.1) is ready<br />
	3. If testing 1.21 on an old world from 1.20 or earlier, we strongly recommend making a backup copy before loading the world in 1.21.<br />
	4. We <strong>do not recommend</strong> starting a new permanent world with 1.21-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 1.21-pre.1 adventures<br />
	5. In general it is a good idea to disable all your previously installed mods, when testing 1.21-pre.1. Until the mods have had a chance to update for 1.21, games with older mods installed will have a strong chance of producing issues or crashes.
</p>

<p>
	<b>Credits</b><br />
	Huge thanks to community members who contributed various code suggestions and fixes we have included in this release: Dana (13 contributions), Jayu (3 contributions), TheMas3212, InsanityGod, IKnewOne, mrgrim, Lugrol, wispae, Hellaeh, sekelsta.<br />
	 
</p>

<p>
	<strong>Gifs/Screenshots</strong><br />
	<br />
	Added colored crocks, bowls, pots, vessels and watering cans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27264" href="//media.vintagestory.at/monthly_2025_06/ceramics3.png.94447b6527acc0f703ae88a18b57ffd8.png" rel=""><img alt="ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27264" data-ratio="43.70" width="1000" src="//media.vintagestory.at/monthly_2025_06/ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png" /></a>
</p>

<p>
	Added coral reefs: This time for real. Schools of fish included!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27313" href="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.png.d9b5345356af45615e9b7414891c1f3b.png" rel=""><img alt="2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27313" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-15_20-54-19.thumb.png.539a6367dda721d744baf6f743281513.png" /></a>
</p>

<p>
	<img alt="fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27272" data-ratio="99.54" width="438" src="//media.vintagestory.at/monthly_2025_06/fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif" /><br />
	<br />
	Added wavy sands to oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27311" href="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.png.10e78e1999a25feb7f3c9d2cd0915ba6.png" rel=""><img alt="2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27311" data-ratio="55.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-06-16_18-53-24.thumb.png.38d49792c3155b32e97ebf4c98e8604b.png" /></a>
</p>

<p>
	Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.<br />
	<img alt="athing.gif.1a5434923517489786ef86aab15cad42.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27265" data-ratio="18.93" width="597" src="//media.vintagestory.at/monthly_2025_06/athing.gif.1a5434923517489786ef86aab15cad42.gif" />
</p>

<p>
	<br />
	Added volumetric clouds system. Soft as a pillow now!<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27267" href="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.png.1ce9514583437009a2d33187736f9df1.png" rel=""><img alt="2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27267" data-ratio="50.10" width="1000" src="//media.vintagestory.at/monthly_2025_06/2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png" /></a><br />
	<br />
	Ground storage improvements. Can now store 12 ores per spot<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27270" href="//media.vintagestory.at/monthly_2025_06/oreground.png.455e97f76f99754673c174fc67df7305.png" rel=""><img alt="oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27270" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2025_06/oreground.thumb.png.77b14feaac598e189fcd23a816473448.png" /></a>
</p>

<p>
	Added bear hide trophy armor<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27268" href="//media.vintagestory.at/monthly_2025_06/image.png.fead8ce46472ac667ca84e4e311b5720.png" rel=""><img alt="image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27268" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png" /></a>
</p>

<p>
	Sailboat upgrades: Can now name the sailboat and attach shields<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27300" href="//media.vintagestory.at/monthly_2025_06/sailboat.png.22ff5cabb0e889847b2e2a4581f60eed.png" rel=""><img alt="sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27300" data-ratio="99.08" width="757" src="//media.vintagestory.at/monthly_2025_06/sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png" /></a>
</p>

<p>
	Sailboat control change: Need to furl/unfurl sails to sail<br />
	<img alt="furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="27312" data-ratio="133.33" width="510" src="//media.vintagestory.at/monthly_2025_06/furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif" /><br />
	<br />
	Elk upgrades: Can now attach a falx and bow and temporal gears<br />
	<img alt="elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27301" data-ratio="79.50" width="761" src="//media.vintagestory.at/monthly_2025_06/elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png" />
</p>

<p>
	Added many new hair styles, added in-game barber in story chapter 2<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27302" href="//media.vintagestory.at/monthly_2025_06/newhair.png.a1f77e46c69c6bbcf14e05d087a2dd5d.png" rel=""><img alt="newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27302" data-ratio="119.81" width="626" src="//media.vintagestory.at/monthly_2025_06/newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png" /></a>
</p>

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

<ul>
	<li>
		Feature:<strong> Added Colored crocks, bowls, and pots</strong>

		<ul>
			<li>
				Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.  Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype.  This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.
			</li>
			<li>
				Feature: Add colored crucibles and metal molds
			</li>
			<li>
				Tweak: Can place different colored ingot molds in same block
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New and improved clouds</strong>
		<ul>
			<li>
				Volumetric cloud rendering
			</li>
			<li>
				The old clouds look is still available through settings
			</li>
			<li>
				Fixed: Dark edges on distant clouds
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk taming system</strong>
		<ul>
			<li>
				Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk.
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk riding system tuning</strong>
		<ul>
			<li>
				Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier
			</li>
			<li>
				Fixed: Tamed Elk still attacking the owner
			</li>
			<li>
				Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers.
			</li>
			<li>
				Tweak: Add ability for falx and blackguard sword to be stowed on elk's front left and right utility slots
			</li>
			<li>
				Tweak: Bows can be stowed on elk front left and right storage spots
			</li>
			<li>
				Tweak: Added 3 spots to hang temporal gears on the elk (behind the right saddle bag location)
			</li>
			<li>
				Tweak: Player now cannot accidentally harm own ridden mount
			</li>
			<li>
				Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
			</li>
			<li>
				Fixed: Elk looking alive following a server re-start after the Elk was killed
			</li>
			<li>
				Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
			</li>
			<li>
				Fixed: game crashing when harvesting a dead tamed Elk after server restart
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Coral reefs generate in bodies of salt water</strong>
		<ul>
			<li>
				Different reef types depending on water temperature (players may need to head south to see most)
			</li>
			<li>
				Schools of small fish near reefs, as entity particles
			</li>
			<li>
				Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Add wavy sand blocks</strong>, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined.
	</li>
	<li>
		Feature:<strong> World generation tuning</strong>
		<ul>
			<li>
				Tweak: <strong>Majorly reworked landforms </strong>to be more easily traversable<strong>.</strong> <strong>Warning:</strong> Will produce terrain smoothing between old chunks and new chunks
			</li>
			<li>
				Tweak: <strong>Enabled 2.5% ocean at 500% scale by default</strong>
			</li>
			<li>
				Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
			</li>
			<li>
				Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
			</li>
			<li>
				Fixed: Worldgen creature spawning could sometimes spawn groups of babies (or more generally, companions) only
			</li>
			<li>
				Fixed: Chunk border smoothing system not working properly
			</li>
			<li>
				Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level)
			</li>
			<li>
				Tweak: Added 3 new ruins, fine tuned a few others
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Slow healing system</strong>
		<ul>
			<li>
				Slow heal as well as taking damage is now visualized in the healthbar
			</li>
			<li>
				Healing items now heal over time instead of instantly
			</li>
			<li>
				Armor no longer nerfs healing amount, but the time it takes for the healing to apply
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Added several new hairstyles</strong>
		<ul>
			<li>
				New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
			</li>
			<li>
				New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly,  Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
			</li>
			<li>
				Several more hairstyles available in the game from the barber
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added bear hide armor</strong>
		<ul>
			<li>
				A new craftable trophy armor with average stats
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Monster autoharvest!</strong> The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged)
	</li>
	<li>
		Feature:<strong> Moon and stars position now closer to a real astronomical simulation</strong>
		<ul>
			<li>
				Moon phase now consistently correct
			</li>
			<li>
				Rendered moon orients itself so that the lit side precisely faces the sun current position
			</li>
			<li>
				Moon phase is correct based on relative moon and sun positions
			</li>
			<li>
				Moon apparent path through the sky is now close to the ecliptic
			</li>
			<li>
				Night-time star field rotates appropriately for the current latitude
			</li>
			<li>
				Night-time star field varies over the calendar year according to the seasons / zodiac
			</li>
			<li>
				Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a <strong>world customization screen</strong> in the savegame modify screen
	</li>
	<li>
		Feature: <strong>2nd story chapter adjustments</strong>
		<ul>
			<li>
				Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
			</li>
			<li>
				Feature: <strong>Tad can now give haircuts</strong> and heal the player
			</li>
			<li>
				Feature: All villagers now have their own unique dialogue
			</li>
			<li>
				Feature: Added new short story found in the Lazaret
			</li>
			<li>
				Feature: Tobias will now give you some food for the journey home
			</li>
			<li>
				Feature: You may now confess to your crime if you hurt Charlemagne
			</li>
			<li>
				Tweak: Added more environmental storytelling to the Lazaret
			</li>
			<li>
				Tweak: Devastation area temperature now at fixed 17°C, which removes the unintentional snow cover and players freezing there
			</li>
			<li>
				Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
			</li>
			<li>
				Tweak: Significantly reduced distances between 2nd story event locations
			</li>
			<li>
				Tweak: Many tweaks and jank-fixes to villager animations
			</li>
			<li>
				Tweak: Many many fixes on Nadiyan clothing
			</li>
			<li>
				Tweak: Elevator now can now be unlocked on each level in the tower
			</li>
			<li>
				Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
			</li>
			<li>
				Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
			</li>
			<li>
				Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Sailboat/Raft improvements</strong>
		<ul>
			<li>
				Feature: The sailboat is now primarily <strong>propelled by the unfurling of sails</strong>; holding the Forward/Backwards keys has only a small effect now
			</li>
			<li>
				Feature: Can now <strong>write on the side of the sailboat</strong>, to name it etc.
			</li>
			<li>
				Feature: The <strong>weather vane</strong> on the top of the sailboat is now responsive to wind direction but it wont affect the sail speed at this point
			</li>
			<li>
				Feature: Can now <strong>attach shields</strong> to the side of the sailboat. Up to 14 around the gunwales, one at each rib.
			</li>
			<li>
				Tweak: Hanging onto the <strong>ratlines now tires the player</strong>; when too tired kicked off the ratlines and will need to rest
			</li>
			<li>
				Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
			</li>
			<li>
				Tweak: Sailboat rudder now moved to the right side
			</li>
			<li>
				Fixed: Opening dialogs while sailing or rafting could change the player look direction
			</li>
			<li>
				Fixed: Animals in sailboats looked jittery while on the move
			</li>
			<li>
				Fixed: Water lilies now no longer render inside the sailboat
			</li>
			<li>
				Fixed: Players positioned on the ratlines in the sailboat looked wrong
			</li>
			<li>
				Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
			</li>
		</ul>
	</li>
	<li>
		Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that have vulnerabilities in them)
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Tweak: <strong>Hats now provide protection from rainfall</strong>
			</li>
			<li>
				Tweak: Anvil mold must now be destroyed to get the anvil
			</li>
			<li>
				Tweak: Wolf attacks now have better cooldown and windup
			</li>
			<li>
				Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
			</li>
			<li>
				Tweak: A Hacked locust is now rope tie-able
			</li>
			<li>
				Tweak: Sod roof now has an alternative recipe using logs
			</li>
			<li>
				Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
			</li>
			<li>
				Tweak: Can no longer construct or light a pit kiln underwater
			</li>
			<li>
				Tweak: If a tool breaks, the tool mode for that tool type now still persists
			</li>
			<li>
				Tweak: Tweaks to charcoal pit and firewood burn efficiency
			</li>
			<li>
				Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
			</li>
			<li>
				Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
			</li>
			<li>
				Tweak: Tree seeds burned 10 seconds (longer than sticks) now burn just 1 second
			</li>
			<li>
				Tweak: Lime can no longer be crushed with a hammer
			</li>
			<li>
				Tweak: Killed Bowtorns now drop bone arrows
			</li>
			<li>
				Fixed: Bees in skeps still produced honey below 0°C
			</li>
			<li>
				Fixed: Aged hay could be used to make fresh thatched roofing
			</li>
		</ul>
	</li>
	<li>
		Tweak: New blocks/craftables
		<ul>
			<li>
				Feature: Added papyrus chests and basket traps
			</li>
			<li>
				Tweak: Added papyrus version of handbasket
			</li>
			<li>
				Fixed: Pink and smoky glass were missing slab recipes
			</li>
			<li>
				Tweak: Clear quartz can now be pulverized
			</li>
			<li>
				Tweak: Clinker bricks can now be chiseled
			</li>
			<li>
				Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
			</li>
		</ul>
	</li>
	<li>
		Feature: Ground storage tweaks
		<ul>
			<li>
				Tweak: Ores now store in stacks of 12 on the ground
			</li>
			<li>
				Tweak: Allow liquid interaction with ground storage
			</li>
			<li>
				Tweak: Allow randomized rotation in SingleCenter ground storage
			</li>
			<li>
				Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
			</li>
			<li>
				Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
			</li>
			<li>
				Fixed: Some ores not ground storable
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-World interaction improvements
		<ul>
			<li>
				Feature: Can now squeeze honeycomb in fruitpress for honey
			</li>
			<li>
				Tweak: Allow honey comb squeezing into a barrel
			</li>
			<li>
				Tweak: Pick block works in survival to swap slots, but does not give the block otherwise
			</li>
			<li>
				Tweak: Can now swap chisel material using pick block mouse button
			</li>
			<li>
				Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
			</li>
			<li>
				Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
			</li>
			<li>
				Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
			</li>
			<li>
				Tweak: Can place and remove empty ingot molds always
			</li>
			<li>
				Tweak: Allow placing crucible into firepit with right click
			</li>
			<li>
				Tweak: Can now also seal crock outside the crafting grid
			</li>
			<li>
				Tweak: Remove not needed shift key interaction help info on placed firepit and torches
			</li>
		</ul>
	</li>
	<li>
		Tweak: Survival handbook improvements
		<ul>
			<li>
				<strong>Feature: The Handbook now shows meal and pie recipes</strong>
			</li>
			<li>
				Tweak: Improved handbook guide for oven-baking and bread
			</li>
			<li>
				Tweak: Show possible inputs for metal molding
			</li>
			<li>
				Tweak: Show possible inputs for smithing
			</li>
			<li>
				Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
			</li>
			<li>
				Tweak: Show possible clay inputs for clayforming
			</li>
			<li>
				Tweak: Show required materials in smithing and clayforming 
			</li>
			<li>
				Fixed: Inconsistent use of litres/liter and titles
			</li>
			<li>
				Tweak: Handbook now displays more information for juicing and information for new squeezing action
			</li>
			<li>
				Tweak: Add handbook info on parts required to repair translocator.
			</li>
			<li>
				Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
			</li>
			<li>
				Tweak: Hide creative mode creature items from handbook
			</li>
			<li>
				Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
			</li>
			<li>
				Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
			</li>
			<li>
				Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need <em>some</em> fuel in all 9 spots.
			</li>
			<li>
				Tweak: Resin harvestable properties are now documented in the handbook
			</li>
			<li>
				Fixed: Antlers now properly grouped in the Handbook
			</li>
			<li>
				Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance improvements
		<ul>
			<li>
				<strong>Performance - optional setting "<em>.clientconfig allowSSBOs on</em>" to reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half; try it at view distance 512 and higher, it may allow you to increase your view distance above your hardware's previous limit.</strong>  Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +10% (depends on hardware, view distance, other graphics settings, and scene). Known issue: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled
			</li>
			<li>
				Small server RAM reduction <span style="font-size:12px;">[detail: servers no longer retain block and item render transforms]</span>
			</li>
			<li>
				Reduce duration of occasional lagspikes due to garbage collection <span style="font-size:12px;">[detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]</span>
			</li>
			<li>
				Faster worldgen for large water bodies <span style="font-size:12px;">[detail: reduce array allocations in underwater blocklayers generation]</span>
			</li>
			<li>
				Fix one potential memory leak on long-running multiplayer servers <span style="font-size:12px;">[detail: it related to protobuf]</span>
			</li>
			<li>
				RAM: save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
			</li>
			<li>
				RAM: reduced RAM use for animations on both client and server
			</li>
			<li>
				Client-side, slight improvement in tesselation speed (3%-4%, YMMV)<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: Slightly nerf block light level boosts introduced in 1.20
	</li>
	<li>
		Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
	</li>
	<li>
		Tweak: Improved map marker position tracking for tamed elk <span style="font-size:14px;">[detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]</span>
	</li>
	<li>
		Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
	</li>
	<li>
		Tweak: Give back stick after squeezing cheese
	</li>
	<li>
		Tweak: Added seal hours info text for barrel recipes
	</li>
	<li>
		Tweak: Allow the player to take a meal serving from crocks on shelves
	</li>
	<li>
		Tweak: Added shelf interaction help
	</li>
	<li>
		Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
	</li>
	<li>
		Tweak: Allow bombs to be blown up on land you have build permissions
	</li>
	<li>
		Tweak: Enable vsync by default, disable max fps limit by default
	</li>
	<li>
		Tweak: Worldedit can now be translated. See "we-" language entries
	</li>
	<li>
		Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
	</li>
	<li>
		Tweak: Ingot molds display Block Info based on where you point
	</li>
	<li>
		Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
	</li>
	<li>
		Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
	</li>
	<li>
		Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
	</li>
	<li>
		Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
	</li>
	<li>
		Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
	</li>
	<li>
		Tweak: Add 'bigger' sounds for musk ox and takin
	</li>
	<li>
		Tweak: Water now somewhat less murky overall
	</li>
	<li>
		Tweak: Godrays intensity mildly reduced 
	</li>
	<li>
		Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
	</li>
	<li>
		Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
	</li>
	<li>
		Tweak: Add CPU info logging to client and server, also add RAM logging to the server
	</li>
	<li>
		Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
	</li>
	<li>
		Fixed: Torch light in caves would dim if foggy at surface; generally reduce fog indoors
	</li>
	<li>
		Fixed: Shattered molds display proper amount of bits dropped
	</li>
	<li>
		Fixed: Randomizer meta block not resolving in medium1 ruin
	</li>
	<li>
		Fixed: Empty or unclosed hotkey tokens crashing the game
	</li>
	<li>
		Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
	</li>
	<li>
		Fixed: Added a missing tooltip to the firestarter
	</li>
	<li>
		Fixed: Made most of the particle effects dimension aware
	</li>
	<li>
		Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
	</li>
	<li>
		Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
	</li>
	<li>
		Fixed: Server tick time higher than necessary in some cases
	</li>
	<li>
		Fixed: 25% chance of fixing player ghost duplicates
	</li>
	<li>
		Fixed: Only show one bag per category on player
	</li>
	<li>
		Fixed: Newly placed reed chests would not close
	</li>
	<li>
		Fixed: Larger worldedit schematics would cause the client to lose connection <span style="font-size:12px;">[detail: any large packet send to the server would make a client lose connection]</span>
	</li>
	<li>
		Fixed: Sound engine breaking because it does not remove disposed sounds
	</li>
	<li>
		Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
	</li>
	<li>
		Fixed: Armorstands would not sync immediately with other players when adding/removing armor
	</li>
	<li>
		Fixed: Labeled Chests no longer showed their name in the inventory dialog
	</li>
	<li>
		Fixed: Berries in raccoon mouths had bad visual offsets
	</li>
	<li>
		Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
	</li>
	<li>
		Fixed: Leafy tops of turnips in troughs were invisible from certain angles
	</li>
	<li>
		Fixed: Two skin colors in character creation were both called "forest brown"
	</li>
	<li>
		Fixed: Doors would sometimes connect incorrectly
	</li>
	<li>
		Fixed: LeftDoor will flip properly during double door placement
	</li>
	<li>
		Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
	</li>
	<li>
		Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
	</li>
	<li>
		Fixed: Logger.Warning with parameter exception was logged as error instead of warning
	</li>
	<li>
		Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
	</li>
	<li>
		Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
	</li>
	<li>
		Fixed: Misaligned clay ridge roof models
	</li>
	<li>
		Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
	</li>
	<li>
		Fixed: Bone flute was flammable
	</li>
	<li>
		Fixed: Goats had improper medium hide drops
	</li>
	<li>
		Fixed: Period for which moose had antlers was too short
	</li>
	<li>
		Fixed: Missing ground-stored transforms for cooked rhizomes
	</li>
	<li>
		Fixed: Noticeable transition in sky color tone after midnight
	</li>
	<li>
		Fixed: Hacky fix for animations not playing on newly spawn entities
	</li>
	<li>
		Fixed: Bowls and jugs show contents on shelf
	</li>
	<li>
		Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
	</li>
	<li>
		Fixed: Mods with worldconfig.json will now load lang entries for world config
	</li>
	<li>
		Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
	</li>
	<li>
		Fixed: hides were missing incontainerTextures, and did not show up in-world in barrels.
	</li>
	<li>
		Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
	</li>
	<li>
		Fixed: Deep water was not affected by underwater murkinesss
	</li>
	<li>
		Fixed: Erel feather stem had wrong position on tool rack
	</li>
	<li>
		Fixed: Wall-leaned spears popping off in in some cases
	</li>
	<li>
		Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
	</li>
	<li>
		Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
	</li>
	<li>
		Fixed: Chandelier lighting shading now matches that of candles
	</li>
	<li>
		Fixed: Own player not visible in map when in spectator mode
	</li>
	<li>
		Fixed: Worldedit TreeGenTool would not grow fruit trees
	</li>
	<li>
		Fixed: Game sometimes crashing when typing '[' while drunk
	</li>
	<li>
		Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
	</li>
	<li>
		Fixed: When editing sign text, camera turning to the right sometimes when saving
	</li>
	<li>
		Fixed: Fish meat was missing food tag "meat"
	</li>
	<li>
		Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
	</li>
	<li>
		Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
	</li>
	<li>
		Fixed: Compost could be put in mining bags
	</li>
	<li>
		Fixed: Players were still able to till soil which has a block above it
	</li>
	<li>
		Fixed: In Homo sapiens game mode, panning could drop man-made objects
	</li>
	<li>
		Fixed: Various corrections to the English language translation text
	</li>
	<li>
		Fixed: Rare crashes involving BehaviorSqueezable
	</li>
	<li>
		Fixed: Rare crash when looking at an entity with the elevator in the background
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue
	</li>
	<li>
		Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
	</li>
	<li>
		Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
	</li>
	<li>
		Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
	</li>
	<li>
		Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
	</li>
	<li>
		Tweak: Minor polishing changes
		<ul>
			<li>
				Tweak: Game credits now organised alphabetically within sections
			</li>
			<li>
				Fixed: Beenades had incorrect held transform
			</li>
			<li>
				Fixed: Weird ridge beam names
			</li>
			<li>
				Fixed: A few grammatical issues with meal names
			</li>
			<li>
				Fixed: Hay block bottom texture had wrong rotation
			</li>
			<li>
				Fixed: Inconsistent naming for rice-based alcohols
			</li>
			<li>
				Fixed: Blister steel work items missing localization
			</li>
			<li>
				Fixed: Localization issue with units of metal
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

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

<ul>
	<li>
		Upgrade: VS now runs on .net 8
	</li>
	<li>
		Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
	</li>
	<li>
		Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
	</li>
	<li>
		Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
	</li>
	<li>
		Feature: For block textures, tiles and overlays can now be used together
	</li>
	<li>
		Tweak: New <em>IsFood</em> property for cooking recipes, to avoid dirtying the cooking pot
	</li>
	<li>
		Tweak: Liquid ingredients in meals can have nutrition set per liter
	</li>
	<li>
		Tweak: Cooking recipes can now have different quantities of items per stack
	</li>
	<li>
		Tweak: Traits &amp; CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
	</li>
	<li>
		Tweak: ItemStone damage now json configurable
	</li>
	<li>
		Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
	</li>
	<li>
		Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
	</li>
	<li>
		Tweak: Allow custom barrel sounds from json config
	</li>
	<li>
		Tweak: various changes to basket traps:
		<ul>
			<li>
				basketCatchable property replaced by trappable, see vanilla creature jsons for examples
			</li>
			<li>
				The basket trap no longer defines bait by food category, now only by food tags
			</li>
			<li>
				Traps can now define a min weight value for bait, and food tags can include a weight value
			</li>
			<li>
				For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: <em>/giveblock chest-east{isPerPlayer:true} 1</em>.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: <em>/dev pplr l[]</em> resets all player usages for this chest
	</li>
	<li>
		Tweak: For creatures, gallop/trot sound is now configurable in json
	</li>
	<li>
		Tweak: In creature diets, one additional food tag: "egg"
	</li>
	<li>
		Tweak: (experimental!) added <em>/debug chisel genshape</em> command to generate a json model from a chiseled block
	</li>
	<li>
		Tweak: Added StoryLockableDoor and <em>/dev storylock</em> command to add locks to doors in story structures
	</li>
	<li>
		Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
	</li>
	<li>
		Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
	</li>
	<li>
		Fixed: CompatibilityLib was not replacing assets
	</li>
	<li>
		Fixed: Blended texture overlays not working when using different domains
	</li>
	<li>
		Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
	</li>
	<li>
		Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
	</li>
	<li>
		Tweak: BlockBehavior.OnBlockPlaced() is now called <strong>after</strong> any BlockEntity for the block is created (until now, it was called <strong>before</strong> creating the BlockEntity)
	</li>
	<li>
		Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
	</li>
	<li>
		Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
	</li>
	<li>
		Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
	</li>
	<li>
		Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
	</li>
	<li>
		Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
	</li>
	<li>
		Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
	</li>
	<li>
		Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
	</li>
	<li>
		Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
	</li>
	<li>
		Tweak: Less hardcoded EntityBehaviorMilkable
	</li>
	<li>
		Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
	</li>
	<li>
		Tweak: Clay oven: Don't hardcode ovenFuelShape
	</li>
	<li>
		Tweak: Clean up berry bush code to be more moddable
	</li>
	<li>
		Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
	</li>
	<li>
		Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
	</li>
	<li>
		Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
	</li>
	<li>
		Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
	</li>
	<li>
		Tweak: Ability to disable UI switches and sliders
	</li>
	<li>
		Tweak: NumberInput UI element only allows typing in valid input
	</li>
	<li>
		Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
	</li>
	<li>
		Tweak: the shader <em>shadowmapgeneric</em> is re-named to <em>chunkshadowmap</em>
	</li>
	<li>
		Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
	</li>
	<li>
		Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
	</li>
	<li>
		Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
	</li>
	<li>
		Fixed: Incorrect clamping of some NatFloat values
	</li>
	<li>
		Fixed: Method AllocateTextureSpace() was not working correctly
	</li>
	<li>
		Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
	</li>
	<li>
		Fixed: Game crashing when mortallywoundable is used on non-rideable entity
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">411</guid><pubDate>Mon, 16 Jun 2025 16:07:00 +0000</pubDate></item><item><title>v1.20.12: Purely stable performance, 1.21 update notice</title><link>https://www.vintagestory.at/blog.html/news/v12012-purely-stable-performance-121-update-notice-r410/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.12, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This should be the last release of 1.20.x unless other critical issues appear.
</p>

<p>
	As for the next major 1.21 update, titled "the 1.20 content completion update" (provisional name, lol), it should happen pretty soon, a first <strong>pre-release</strong> possibly still in June. The main theme of this next update will be completing and polishing a number of areas that did not make it into 1.20, such as sailboat improvements, an elk taming system, coral reefs and easier story progression. Stay tuned!<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27074" href="//media.vintagestory.at/monthly_2025_06/image.png.1200934b519b61657e130cc6149ae0ca.png" rel=""><img alt="image.thumb.png.41ab925c0a0cc000759fd84a398981f8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27074" data-ratio="58.90" width="1000" src="//media.vintagestory.at/monthly_2025_06/image.thumb.png.41ab925c0a0cc000759fd84a398981f8.png" /></a><br />
	Screenshot by Kimera, shared on #screenshots on Discord
</p>

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

<ul>
	<li>
		Fixed: Rare crash while loading entities client-side. Github #6025
	</li>
	<li>
		Fixed: Teleporters not working on servers once the tick time exceeds 100ms
	</li>
	<li>
		Fixed: Raft oar animations not correct in 1.20.11. Github #5924
	</li>
	<li>
		Fixed: Colored lanterns could lose their lighting colors when other light-sources placed nearby. Github #5950
	</li>
	<li>
		Fixed: Removing a lined lantern could leave a ring of faint light
	</li>
	<li>
		Fixed: Rare client crash on game exit. Github #5976
	</li>
	<li>
		Fixed: Client-side crash when an empty pie falls. Github #6009
	</li>
	<li>
		Fixed: Attempt to fix very rare serverchunk entity serialization issue. Github #6006
	</li>
	<li>
		Fixed: Large numbers of fresh spawned entities after pausing the game for a while in SSP
	</li>
	<li>
		Fixed: Privilege escalation vulnerability with the block randomizer
	</li>
	<li>
		Fixed: Timeswitch commands permissions not properly setup
	</li>
</ul>
]]></description><guid isPermaLink="false">410</guid><pubDate>Sun, 08 Jun 2025 15:40:00 +0000</pubDate></item><item><title>v1.20.11: Purely performance</title><link>https://www.vintagestory.at/blog.html/news/v12011-purely-performance-r409/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.11, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This release has no new gameplay features BUT a few fixes compared with v1.20.10.  As well as that, on multiplayer servers, it significantly improves performance and reduces RAM utilization, especially with higher player numbers:
</p>

<ul>
	<li>
		A large multiplayer server running this release should perform up to approximately twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online
	</li>
	<li>
		Different results may be seen with different player counts, adjusted <em>servermagicnumbers.json</em>, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement
	</li>
	<li>
		This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games.
	</li>
</ul>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26690" href="//media.vintagestory.at/monthly_2025_05/2025-05-26_23-01-57.png.f4d04c7259e964509b1b9213e562777b.png" rel=""><img alt="2025-05-26_23-01-57.thumb.png.ab5061b0c554d2a9a1f22a43483f6ca8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26690" data-ratio="62.50" width="1000" src="//media.vintagestory.at/monthly_2025_05/2025-05-26_23-01-57.thumb.png.ab5061b0c554d2a9a1f22a43483f6ca8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by bens, shared on #screenshots on Discord</span>
</p>

<p>
	<strong>Game Updates</strong>
</p>

<ul>
	<li>
		Changes in 1.20.11
		<ul>
			<li>
				Tweak: Improve client&lt;-&gt;server connection stability. <span style="font-size:12px;">(Technical Info: Added server health check for UDP since some ISP's may block randomly some UDP, this may cause desync between entities or dropped items. So now if there was no UDP received from a client for 30 seconds the server will fall back to TCP automatically for that client and tell it to also fall back to send only TCP which should fix the desync. Further you can now set forceUdpOverTcp in <em>clientsettings.json</em> or using ".cf forceUdpOverTcp on" command, then just rejoin and you have permanently enabled to only use TCP.)</span>
			</li>
			<li>
				Fixed: Rare exceptions in 1.20.11-rc.1 when a server loads mapchunks at the world border
			</li>
			<li>
				Fixed: Containers spawned in using the /giveblock command without adding the type attribute would allow you to place them in a boat storage slot but would crash your client. If this was done on a server you may end up crashing as soon as you join again.
			</li>
			<li>
				Fixed: Redwood tree generation destroys translocators
			</li>
		</ul>
	</li>
	<li>
		Changes already in <a href="https://www.vintagestory.at/blog.html/news/v12011-rc1-purely-performance-r408/" rel="">1.20.11-rc.1</a>
		<ul>
			<li>
				Tweak: Multiplayer server performance substantially improved in many areas
				<ul>
					<li>
						Improved TPS from entity ticking (especially if <em>MaxPhysicsThreads</em> exceeds 1: on large servers please experiment with setting that in the range 2-5, in <em>servermagicnumbers.json</em>)
					</li>
					<li>
						Improved TPS from entity spawning <span style="font-size:12px;">(testing of spawn positions now runs on a separate thread)</span>
					</li>
					<li>
						Improved TPS from player and entity physics and animations updates on the server
					</li>
					<li>
						Reduced peak RAM requirements for server packet sending
					</li>
					<li>
						Reduced peak RAM requirements for server game autosaving
					</li>
				</ul>
			</li>
			<li>
				Tweak: Map and minimap performance improvements (client side changes)
				<ul>
					<li>
						Map now drawn up to 10x faster when panning or zooming into previously mapped areas
					</li>
					<li>
						Areas of the map which are moved off-screen are now preserved for longer without re-draw
					</li>
					<li>
						Reduced heavy multiplayer lag after panning in the world map <span style="font-size:12px;">(greatly reduced client-server network traffic from panning)</span>
					</li>
				</ul>
			</li>
			<li>
				Tweak: Reduced RAM requirements on both server and client for animations
			</li>
			<li>
				Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion
			</li>
			<li>
				Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall <span style="font-size:12px;">(detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time)</span>
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Note for modders:</strong>
</p>

<p>
	<span style="font-size:14px;">It is possible that v1.20.11 will cause mod breakage for a very small number of coded mods, although most mods built for v1.20.10 should still work just the same. Mods which only add content using JSON or patches should all be okay. For coded mods, if you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10. </span><span style="font-size:12px;"> [For coders: we did not change the API, but if your mod's code references ServerMain.Clients with <em>VintagestoryLib.dll</em> as a dependency, you will likely need to recompile against the 1.20.11 version of <em>VintagestoryLib.dll</em>. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.]</span>
</p>
]]></description><guid isPermaLink="false">409</guid><pubDate>Wed, 28 May 2025 03:24:00 +0000</pubDate></item><item><title>v1.20.11-rc.1: Purely performance</title><link>https://www.vintagestory.at/blog.html/news/v12011-rc1-purely-performance-r408/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.11-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This release has no new gameplay features or fixes compared with v1.20.10.  Its only change is to improve performance, especially for larger multiplayer servers.
</p>

<ul>
	<li>
		A large multiplayer server running this release should perform up to approximately<em> </em>twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online
	</li>
	<li>
		Different results may be seen with adjusted <em>servermagicnumbers.json</em>, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement
	</li>
	<li>
		This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games.
	</li>
</ul>

<p>
	In multiplayer, v1.20.11 is network-compatible with v1.20.10.  A player with v1.20.10 can play on a server which is running v1.20.11-rc.1 (or the other way around). Therefore, generally we suggest that large servers could update to v1.20.11-rc.1 for better performance, even if their players do not update.
</p>

<p>
	It is possible that v1.20.11-rc.1 will cause mod breakage for a very small number of coded mods. Mods which only add content using JSON or patches should all be okay. We have tested some of the most popular coded mods with this, but we have not tested them all. If you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10.  <span style="font-size:12px;">[Note for mod coders: we did not change the API, but if your mod references ServerMain.Clients with <em>VintagestoryLib.dll</em> as a dependency, you will likely need to recompile against the 1.20.11-rc.1 version of <em>VintagestoryLib.dll.</em> Harmony patches which make code changes deep within VintagestoryLib might also need attention, most of the entity physics, animations and general entity ticking code in the engine has been changed.]</span>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26133" href="//media.vintagestory.at/monthly_2025_05/image.png.60c5da3f4eae9b8c4755f36a42b6a81e.png" rel=""><img alt="image.thumb.png.ec9a257e76c9d1a56098c16bd4b6a544.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26133" data-ratio="67.80" width="1000" src="//media.vintagestory.at/monthly_2025_05/image.thumb.png.ec9a257e76c9d1a56098c16bd4b6a544.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Extra Ram, shared on #screenshots on Discord</span><br />
	 
</p>

<p>
	<strong>Game Updates</strong>
</p>

<ul>
	<li>
		Tweak: Multiplayer server performance substantially improved in many areas
		<ul>
			<li>
				Improved TPS from entity ticking (especially if <em>MaxPhysicsThreads</em> exceeds 1: on large servers please experiment with setting that in the range 2-5, in <em>servermagicnumbers.json</em>)
			</li>
			<li>
				Improved TPS from entity spawning <span style="font-size:12px;">(testing of spawn positions now runs on a separate thread)</span>
			</li>
			<li>
				Improved TPS from player and entity physics and animations updates on the server
			</li>
			<li>
				Reduced peak RAM requirements for server packet sending
			</li>
			<li>
				Reduced peak RAM requirements for server game autosaving
			</li>
		</ul>
	</li>
	<li>
		Tweak: Map and minimap performance improvements (client side changes)
		<ul>
			<li>
				Map now drawn up to 10x faster when panning or zooming into previously mapped areas
			</li>
			<li>
				Areas of the map which are moved off-screen are now preserved for longer without re-draw
			</li>
			<li>
				Reduced heavy multiplayer lag after panning in the world map <span style="font-size:12px;">(greatly reduced client-server network traffic from panning)</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduced RAM requirements on both server and client for animations
	</li>
	<li>
		Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion
	</li>
	<li>
		Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall <span style="font-size:12px;">(detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time)</span>
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">408</guid><pubDate>Wed, 07 May 2025 16:04:00 +0000</pubDate></item><item><title>v1.20.10: De-annoyance fixes</title><link>https://www.vintagestory.at/blog.html/news/v12010-de-annoyance-fixes-r407/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.10, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Boop.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="26095" href="//media.vintagestory.at/monthly_2025_05/2025-05-04_03-16-55.png.db03476047cfcd147b00aa640d188488.png" rel=""><img alt="2025-05-04_03-16-55.thumb.png.6072ffe345a6035d3f51eed4d9c30992.png" class="ipsImage ipsImage_thumbnailed" data-fileid="26095" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_05/2025-05-04_03-16-55.thumb.png.6072ffe345a6035d3f51eed4d9c30992.png" /></a><br />
	Screenshot by 7embre, shared on #screenshots on Discord
</p>

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

<ul>
	<li>
		Tweak: Increased of fruit tree graft survival chance from 50% to 60%
	</li>
	<li>
		Fixed: Wide doors can delete blocks when placed
	</li>
	<li>
		Fixed: Should properly fix bowtorns not harvestable in some cases
	</li>
	<li>
		Fixed: Shiver hurt animation not stopping walk animation
	</li>
	<li>
		Fixed: Potential item loss in multiplayer if a player lost connection while a chest was open
	</li>
	<li>
		Fixed: Incorrect pottery trade items in the trader buying/selling lists
	</li>
	<li>
		Fixed: Unclear error message "missingtokenv2" when trying to connect to a game server
	</li>
	<li>
		Fixed: MacOS Hud and GUIs going invisible
	</li>
	<li>
		Fixed: Monsters spawning on surface anywhere, when temporal stability is disabled
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">407</guid><pubDate>Mon, 05 May 2025 09:25:00 +0000</pubDate></item><item><title>1.20.8-rc.2 + stable + 1.20.9: Mob spawn balancing, Item disappearing fix</title><link>https://www.vintagestory.at/blog.html/news/1208-rc2-stable-1209-mob-spawn-balancing-item-disappearing-fix-r406/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.8-rc.2, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit 4/22/25:] Also today released <strong>1.20.9 stable</strong> with the following changes:<br />
	- Tweak: Increased illumination levels of block light, from torches etc. (only client side visual effect, does not alter mob spawn)<br />
	- Fixed: Mobs spawning where they shouldn't<br />
	- Fixed: Error log spam when player was wearing a night vision helmet outside loaded chunks<br />
	- Fixed: Command .debug wireframe landclaim was for some players showing claimed areas with the wrong offset<br />
	- Fixed: Sling not affected by the ranged weapons damage character traits<br />
	<br />
	[Edit 4/20/25:] Now released as <strong>1.20.8 stable</strong> including all the changes in <a href="https://www.vintagestory.at/blog.html/news/1208-rc1-mob-spawn-balancing-r405/" rel="">1.20.8-rc.1</a> and 1.20.8-rc.2 and the following additional changes :<br />
	- Tweak: Update trader buying/selling lists, update community translations<br />
	- Fixed: Mitigate rare crash in wind particles system<br />
	- Fixed: One observed instance where the server was running out of memory when the Resonance Archives were generated with world height customised to a lower value than default
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r268468/monthly_2025_04/2025-04-14_11-57-59.png.2290d07a191606663dfb3fec17e638b5.png" rel="external nofollow"><img alt="2025-04-14_11-57-59.thumb.png.60218cc9d67d00b7509ade7f3d841c10.png" class="ipsImage ipsImage_thumbnailed" data-fileid="25545" data-ratio="56.20" width="1000" src="https://media.invisioncic.com/r268468/monthly_2025_04/2025-04-14_11-57-59.thumb.png.60218cc9d67d00b7509ade7f3d841c10.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Saatgut93, shared on #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates  </strong>(in 1.20.8-rc.2)
</p>

<ul>
	<li>
		Tweak: Added to Tamed Mountable Animals guide, tame elk currently only obtainable from trader
	</li>
	<li>
		Tweak: In Handbook and item descriptions, add some mention of "elk" to most tamed-elk riding gear, for searchability
	</li>
	<li>
		Tweak: Players in creative mode with privilege "commandplayer" can now access locked chests
	</li>
	<li>
		Fixed: Rift weather stuck at very high forever (since 1.20.8-rc.1)
	</li>
	<li>
		Fixed: Mobs able to spawn near light sources outside of storms with normal self stability (since 1.20.8-rc.1)
	</li>
	<li>
		Fixed: Complete item loss from shift clicking away items into a chest in certain circumstances
	</li>
	<li>
		Fixed: Attempt to fix occasional issue with chest and other inventories not closing server-side
	</li>
	<li>
		Fixed: Soybeans and cured fish in meals were not being drawn
	</li>
	<li>
		Fixed: Prevent error log spam caused by hopper trying to push a crock into a chest that already contains a crock [<span style="font-size:12px;">Detail: disabled the meal serve into container mechanic when it has EnumMergePriority.AutoMerge which is used by hoppers shift left click and ground pick, in any of those this should be disabled</span>]
	</li>
	<li>
		Fixed: Rare ghost items when serving meals from pots in the inventory
	</li>
	<li>
		Fixed: Resonance Archives lighting sometimes off when it should be on
	</li>
	<li>
		Fixed: In other dimensions, chisel add material and other tool mode changes didn't work
	</li>
	<li>
		Fixed: In other dimensions, could be incorrect entity AI targeting
	</li>
	<li>
		Fixed: Shiver and Bowtorn corpse harvesting range different from different angles
	</li>
</ul>
]]></description><guid isPermaLink="false">406</guid><pubDate>Fri, 18 Apr 2025 15:38:00 +0000</pubDate></item><item><title>1.20.8-rc.1 Mob spawn balancing</title><link>https://www.vintagestory.at/blog.html/news/1208-rc1-mob-spawn-balancing-r405/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.8-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_04/image.png.648d2cc2efd1d529f0453579166e73a9.png" rel="external nofollow"><img alt="image.thumb.png.78dccb110b28da1f3b2c0307ac383144.png" class="ipsImage ipsImage_thumbnailed" data-fileid="25039" data-ratio="77.50" style="width:800px;height:auto;" width="999" src="//media.vintagestory.at/monthly_2025_04/image.thumb.png.78dccb110b28da1f3b2c0307ac383144.png" /></a><br />
	<span style="font-size:12px;">"Wall", shared by Kotsu on discord #screenshots</span>
</p>

<p>
	Some things just don't pan out as one would hope them to, pun intended <span><img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span>
</p>

<p>
	1.20.7 broke falling blocks in some cases so this update should remedy that. In the process I also finally tackled the excessive new mob spawn during temporal storms, as well as the missing mob spawns during nights in summer. I have marked the release as unstable because it might throw off the mob spawn balance again. Radfast added some fixes to the "other" dimensions.
</p>

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

<ul>
	<li>
		Tweak: New Summer Stroll music track now also plays in summer. No longer exclusive to the Resonator
	</li>
	<li>
		Tweak: Improve localized messages sent to players, global messages are sent in the server language where player specific ones are sent in their language
	</li>
	<li>
		Fixed: Several issues in other dimensions
		<ul>
			<li>
				Blocklight from light sources should now spread correctly
			</li>
			<li>
				For trunks, the right-hand element had wrong Block HUD info and wrong pickblock result
			</li>
			<li>
				Fixed rare block breaking issues and excessive EntityItem spawned in some cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Server-side error when player attempts to place faded crumpled letter on the ground
	</li>
	<li>
		Fixed: Invalid blocks created from falling blocks
	</li>
	<li>
		Fixed: Properly fix temporal storms sometimes spawning huge amounts of the new mobs
	</li>
	<li>
		Fixed: Mobs not spawning in summer nights. Rift tweaks.
	</li>
	<li>
		Fixed: Should fix butterflies turning in place for a minute at a time
	</li>
	<li>
		Fixed: Rare server-side exception if the disconnected player was not yet loaded
	</li>
	<li>
		API Tweak: Added <em>IHeldHandAnimOverrider</em> collectible interface to prevent a held idle animation being played based on an item held in the other hand
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">405</guid><pubDate>Wed, 02 Apr 2025 13:20:00 +0000</pubDate></item><item><title>v1.20.7 - Polishing fixes</title><link>https://www.vintagestory.at/blog.html/news/v1207-polishing-fixes-r404/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.7, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	This should fix a notable dupe bug related to falling blocks and various other minor issues. Unless new major issues are discovered I am finished with updating 1.20.x, however radfast will likely build a 1.20.8 performance update soon still.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24786" href="//media.vintagestory.at/monthly_2025_03/2025-03-25_19-01-03.png.c18b30926c3066eb840dd688b8f961c2.png" rel=""><img alt="2025-03-25_19-01-03.thumb.png.01618498d9dd758d8d7d388bba91c4fc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24786" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-25_19-01-03.thumb.png.01618498d9dd758d8d7d388bba91c4fc.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Serglittle, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Added Audit logging when breaking containers and their contents is getting dropped
	</li>
	<li>
		Tweak: Further slightly reduce spawn rate of the new mobs during temporal storms
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Small oddities with falling coal (was invisible, it hurt the player unintuitively and particles spawned too far up)
	</li>
	<li>
		Fixed: Properly fix blue tint during temporal storms
	</li>
	<li>
		Fixed: Wearables in ruined chests at 100% condition and getting set to a lower value only when taken out
	</li>
	<li>
		Fixed: In other dimensions, player motion smooth stepping and walking on walls
	</li>
	<li>
		Fixed: Placed torches not emitting particles in other dimensions
	</li>
	<li>
		Fixed: Texture flipper item: Invisible textures in toolmode ui
	</li>
	<li>
		Fixed: Armor damage overlay was not affected by fog
	</li>
	<li>
		Fixed: Text overflow from lots of mods on the public server view screen. Mod list now truncated after 20 mods
	</li>
	<li>
		Fixed: Might fix rare occasions where screen goes completely black after respawning
	</li>
	<li>
		Fixed: Potential duplication bug on lagging server, when causing blocks to fall
	</li>
	<li>
		Fixed: All water visible (even underground one) when inside the cloud layer
	</li>
	<li>
		Fixed: Incorrect position for the hot held crucible and incorrect pouring animation. Added flute use animation
	</li>
	<li>
		Fixed: Seraph knapping animation jittery
	</li>
	<li>
		Fixed: Rare exception on crash during shutdown
	</li>
	<li>
		Fixed: Might fix invisible entity issues following a teleport
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">404</guid><pubDate>Wed, 26 Mar 2025 13:57:00 +0000</pubDate></item><item><title>v1.20.6 - Gameserver vulnerability fix</title><link>https://www.vintagestory.at/blog.html/news/v1206-gameserver-vulnerability-fix-r403/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We suggest to urgently update all game servers to this latest version, as all game versions of the last 6 years are affected. An issue was discovered which could allow a player to create arbitrary blocks and items, including Command Blocks which can run arbitrary server commands under admin privileges. This release should both fix the creation of arbitrary items as well as the ability to use Command Blocks as a Survival Mode player. Only the servers need to update. The game clients can remain on 1.20.5.<br />
	To clarify: This vulnerability only affected server commands via Command Blocks, not via the underlying server console / shell.
</p>

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

<ul>
	<li>
		Tweak: Don't print audit logs to console, but to debug window only
	</li>
	<li>
		Fixed: Gameserver privilege escalation vulnerability on multiplayer servers
	</li>
	<li>
		Fixed: Large underground ruin having one of the creative blocks in it
	</li>
	<li>
		Fixed: Updated Harmony to 2.3.5 which should fix issue when using Harmony mods on Linux systems using GLIBC 2.41 and newer
	</li>
</ul>
]]></description><guid isPermaLink="false">403</guid><pubDate>Thu, 20 Mar 2025 13:12:00 +0000</pubDate></item><item><title><![CDATA[v1.20.5 - DoS protections, Performance & More]]></title><link>https://www.vintagestory.at/blog.html/news/v1205-dos-protections-performance-more-r402/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This update should iron out a lot of oddities, strange behavior, lost items, some exploits, an item dupe bug and lots more, so we highly recommend to update to this version. There is a possibility that one of the latest fixes broke another system but we will then quickly release a fix for that.
</p>

<p>
	Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24517" href="//media.vintagestory.at/monthly_2025_03/2025-03-17_16-45-25.png.b1f2161e1e0748168e99b115f8cc9f18.png" rel=""><img alt="2025-03-17_16-45-25.thumb.png.304a6feaf6721e9f78eb12051b8eada2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24517" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-17_16-45-25.thumb.png.304a6feaf6721e9f78eb12051b8eada2.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Alnico, shared in #screenshots on discord</span>
</p>

<p>
	<strong>Game updates since 1.20.4</strong>
</p>

<ul>
	<li>
		Feature: Multiplayer server improvements
		<ul>
			<li>
				Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue)
			</li>
			<li>
				Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients)
			</li>
			<li>
				Two more protections against repeated attempts, disabled by default: server configs <strong>TemporaryIpBlockList</strong> and <strong>LoginFloodProtection</strong>. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command <em>/ipban</em> to list/clear the banned IPs list.  The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed.
			</li>
			<li>
				Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy.
			</li>
		</ul>
	</li>
	<li>
		Tweak: First person chiseling animation now less view covering
	</li>
	<li>
		Tweak: Smoother transitions between sky colors around midnight
	</li>
	<li>
		Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example <strong>while chiseling, bits would disappear or re-appear</strong> at random
	</li>
	<li>
		Fixed: Wonky output of <em>/stats</em> command with the connection queue system enabled
	</li>
	<li>
		Fixed: Able to break decor inside land claim
	</li>
	<li>
		Fixed: A unintentional pink block in one of the ruins
	</li>
	<li>
		Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon
	</li>
	<li>
		Fixed: Various fixes in villager dialogue
	</li>
	<li>
		Fixed: Villagers sometimes appearing to stand in their beds
	</li>
	<li>
		Fixed: Villager and some Drifter "hurt" animations were not playing when hurt
	</li>
	<li>
		Fixed: New issues introduced in 1.20.4
		<ul>
			<li>
				Certain dropped items appearing to sink into ground/snow
			</li>
			<li>
				Issues on unstable blocks if sideways falling was enabled as an optional world config
			</li>
		</ul>
	</li>
	<li>
		Fixed: One rare exception when shutting down a dedicated server
	</li>
	<li>
		Fixed: Command <em>/ban</em> would log an error but the player was still banned and kicked
	</li>
	<li>
		Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber
	</li>
</ul>

<ul>
	<li>
		Tweak: Can now also cook flint in the Bloomery
	</li>
	<li>
		Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen
	</li>
	<li>
		Tweak: Performance: Save approximately 200MB Single player/Server RAM  <span style="font-size:14px;">(Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating)</span>
	</li>
	<li>
		Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance  <span style="font-size:14px;">(Technical info: Various engine improvements in bulk BlockAccessor)</span>
	</li>
	<li>
		Tweak: Updated community translations, added Turkish
	</li>
	<li>
		Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example
	</li>
	<li>
		Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view  <span style="font-size:14px;">(Technical info: could occur if transforms were only partially specified in JSON)</span>
	</li>
	<li>
		Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag)
	</li>
	<li>
		Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x
	</li>
	<li>
		Fixed: Log spam with warnings related to "BETransient"
	</li>
	<li>
		Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards
	</li>
	<li>
		Fixed: Should fix players body getting in the way of mining while in immersive first-person mode
	</li>
	<li>
		Fixed: Might avoid a crash with some mods requesting invalid richtext
	</li>
	<li>
		Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed
	</li>
	<li>
		Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now)
	</li>
	<li>
		Fixed: Wonky GUI transform for lime and quicklime
	</li>
	<li>
		API Tweak: Clean up EntityPlayerShapeRenderer code
	</li>
	<li>
		API Tweak: Added <em>IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50)</em>
	</li>
	<li>
		API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode)
	</li>
</ul>

<p>
	<strong>Additionally, game updates since rc.3</strong>
</p>

<ul>
	<li>
		Tweak: On Windows 11 with multiple GPUs the game installer will now setup the game to use the High Performance Card
	</li>
	<li>
		Tweak: Mobs dying in hot springs now yield only 25% of their drop rate (the hotsprings are highly acidic, they dissolve stuff!)
	</li>
	<li>
		Fixed: Verify claimed status on chests also on a network packet level
	</li>
	<li>
		Fixed: Items shift clicked into a saddlebag would end up in a different location server side than client side in some cases
	</li>
	<li>
		Fixed: Item dupe bug related to elk inventories
	</li>
	<li>
		Fixed: Players teleported by other players commands while still connecting to a server, could become frozen and other potential issues in the teleporting code
	</li>
	<li>
		Fixed: Wonky hitbox on Shivers during stroke
	</li>
	<li>
		Fixed: Bucket under fruit press not disappearing for other players when removed
	</li>
	<li>
		Fixed: Prevent nutrition being double-counted if two animals eat the same item
	</li>
	<li>
		Fixed: Drifters fleeing during Storms in some cases
	</li>
	<li>
		Fixed: Issues with the connection queue where clients would get disconnected
	</li>
	<li>
		Fixed: Rare exception and player-kick due to Locust Nest having become bugged
	</li>
	<li>
		Fixed: Occasional exception and client-kick on TOPS relating to propick reading deletion and server-client desync on slow connections
	</li>
	<li>
		Fixed: Small server memory leak due to never deleting propick data for disconnected clients
	</li>
	<li>
		Fixed: In Creative mode, picking a Ruined bookshelf from the inventory caused immediate crash
	</li>
	<li>
		Fixed: Client crashes in 1.20.4 and 1.20.5-rc versions with hot metal rod held in tongs
	</li>
	<li>
		Fixed: May generally fix all similar client EntityShapeRenderer.RenderItem crashes (Github #4777)
	</li>
	<li>
		Fixed: Rare error thrown by bed [Detail] could possibly happen when mounted and unmounted in the same tick so MountedBy could be already null
	</li>
	<li>
		Fixed: Slowly accumulating performance leak with anvils and a few similar blocks
	</li>
	<li>
		Fixed: Server standby launch not working correctly anymore since 1.20.5-rc.1
	</li>
	<li>
		Fixed: Fixed spawn loading issue for villagers in beds, new issue since 1.20.5-rc.1
	</li>
	<li>
		API Fixed: Dry mash output randomness when pressedDryRatio != 0
	</li>
	<li>
		API Fixed: Crash on merging mashes without transitionableProps
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">402</guid><pubDate>Tue, 18 Mar 2025 11:54:00 +0000</pubDate></item><item><title><![CDATA[v1.20.5-rc.2/rc.3 - DoS protections & More]]></title><link>https://www.vintagestory.at/blog.html/news/v1205-rc2rc3-dos-protections-more-r401/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5-rc.2/3, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	A few more minor optimizations and important fixes.
</p>

<p>
	[Edit:] Also released rc.3 to fix a crash related to the helve hammer and more
</p>

<ul>
	<li>
		Fixed: Might avoid a crash with some mods requesting invalid richtext
	</li>
	<li>
		Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed
	</li>
	<li>
		Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now)
	</li>
	<li>
		Fixed: Crash related to Helve Hammers with dynamic shadows enabled
	</li>
</ul>

<p>
	<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="24088" href="//media.vintagestory.at/monthly_2025_03/2025-03-04_161722.png.efeb9c76388388052e0813a22fc3c89b.png" rel=""><img alt="2025-03-04_161722.thumb.png.6493ebd7b1fff065fce982b786e717fc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="24088" data-ratio="52.70" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-04_161722.thumb.png.6493ebd7b1fff065fce982b786e717fc.png" /></a><br />
	<span style="font-size:12px;">Screenshot by mtr, shared on discord #screenshots</span>
</p>

<p>
	<br />
	<strong>Game updates (since 1.20.5-rc.1)</strong>
</p>

<ul>
	<li>
		Tweak: Can now also cook flint in the Bloomery
	</li>
	<li>
		Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen
	</li>
	<li>
		Tweak: Performance: Save approximately 200MB Single player/Server RAM  <span style="font-size:14px;">(Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating)</span>
	</li>
	<li>
		Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance  <span style="font-size:14px;">(Technical info: Various engine improvements in bulk BlockAccessor)</span>
	</li>
	<li>
		Tweak: Updated community translations, added Turkish
	</li>
	<li>
		Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example
	</li>
	<li>
		Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view  <span style="font-size:14px;">(Technical info: could occur if transforms were only partially specified in JSON)</span>
	</li>
	<li>
		Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag)
	</li>
	<li>
		Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x
	</li>
	<li>
		Fixed: Log spam with warnings related to "BETransient"
	</li>
	<li>
		Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards
	</li>
	<li>
		Fixed: Should fix players body getting in the way of mining while in immersive first-person mode. Might break mods, let me know if they do and we'll see if we can fix that for rc.3
	</li>
	<li>
		Fixed: Wonky GUI transform for lime and quicklime
	</li>
	<li>
		API Tweak: Clean up EntityPlayerShapeRenderer code
	</li>
	<li>
		API Tweak: Added <em>IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50)</em>
	</li>
	<li>
		API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode)
	</li>
</ul>
]]></description><guid isPermaLink="false">401</guid><pubDate>Fri, 07 Mar 2025 13:05:00 +0000</pubDate></item><item><title>v1.20.5-rc.1 - DoS protections</title><link>https://www.vintagestory.at/blog.html/news/v1205-rc1-dos-protections-r400/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.5-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	This update provides some basic DoS/DDoS protections, should fix chiseling sometimes not working properly anymore as well as a number of other issues.
</p>

<p>
	Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23896" href="//media.vintagestory.at/monthly_2025_03/2025-03-01_15-42-57.png.f94a2de29dc37bbd662cb4f59c37dfc2.png" rel=""><img alt="2025-03-01_15-42-57.thumb.png.cddc9b9c4df62dcd698b6b94e9de6e5b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23896" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_03/2025-03-01_15-42-57.thumb.png.cddc9b9c4df62dcd698b6b94e9de6e5b.png" /></a><br />
	<span style="font-size:12px;">Dwarven Balloon, Screenshot by ANTIFLUX, shared on Discord #screenshots</span>
</p>

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

<ul>
	<li>
		Feature: Multiplayer server improvements
		<ul>
			<li>
				Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue)
			</li>
			<li>
				Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients)
			</li>
			<li>
				Two more protections against repeated attempts, disabled by default: server configs <strong>TemporaryIpBlockList</strong> and <strong>LoginFloodProtection</strong>. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command <em>/ipban</em> to list/clear the banned IPs list.  The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed.
			</li>
			<li>
				Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy.
			</li>
		</ul>
	</li>
	<li>
		Tweak: First person chiseling animation now less view covering
	</li>
	<li>
		Tweak: Smoother transitions between sky colors around midnight
	</li>
	<li>
		Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example <strong>while chiseling, bits would disappear or re-appear</strong> at random
	</li>
	<li>
		Fixed: Wonky output of <em>/stats</em> command with the connection queue system enabled
	</li>
	<li>
		Fixed: Able to break decor inside land claim
	</li>
	<li>
		Fixed: A unintentional pink block in one of the ruins
	</li>
	<li>
		Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon
	</li>
	<li>
		Fixed: Various fixes in villager dialogue
	</li>
	<li>
		Fixed: Villagers sometimes appearing to stand in their beds
	</li>
	<li>
		Fixed: Villager and some Drifter "hurt" animations were not playing when hurt
	</li>
	<li>
		Fixed: New issues introduced in 1.20.4
		<ul>
			<li>
				Certain dropped items appearing to sink into ground/snow
			</li>
			<li>
				Issues on unstable blocks if sideways falling was enabled as an optional world config
			</li>
		</ul>
	</li>
	<li>
		Fixed: One rare exception when shutting down a dedicated server
	</li>
	<li>
		Fixed: Command <em>/ban</em> would log an error but the player was still banned and kicked
	</li>
	<li>
		Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber
	</li>
</ul>
]]></description><guid isPermaLink="false">400</guid><pubDate>Sun, 02 Mar 2025 13:16:00 +0000</pubDate></item><item><title>February 2025 Development update: Forging ahead - version 1.21 and beyond</title><link>https://www.vintagestory.at/blog.html/news/february-2025-development-update-forging-ahead-version-121-and-beyond-r399/</link><description><![CDATA[<p>
	Time for one of these again! Let's reflect a "little" and look into what the VS Team has been up to, while listening to <a href="https://www.youtube.com/watch?v=Jj74tRQuC9w" rel="external nofollow">awesome pixel remixes</a> <span><span>:</span></span>D
</p>

<p>
	<strong>1.20 post mortem</strong><br />
	When you are knee deep in development it can be difficult to see the bigger picture, because oh boy did I not expect the amount of growth this update has created. On the day of release, the amount of purchases <strong>grew by 300%</strong>, consequently overloading every single server of ours one after the next over the course of 3 weeks. In addition to that some of our 3rd party providers had issues on their own causing further downtime. We had to optimize and up the specs on all the hardware we use to be able to deal with the additional load.<br />
	The downtime especially created massive amounts of new support tickets which our team was wholly unprepared for, so we had to quickly upscale the support team to overcome the flood of tickets.<br />
	Releasing the update on time itself came with quite a few sacrifices in terms of the content that we still wanted to add, but that has been the case for almost every update. Some of the rough edges have been ironed out in 1.20.3 and 1.20.4 with a few more things on the way, but more on that later.<br />
	<br />
	<strong>Community and TOPS</strong><br />
	Not only did we have an overheating help desk and servers, a growing community also means there are more points of contention and so we've had to adjust game content, processes and rules to ensure all our gathering spots remain friendly and welcoming places. Turns out, TOPS, our official public game server, is the perfect testing grounds to evaluate what tools are needed to provide just that. We have now added the capability for players to join in-game groups without invite (for language channels), prevent uncertainty when joining a full server with a join queue and we are in the works of adding a mod whitelist system so everyone playing there is on the same page. The additional game content of 1.20 also notably increased the hardware load on our game servers so that we had to lower the maximum player count on TOPS from 70 down to 55 and we are now optimizing various areas  of the server code to bring this back to 70 or 75 - to date we are already at 65 max players on TOPS. Furthermore, just very recently we've been hit by quite large DDoS attacks on TOPS and other player-run servers, which we are mitigating through optimization and blocking mechanisms, with a 1.20.5 coming out soon so other server owners can benefit from this mitigation as well.<br />
	<br />
	The Mod Database also required urgent attention as we were lacking moderation tools there and we had to optimize the download bandwidth quickly, as it was bleeding money due to the peculiar cost structure of Amazon Web Services. In fairness, AWS even called me personally on their own initiative to offer their assistance with that. The VS ModDB is now serving<strong> 2.5 Terabytes </strong>of data <em>daily</em>.<br />
	<br />
	On our Discord server we are currently testing a moderator support ticket system in order to simplify and streamline contact requests to moderators, which should come online very soon.
</p>

<p>
	Moderation demands have also only grown and we have not yet kept pace with this increased demand. On that note, <strong>please be kind</strong> to our staff. We might not always get it right, but we try and we do listen to your feedback as much as possible.<br />
	 
</p>

<p>
	<strong>Management overhead</strong><br />
	At the same time, simply growing a company and all its related paperwork to satisfy all rules and regulations could be a full time job on its own. We are glad to have very good support for this from a local partner. Needing to keep an eye on all these aspects of this game project meant I am on a declining trend of availability to do the usual spearheading of game update programming and integration efforts. The demands on my time seem to grow quicker than my ability to delegate <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	That being said, I am optimistic that the right solutions will fall in place sooner or later and that I will be able to more strongly focus again on helping to get our next update built.<br />
	 
</p>

<p>
	<strong>Continuing where we left off</strong><br />
	As mentioned, the Team was left a bit dissatisfied with the current state of the 1.20 update. Consequently we initially planned to do a very very limited update with a much shortened development cycle, but the bar for this kept getting raised so we'll be doing it proper and make it a major release, ahead of our original plans for 1.21. However I will make sure to keep the scope limited to have this update released quicker than our previous ones.<br />
	Here's some of the points that we would like to address for 1.21. Disclaimer: Aspirational goal, some of it may get cut again.
</p>

<ul>
	<li>
		2nd Boss fight improvements
	</li>
	<li>
		Bowtorn AI improvements
	</li>
	<li>
		Re-add Coral Reefs
	</li>
	<li>
		More direct ways to introduce the player to the game story
	</li>
	<li>
		Elk taming system: The elk should not be locked behind the lore content
	</li>
	<li>
		Better sailing system
	</li>
	<li>
		More work on some of the lore locations
	</li>
	<li>
		A rework of some of the existing animals and <strong>new wild life dangers </strong>for the warm climate zones, all very WIP still:<br />
		<img alt="boar.png.6048638914d19d96866b1d751f097698.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23540" data-ratio="86.19" style="width:268px;height:auto;" width="411" src="//media.vintagestory.at/monthly_2025_02/boar.png.6048638914d19d96866b1d751f097698.png" /> <img alt="hippo.png.b4d3368c80d4ab5f2a0c6a276a23df1a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23541" data-ratio="57.50" style="width:400px;height:auto;" width="898" src="//media.vintagestory.at/monthly_2025_02/hippo.png.b4d3368c80d4ab5f2a0c6a276a23df1a.png" /><br />
		<img alt="crocwalk1.gif.2d0096f94b9a4c51a0698cb98d89c9ef.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="23542" data-ratio="50.00" style="width:670px;height:auto;" width="893" src="//media.vintagestory.at/monthly_2025_02/crocwalk1.gif.2d0096f94b9a4c51a0698cb98d89c9ef.gif" /><br />
		 
	</li>
	<li>
		We also got something smol in the works <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"></span><br />
		<img alt="Child_Balanced-Doll-KneelPlay.gif.26e4bc2ed6a49d70a55b8e01fb6bae15.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="23543" data-ratio="88.86" style="width:350px;height:auto;" width="450" src="//media.vintagestory.at/monthly_2025_02/Child_Balanced-Doll-KneelPlay.gif.26e4bc2ed6a49d70a55b8e01fb6bae15.gif" /><br />
		 
	</li>
	<li>
		In parallel to that, we will more heavily focus on performance and RAM optimizations which will get added whenever the optimization is ready and tested. One of which is already in 1.20.4, another one will make it into 1.20.5 and more of them will come in future updates.<br />
		 
	</li>
</ul>

<p>
	<strong>Beyond 1.21</strong><br />
	Version 1.22 would then become what we originally planned for with v1.21 - dejank a number of mechanics and systems, mechanical power upgrades and likely one or 2 new or reworked crafting mechanics.<br />
	Version 1.23 will be the next major lore update where we will make more extensive use of the new dimension mechanics.
</p>

<p>
	 
</p>

<p>
	<strong>In Summary</strong><br />
	Old plan:<br />
	1.21  Large update focusing on dejank and Mechanical power
</p>

<p>
	<br />
	New plan:<br />
	1.21  Small update to finish 1.20 content and fill in a few game content gaps<br />
	1.22  Large update focusing on dejank and Mechanical power<br />
	1.23  Large Lore update<br />
	<br />
	<strong>One more thing</strong><br />
	Wait you thought that's all? We wouldn't be called Anego Studios if we wouldn't be doing a hundred different things at once <img alt=":D" data-emoticon="" height="20" src="https://content.invisioncic.com/r268468/emoticons/biggrin.png" srcset="https://content.invisioncic.com/r268468/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br />
	We have also hired a fulltime &amp; fullstack game developer that will work on a brand new secret game project completely unrelated to Vintage Story, but also a lot smaller in scope. Work on this project will be fully in parallel to the development of Vintage Story, so there will be no change in pace of updates for VS itself. I do have to say, its quite exciting to see it progressing already, I believe it has lots of potential.
</p>

<p>
	<br />
	That's most of whats happening around Anego Studios that I can think of right now. Next devlog in a month or two + 1.20.5 with fixes soon. Thank you for tuning in and keep being excellent!<br />
	 
</p>
]]></description><guid isPermaLink="false">399</guid><pubDate>Fri, 21 Feb 2025 16:10:00 +0000</pubDate></item><item><title>v1.20.4 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1204-lore-update-the-journey-r398/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	<br />
	This release is identical to 1.20.4-rc.4. We highly recommend to update if you are on 1.20.3.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23304" href="//media.vintagestory.at/monthly_2025_02/2025-02-13_14-02-45.png.b23603c21085d8c188a5ac02684b272e.png" rel=""><img alt="2025-02-13_14-02-45.thumb.png.65a5dc5ffb86ae572b838e6c9c2456c1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23304" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_02/2025-02-13_14-02-45.thumb.png.65a5dc5ffb86ae572b838e6c9c2456c1.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Archbishop, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates (since 1.20.3)</strong>
</p>

<ul>
	<li>
		Feature: For multiplayer servers, added a <strong>connection queue</strong> for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue)
	</li>
	<li>
		Feature: For multiplayer, added a <strong>ModWhiteList </strong>for better control of used mods on game servers (set via serverconfig.json)
	</li>
	<li>
		Tweak: The decorative <strong>chimney block</strong> now covers entire bottom of block, and provides a solid downward face for creating a room
	</li>
	<li>
		Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership)
	</li>
	<li>
		Tweak: Further reduced spawn quantity of new mobs during Temporal Storms
	</li>
	<li>
		Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds)
			</li>
			<li>
				Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data
			</li>
			<li>
				Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens
			</li>
			<li>
				Reduce overkill butterfly spawn attempts
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead
	</li>
	<li>
		Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails
	</li>
	<li>
		Tweak: Allow /wgen pregen command to be run from console
	</li>
	<li>
		Tweak: On World creation when the worldname is empty choose a random one again
	</li>
	<li>
		Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Should permanently fix player phasing into blocks when getting damaged
	</li>
	<li>
		Fixed: Minimap opening at game start when it was supposed to be turned off
	</li>
	<li>
		Fixed: Beehive Kiln instantly firing blocks inside
	</li>
	<li>
		Fixed: Colors in character customization screen now named correctly
	</li>
	<li>
		Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar
	</li>
	<li>
		Fixed: Should fix Elk teleporting into Lava/Boiling water
	</li>
	<li>
		Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough)
	</li>
	<li>
		Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type.
	</li>
	<li>
		Fixed: Rift Ward was blocking rifts even when not activated
	</li>
	<li>
		Fixed: Devastated soil and rock were chiselable
	</li>
	<li>
		Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full
	</li>
	<li>
		Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors
	</li>
	<li>
		Fixed: 2nd Story Chapter boss stuck in mid air
	</li>
	<li>
		Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart
	</li>
	<li>
		Fixed: Maybe fixes players able to break the Jonas lens on the tower
	</li>
	<li>
		Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings.
	</li>
	<li>
		Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error
	</li>
	<li>
		Fixed: Server throwing an exception when the masterserver sends an invalid response
	</li>
	<li>
		Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers
	</li>
	<li>
		Fixed: Can pick up ingot molds while holding a mold
	</li>
	<li>
		Fixed: Overhead chat message no longer displayed
	</li>
	<li>
		Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile)
	</li>
	<li>
		Fixed: Server side exceptions thrown by a bowl of meal in water
	</li>
	<li>
		API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.)
	</li>
	<li>
		API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
	</li>
</ul>
]]></description><guid isPermaLink="false">398</guid><pubDate>Fri, 14 Feb 2025 08:59:00 +0000</pubDate></item><item><title>v1.20.4-rc.1/2/3/4 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1204-rc1234-lore-update-the-journey-r397/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.4-rc.1/2/3 and now -rc.4, all unstable releases, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	As some of you have noticed, our servers were acting up a bit at times over the last couple of weeks. We have now upped the specs on all of them so I am cautiously optimistic that all services should run smooth again ... at least until we get yet another huge influx of new players <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	Rest assured, we are already making preparations to ensure that we can scale quickly if there is a future need.
</p>

<p>
	Taking a break from the server work this weekend, I was able to gather up some of the work the team has been doing in the meanwhile, to bring you another update! Running the Official Public Server has been especially helpful for us in determining what needed additional attention in our multiplayer server hosting software.<br />
	<br />
	Please note, this version 1.20.4-rc.1 is not network compatible with previous versions, i.e. in multiplayer, you won't be able to join a 1.20.3 server if you have updated your game to 1.20.4-rc.1 and the server has not: both server and player would need to be running the same game version.<br />
	<br />
	[Edit:] Also released rc.2. Changelog below.<br />
	[Edit:] Also released rc.3 to fix another issue<br />
	[Edit:] Also released rc.4 to fix sound issues
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="23145" href="//media.vintagestory.at/monthly_2025_02/zerschitzler-house.png.f49b4b7155576c5d9f25091b05716194.png" rel=""><img alt="zerschitzler-house.thumb.png.8d76109216027fadd68f86697b6d8acb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="23145" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_02/zerschitzler-house.thumb.png.8d76109216027fadd68f86697b6d8acb.png" /></a><br />
	<span style="font-size:12px;">Screenshot by ZerSchitzler, shared on #screenshots on Discord</span><br />
	<br />
	<strong>Game updates (rc.4)</strong>
</p>

<ul>
	<li>
		Fixed: Several mobs missing second ropetiable property, and so weren't actually ropetieable.
	</li>
	<li>
		Fixed: Should fix sounds no longer playing after a while
	</li>
	<li>
		Fixed: Can pick up ingot molds while holding a mold
	</li>
</ul>

<p>
	<strong>Game updates (rc.2 / rc.3)</strong>
</p>

<ul>
	<li>
		Fixed: Sounds no longer playing after some minutes, in worlds with many bloomeries, querns and translocators around
	</li>
	<li>
		Fixed: Overhead chat message no longer displayed
	</li>
	<li>
		Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile)
	</li>
	<li>
		Fixed: Server side exceptions thrown by a bowl of meal in water
	</li>
	<li>
		Fixed: If clients leaving while connecting a new player was not connected to the server from the queue
	</li>
	<li>
		Fixed: Connection queue sometimes not connecting next player from the queue
	</li>
	<li>
		API Fixed: Fixed mod incompatibility with RecipeRegistryBase, caused in 1.20.4-rc.1<br />
		 
	</li>
</ul>

<p>
	<strong>Game updates (rc.1)</strong>
</p>

<ul>
	<li>
		Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in <em>serverconfig.json</em> to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue)
	</li>
	<li>
		Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via <em>serverconfig.json</em>)
	</li>
	<li>
		Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room
	</li>
	<li>
		Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership)
	</li>
	<li>
		Tweak: Further reduced spawn quantity of new mobs during Temporal Storms
	</li>
	<li>
		Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds)
			</li>
			<li>
				Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data
			</li>
			<li>
				Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens
			</li>
			<li>
				Reduce overkill butterfly spawn attempts
			</li>
		</ul>
	</li>
	<li>
		Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead
	</li>
	<li>
		Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails
	</li>
	<li>
		Tweak: Allow <em>/wgen pregen</em> command to be run from console
	</li>
	<li>
		Tweak: On World creation when the worldname is empty choose a random one again
	</li>
	<li>
		Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Fixed: Should permanently fix player phasing into blocks when getting damaged
	</li>
	<li>
		Fixed: Minimap opening at game start when it was supposed to be turned off
	</li>
	<li>
		Fixed: Beehive Kiln instantly firing blocks inside
	</li>
	<li>
		Fixed: Colors in character customization screen now named correctly
	</li>
	<li>
		Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar
	</li>
	<li>
		Fixed: Should fix Elk teleporting into Lava/Boiling water
	</li>
	<li>
		Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough)
	</li>
	<li>
		Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type.
	</li>
	<li>
		Fixed: Rift Ward was blocking rifts even when not activated
	</li>
	<li>
		Fixed: Devastated soil and rock were chiselable
	</li>
	<li>
		Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full
	</li>
	<li>
		Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors
	</li>
	<li>
		Fixed: 2nd Story Chapter boss stuck in mid air
	</li>
	<li>
		Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart
	</li>
	<li>
		Fixed: Maybe fixes players able to break the Jonas lens on the tower
	</li>
	<li>
		Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings.
	</li>
	<li>
		Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error
	</li>
	<li>
		Fixed: Server throwing an exception when the masterserver sends an invalid response
	</li>
	<li>
		Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers
	</li>
	<li>
		API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences <u>new</u> "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.)
	</li>
	<li>
		API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">397</guid><pubDate>Sat, 08 Feb 2025 19:47:00 +0000</pubDate></item><item><title>v1.20.2/3 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v12023-lore-update-the-journey-r396/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.2/3, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit:] Also released v1.20.3 to fix a timeout issue when setting up Vintagehosting for the first time
</p>

<p>
	This update should fix some of the more egregious bugs y'all have encountered. Fantastic reception of the 1.20 update so far - we are glad you're all having a good time!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22537" href="//media.vintagestory.at/monthly_2025_01/2025-01-22_22-44-06.png.f8bca0a5f1d0132e9b659574c252e395.png" rel=""><img alt="2025-01-22_22-44-06.thumb.png.f4166d43361737fba81d988f6f73f7a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22537" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_01/2025-01-22_22-44-06.thumb.png.f4166d43361737fba81d988f6f73f7a1.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Fishy, shared on Discord #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Sailboats are now 20% faster than the Raft. Stopgap solution until there are more comprehensive sailing mechanics
	</li>
	<li>
		Fixed: Might fix 2nd story chapter boss getting stuck mid-air
	</li>
	<li>
		Fixed: Fruitpress sometimes stops squeezing juice
	</li>
	<li>
		Fixed: Should fix tamed Elk attacking player on fall damage and similar
	</li>
	<li>
		Fixed: Exception thrown in beehives and skeps
	</li>
	<li>
		Fixed: Exception thrown when chiseling a block for the first time
	</li>
	<li>
		Fixed: Exception thrown in handbook distilling and juicing
	</li>
	<li>
		Fixed: Dead shiver hitbox was too small
	</li>
	<li>
		Fixed: /wgen regen no longer working on some flat worlds
	</li>
	<li>
		Fixed: Basket trap error log spam
	</li>
	<li>
		Fixed: Various small fixes to story locations
	</li>
	<li>
		Fixed: Propick results no longer automatically appearing
	</li>
	<li>
		Fixed: Fruitpress log spam if mash got rotten
	</li>
	<li>
		Fixed: Should fix ServerMain.HandlePlayerIdentification NRE on high player count servers like TOPS
	</li>
	<li>
		Fixed: EntityBehaviorControlledPhysics.FindSteppableCollisionBox() error log spam
	</li>
	<li>
		Fixed: Tamed creature dupe bug
	</li>
	<li>
		API Tweak: Schematic remapping will try to get the version info from the remap name, like "game:v1.20.0-rc.5" and only apply when the remapping version is greater than the schematics version. If it fails to get a version from the remap name it will apply the remapping.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">396</guid><pubDate>Sat, 25 Jan 2025 11:26:00 +0000</pubDate></item><item><title>v1.20.1 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1201-lore-update-the-journey-r395/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.1, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	A small update with some new music and important fixes.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22226" href="//media.vintagestory.at/monthly_2025_01/image.png.bd23f8cdec1401ad2a8310ff9ae25699.png" rel=""><img alt="image.thumb.png.d9198ca43160ed6708cb7d3b1bd07216.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22226" data-ratio="53.80" width="1000" src="//media.vintagestory.at/monthly_2025_01/image.thumb.png.d9198ca43160ed6708cb7d3b1bd07216.png" /></a><br />
	Screenshot by Deus Chirno, shared in #screenshots on Discord
</p>

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

<ul>
	<li>
		Feature: 2 new sound tracks by Hayden. One plays during early fall, another one is a new tuning cylinder
	</li>
	<li>
		Fixed: Able to take out hot ingots from mold by breaking the mold
	</li>
	<li>
		Fixed: Updated trader buying/selling lists. Fixes trader selling invalid tapestry
	</li>
	<li>
		Fixed: Spirit giving too much satiety
	</li>
	<li>
		Fixed: Should better fix some chunks only generating pure stone
	</li>
	<li>
		Fixed: Client crash in the SoundEngine due to Reverb
	</li>
	<li>
		Fixed: Elk Medallions not working as intended
	</li>
	<li>
		Fixed: Temporary mitigation against a bug that can crash the server due to invalid player position
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">395</guid><pubDate>Sat, 18 Jan 2025 16:06:00 +0000</pubDate></item><item><title>v1.20.0 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v1200-lore-update-the-journey-r391/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0, a stable release can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Well here we go, this stupendously large update is finally "complete enough". At this point we feel confident that everybody can and should update to 1.20. As mentioned in the pre.1 and rc.1 blog post, the primary goal of this update was to advance the game story, which we have achieved successfully. For me personally, it was awesome to see how the entire VS Team came together to push onward the idea of what is Vintage Story. It was not without its fair share of mistakes, misdirection and disagreement, mind you. Yet, we managed to push through and build something that we find truly worthwhile. The experience we went through as a team makes it all the more evident that - as with any other form of mastery - game development is a continuous learning process.
</p>

<p>
	As for you, dear players, I can only repeat myself - thank you so much for being here! Your contributions are immensely helpful for us, whether it be a purchase, a bug report, testing 1.20, creating a mod, critical feedback or simply just a comment on our discord server. We deeply appreciate your participation in our very wholesome community.
</p>

<p>
	<strong>Can I start playing 1.20 now?</strong><br />
	Yes, we recommend everyone updating to 1.20 at this point. 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.<br />
	Please keep in mind, 1.20.0 stable does not mean the game is now fully devoid of issues. When we mark a release as stable it means we feel confident that it is stable enough for 99% of players. There will likely still be a couple more 1.20 stable releases in future as we come across new issues.
</p>

<p>
	<strong>Can I explore the new lore content now?</strong><br />
	Yes! To get you started with the lore content - <strong>revisit the Resonator</strong> at the Library, listen to it, then revisit the same Treasure Hunter trader who originally 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! You can look forward to visiting 4 unique new story locations!<br />
	<br />
	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. For now, it is required to visit the Resonance Archives in order to unlock the ability to claim and ride an elk.
</p>

<p>
	<strong>Still unfinished</strong><br />
	There are a number of aspects that we would like to polish further, likely as part of a minor update for 1.20 still:<br />
	Small tweaks and additions to the lore locations. The sailboat needs more work, to feel 'just right'. The coral reefs we teased in pre.1 have been disabled as we are not yet satisfied with them. An elk-taming system that does not require getting into the lore content. Various other small additions.
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20 - The Journey" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/C5v8NaRVIyk?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Screenshots</strong><br />
	<br />
	Mount system: Rideable Elk and Sailboat
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	Added Elk Ownership system. Outfit your elk with a medallion to be able to call it and see it on the map<br />
	<img alt="calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20916" data-ratio="100.00" style="width:400px;height:auto;" width="460" src="//media.vintagestory.at/monthly_2024_11/calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" />
</p>

<p>
	<br />
	Added 21 types of elk blankets and 15 types of Medallions to customize the looks of your Elk<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20917" href="//media.vintagestory.at/monthly_2024_11/blankets.png.1d87fc21255462bdf5d9447d28e23019.png" rel=""><img alt="blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20917" data-ratio="14.30" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22086" href="//media.vintagestory.at/monthly_2025_01/image.png.981f7a949d6ca7013aabcec087f62a7f.png" rel=""><img alt="image.thumb.png.428be7397758b4e02436e7fb3d5306e1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22086" data-ratio="16.60" width="1000" src="//media.vintagestory.at/monthly_2025_01/image.thumb.png.428be7397758b4e02436e7fb3d5306e1.png" /></a><br />
	<br />
	Sailboat construction system<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" />
</p>

<p>
	Equippable sailboats to travel the seas (wip)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22089" href="//media.vintagestory.at/monthly_2025_01/sailboat.png.bf9593de930ce4b377dd6794804d274a.png" rel=""><img alt="sailboat.thumb.png.708cff7314d7dad49874be048cec4499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22089" data-ratio="72.30" width="1000" src="//media.vintagestory.at/monthly_2025_01/sailboat.thumb.png.708cff7314d7dad49874be048cec4499.png" /></a><br />
	<br />
	Upgraded Raft: now has stowage for the oar and can carry a basket<br />
	<img alt="raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20051" data-ratio="75.20" width="496" src="//media.vintagestory.at/monthly_2024_09/raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" /><br />
	<br />
	Ocean Content: Visual upgrade - murky shader and opaque oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Ocean and Lake Content: Many more underwater plants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20003" href="//media.vintagestory.at/monthly_2024_09/uplants.png.bb8932fd1ff9548f5dcdb73c29372c37.png" rel=""><img alt="uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20003" data-ratio="42.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" /></a>
</p>

<p>
	<br />
	Added dynamic color grading and Crops now get frosted<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20918" href="//media.vintagestory.at/monthly_2024_11/dyngrading2.gif.8afb3453316dfc3274ef60490f5a6a02.gif" rel=""><img alt="dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20918" data-ratio="49.50" style="width:500px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20919" href="//media.vintagestory.at/monthly_2024_11/frostcrop.gif.d0cfd7bf65aec5fc31f3fc922d7917d4.gif" rel=""><img alt="frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20919" data-ratio="55.80" style="width:450px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_11/frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" /></a><br />
	<br />
	Reworked wolf model and animations<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" />
</p>

<p>
	Bricks overhaul. 130+ new variants of brick blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a><br />
	The beehive kiln: A new system of baking bricks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19995" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.png.2ff4795ca6f40051dc40f1f19aafe1fc.png" rel=""><img alt="2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19995" data-ratio="115.03" width="652" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" /></a><br />
	<br />
	Added Wattle&amp;Daub blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22073" href="//media.vintagestory.at/monthly_2025_01/daub.png.41ff5dc2477baa0192d5916979e8820b.png" rel=""><img alt="daub.thumb.png.ea02949f148e738734bb2306088d2eb2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22073" data-ratio="28.30" width="1000" src="//media.vintagestory.at/monthly_2025_01/daub.thumb.png.ea02949f148e738734bb2306088d2eb2.png" /></a><br />
	<br />
	Added bamboo fence and fence gates<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="22074" href="//media.vintagestory.at/monthly_2025_01/bamboofence.png.70b9ffcb4f26202d73033531bddbf1c4.png" rel=""><img alt="bamboofence.thumb.png.7055ef4bc394edcefd294eb1d569a1ac.png" class="ipsImage ipsImage_thumbnailed" data-fileid="22074" data-ratio="25.00" width="1000" src="//media.vintagestory.at/monthly_2025_01/bamboofence.thumb.png.7055ef4bc394edcefd294eb1d569a1ac.png" /></a><br />
	<br />
	Trapdoors are now wood-typed, come in 2 variants each and animated like the door.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20050" href="//media.vintagestory.at/monthly_2024_09/trapdoors.png.e922c58c6fc1773758df3d847a4f86d8.png" rel=""><img alt="trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20050" data-ratio="66.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" /></a><br />
	<br />
	Chair &amp; Table model redesign<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2024_12/2024-11-27_23-16-01.jpg.31d82363777a8e6923ceab560c0b5f2b.jpg" rel="external nofollow"><img alt="2024-11-27_23-16-01.thumb.jpg.0383fbf2e716642555a8acab2da8a00d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="21431" data-ratio="44.33" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_12/2024-11-27_23-16-01.thumb.jpg.0383fbf2e716642555a8acab2da8a00d.jpg" /></a><span> </span><br />
	<br />
	Added insect life
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.<br />
	<img alt="sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20062" data-ratio="54.58" style="width:254px;height:auto;" width="472" src="//media.vintagestory.at/monthly_2024_09/sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" /><img alt="sturdybag.png.c006970caa414542d56958bc3034f378.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20063" data-ratio="56.08" style="width:246px;height:auto;" width="455" src="//media.vintagestory.at/monthly_2024_09/sturdybag.png.c006970caa414542d56958bc3034f378.png" /><br />
	<img alt="sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20064" data-ratio="54.55" style="width:500px;height:auto;" width="864" src="//media.vintagestory.at/monthly_2024_09/sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" />
</p>

<p>
	Two new types of bombs<br />
	<img alt="scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20006" data-ratio="42.52" style="width:400px;height:auto;" width="651" src="//media.vintagestory.at/monthly_2024_09/scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" /> <img alt="stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20005" data-ratio="52.57" style="width:322px;height:auto;" width="653" src="//media.vintagestory.at/monthly_2024_09/stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" />
</p>

<p>
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	<br />
	The 100+ world configs are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21430" href="//media.vintagestory.at/monthly_2024_12/Screenshot2024-12-19233254.png.84ed94bcb94c8db09d5fcf103a9928be.png" rel=""><img alt="Screenshot2024-12-19233254.thumb.png.7b2d4958071577d7b51ea1687a3d56f2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21430" data-ratio="88.76" width="845" src="//media.vintagestory.at/monthly_2024_12/Screenshot2024-12-19233254.thumb.png.7b2d4958071577d7b51ea1687a3d56f2.png" /></a><br />
	<br />
	Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20004" href="//media.vintagestory.at/monthly_2024_09/boom.png.edf06d45b5b8db7acc255ede4c6b1df8.png" rel=""><img alt="boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20004" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" /></a>
</p>

<p>
	<br />
	The most common hot items are now held correctly with the tongs<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/tongs.png.eda0ff168f5410cd6b8c61e55cc9c7dd.png" rel="external nofollow"><img alt="tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19996" data-ratio="150.50" style="width:300px;height:auto;" width="498" src="//media.vintagestory.at/monthly_2024_09/tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" /></a><br />
	<br />
	Hot ground stored items are now also incandescent and shading of held ones is improved.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19997" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.png.d63feb12f1bd97f068055a680f59369f.png" rel=""><img alt="2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19997" data-ratio="16.10" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" /></a>
</p>

<p>
	Lava and Boiling water now kills nearby grass<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20052" href="//media.vintagestory.at/monthly_2024_09/singe.png.1d339bf27190cf514f6325db969eb3cc.png" rel=""><img alt="singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20052" data-ratio="43.60" style="width:800px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2024_09/singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" /></a><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" style="width:300px;height:auto;" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	More beams for creative mode players - shingled roof, ropes of various thicknesses and chains<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/beams.png.006e0d1ee930e94fab5f5c5df6a92ea4.png" rel="external nofollow"><img alt="beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20053" data-ratio="84.13" style="width:700px;height:auto;" width="891" src="//media.vintagestory.at/monthly_2024_09/beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" /></a>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates since v1.19</strong>
</p>

<ul>
	<li>
		Feature: <strong>4 new major story location, each uniquely different</strong>. Begin your journey at the Treasure Hunter trader!
	</li>
	<li>
		Feature: <strong>Animal Riding system</strong>.
		<ul>
			<li>
				First Mount: The Elk
			</li>
			<li>
				Uses a brand new interaction system that allows one to target individual parts of a creature
			</li>
			<li>
				For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe
			</li>
			<li>
				Can be kitted out with additional storage options and be used like a tool rack for various items
			</li>
			<li>
				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.
			</li>
			<li>
				Can ride without holding down a button, using a bridle built for long distance travel
			</li>
			<li>
				<strong>Ownership system</strong>. Attach a 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.
			</li>
			<li>
				Added interaction help for elk and sailboat
			</li>
			<li>
				Added <strong>15 types of blankets </strong>for the Elk
			</li>
			<li>
				Added <strong>16 types of medallions</strong> for the Elk
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>The sailboat</strong>
		<ul>
			<li>
				A much larger watercraft compared to the Raft currently in the game
			</li>
			<li>
				Uses brand new physics for the correct simulation of non-square creatures and entities
			</li>
			<li>
				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
			</li>
			<li>
				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
			</li>
			<li>
				Is not carryable, it must be built step-by-step near water
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Upgraded Raft</strong> They now have stowage space for the oars and one basket
	</li>
	<li>
		Feature: <strong>The bricks and brick firing overhaul</strong>
		<ul>
			<li>
				<strong>Added behive kiln</strong>: 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
			</li>
			<li>
				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, inside bauxite areas or crafted from blue clay and flint.
			</li>
			<li>
				Added a huge amount of variety of bricks with different sizes, patterns and colors
			</li>
			<li>
				Added 'uneven' style bricks (running, header, and soldier patterns only)
			</li>
			<li>
				Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln
			</li>
			<li>
				Jugs can now be fired into multiple colors in the beehive kiln, more variety coming to other ceramics soon
			</li>
		</ul>
	</li>
	<li>
		<strong>Experimental Feature: Ropes/Leashes, Attempt #2</strong>
		<ul>
			<li>
				This is a second attempt at getting it gameplay ready, it might get removed again!
			</li>
			<li>
				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.
			</li>
			<li>
				A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first
			</li>
			<li>
				Can now lengthen/shorten rope with tool modes when holding rope in hand.
			</li>
			<li>
				Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles.
			</li>
			<li>
				Rope now visually attaches to animal necks and player hands.
			</li>
			<li>
				Fixed multiple issues related to rope
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>2 New Hostile Mobs</strong><span>:</span> The Shiver and the Bowtorn, each with multiple variants
	</li>
	<li>
		Feature:<strong> Insects!</strong> Tiny noisy particles that make the world feel more alive
		<ul>
			<li>
				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.
			</li>
			<li>
				Added very noisy cicadas to warmer areas
			</li>
			<li>
				Added swarms of mating gnats above wet area lakes
			</li>
			<li>
				Added uncommon coquis to jungle-type areas
			</li>
			<li>
				Added Water strider on water sources
			</li>
			<li>
				Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Tabbed customize world screen. </strong>Makes it alot easier to navigate through the myriad of world configs the game offers nowadays.
	</li>
	<li>
		Feature: <strong>Added solar eclipses</strong>. 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.
	</li>
	<li>
		Feature: Tool and ingot <strong>molds will now shatter</strong> 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.
	</li>
	<li>
		Feature:<strong> Greatly improved Water visuals</strong>
		<ul>
			<li>
				Feature: New render pass to visualize <strong>water murkiness</strong>. Water surface visual tuning
			</li>
			<li>
				Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans
			</li>
			<li>
				Fixed fog visible inside lakes
			</li>
			<li>
				Fixed: Some water block pixels highly visible through thick fog
			</li>
			<li>
				Should finally, finally also fix ugly noise pattern on water edge foam
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added more water plants: </strong>Added giant water lilies and a whole lot of new underwater plants
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (not survival craftable)
		<ul>
			<li>
				Feature: Added 2x3 gate
			</li>
			<li>
				Feature: Added quad logs
			</li>
			<li>
				Feature: Added plaster washes, white and yellow variants
			</li>
			<li>
				Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'.
			</li>
			<li>
				Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP)
			</li>
			<li>
				Added 'scratched white paint' decor overlay block (creative mode only)
			</li>
			<li>
				Tweak: Added Ruined torchholder model
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> New Blocks</strong> (survival craftable/acquirable)
		<ul>
			<li>
				Added several new lore related tapestries
			</li>
			<li>
				Added new storage vessels. Purchasable at various NPCs
			</li>
			<li>
				Added <strong>Wattle &amp; Daub</strong>, crafted using fence + daub
			</li>
			<li>
				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 extension
			</li>
			<li>
				Tweak: Added four sets of ruins-only brick
			</li>
			<li>
				Feature: Added bamboo fences and gates. Added bamboo piles
			</li>
			<li>
				Feature: Added wooden roofing blocks
			</li>
			<li>
				Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much
			</li>
			<li>
				Tweak: Added electrum lantern. Electrum can now be used in lantern lining
			</li>
			<li>
				Tweak: Added continuous smooth roof plane beams
			</li>
			<li>
				Tweak: Added 'ridge beams' for roofs.  Meant to be used in peaks and valleys, and to cover 'loose ends'
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>master sound slider </strong>to affect the volume of all ingame sounds
	</li>
	<li>
		Feature: Added <strong>two special sound effects</strong>
		<ul>
			<li>
				Sound dampening effect when underwater
			</li>
			<li>
				Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Dynamic color grading</strong>. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
	</li>
	<li>
		Feature: <strong>Shield mechanic improvements</strong>
		<ul>
			<li>
				More oomphy shield blocking sounds. Added light &amp; heavy metal shield hit + heavy wood shield hit
			</li>
			<li>
				Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
			</li>
			<li>
				Some high flying projectiles were not correctly blocked by shields
			</li>
			<li>
				Shield block animation now only plays when successfully blocked
			</li>
		</ul>
	</li>
	<li>
		Feature: The new <strong>clay brick chimney</strong>s now emit smoke if there is a burning firepit or pit kiln below
	</li>
	<li>
		Feature: Added one new really very large, very rare surface ruin and several house ruins
	</li>
	<li>
		Feature: Left click a crock or pot in inventory with one empty bowl to fill it from the crock. Allows meal transfer without block placement.
	</li>
	<li>
		Feature: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Tweak: Improve overall CPU side performance anywhere from 5% to 30% <span style="font-size:12px;">(Technical info: Simply by enabling Dynamic PGO)</span>
			</li>
			<li>
				Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% <span style="font-size:12px;">(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)</span>
			</li>
			<li>
				Fixed: Very large Video-RAM leak when traveling more than 5000 blocks <span style="font-size:12px;">(reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)</span>
			</li>
			<li>
				Fixed: A number of small memory leaks on world leave
			</li>
			<li>
				Tweak: Reduced startup time on certain savegames <span style="font-size:12px;">(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)</span>
			</li>
			<li>
				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
			</li>
			<li>
				Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
			</li>
			<li>
				Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks <span style="font-size:12px;">(Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)</span>
			</li>
			<li>
				Tweak: Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed
			</li>
			<li>
				Tweak: Improved chunk-redrawing (tesselation) time for chiselled blocks, may help to reduce block lag and improve map loading in some heavily-chiselled areas of the world, for example the Library within the Resonance Archives
			</li>
			<li>
				 
			</li>
			<li>
				Fixed: Lag spikes caused by ChunkMapLayer when teleporting
			</li>
			<li>
				Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
			</li>
			<li>
				Fixed: Memory leak in the dialogue system
			</li>
			<li>
				Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
			</li>
			<li>
				Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
			</li>
			<li>
				Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
			</li>
			<li>
				Tweak: Raw fish satiety reduced from 220 to 100
			</li>
			<li>
				Tweak: Path blocks are now reinforcable with the block reinforcement system
			</li>
			<li>
				Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
			</li>
			<li>
				Fixed: Thrown spear when player standing back to a wall was hitting this wall
			</li>
			<li>
				Fixed: Range distance character trait did not affect spears
			</li>
			<li>
				Fixed: Should fix spears damaging creatures multiple times on impact
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creature AI improvements</strong>
		<ul>
			<li>
				Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.
			</li>
			<li>
				Fixed hostile mob target circling behavior working again
			</li>
			<li>
				Attacking hyena pups and moose infants now alarms nearby adults
			</li>
			<li>
				Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly
			</li>
			<li>
				Fixed: Fix 3 major bugs in the A* pathfinding system
				<ul>
					<li>
						Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself
					</li>
					<li>
						Entity considered itself stuck when it wasn't and canceled its current action as a result
					</li>
					<li>
						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. )
					</li>
				</ul>
			</li>
			<li>
				Fixed: Hopefully a number of cases of animals not running away upon getting hit
			</li>
			<li>
				Fixed: A* Bug - Entities running in circles on halfslabs
			</li>
			<li>
				Fixed: Creatures not getting out of water when they should
			</li>
			<li>
				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
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further <strong>visual fine tuning</strong>
		<ul>
			<li>
				Feature: All Seraph clothing is now in 3D
			</li>
			<li>
				Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding.
			</li>
			<li>
				Feature: Added <strong>rust decor </strong>to locust nests
			</li>
			<li>
				Feature: Wrenches now have different models depending on metal type
			</li>
			<li>
				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.
			</li>
			<li>
				Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay.
			</li>
			<li>
				Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes)
			</li>
			<li>
				Tweak: Made snow particles more affected by wind
			</li>
			<li>
				Fixed: Temporal storm glitch effect on blocks went missing in 1.19
			</li>
			<li>
				Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom
			</li>
			<li>
				Fixed: Broken transparency on glass case bookshelf models
			</li>
			<li>
				Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does
			</li>
			<li>
				Fixed: Jitter when doing left click scything and then holding right mouse button.
			</li>
			<li>
				Fixed: Seraph sliding issues while on a wobbly raft
			</li>
			<li>
				Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down
			</li>
			<li>
				Fixed: Fireflies and lightning flash particles not properly glowing
			</li>
			<li>
				Tweak: Fp Animation for pouring liquid metal improved.
			</li>
			<li>
				Tweak: Adjusted tool mold held transforms
			</li>
			<li>
				Tweak: Held anvil and anvil parts now shown as held in both hands.
			</li>
			<li>
				Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark
			</li>
			<li>
				Tweak: First person hands, lag slightly behind when changing view direction, looks more natural
			</li>
			<li>
				Tweak: Remove shinyness effect from iron and lead metal blocks
			</li>
			<li>
				Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage
			</li>
			<li>
				Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming
			</li>
			<li>
				Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?!
			</li>
			<li>
				Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block
			</li>
			<li>
				Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded
			</li>
			<li>
				Fixed: Mitigate super squeezed textures on support beams at the end of the beam
			</li>
			<li>
				Fixed: Chest labels wind waving in some cases
			</li>
			<li>
				Fixed: Misaligned texture on the underside of firewood
			</li>
			<li>
				Fixed: Charcoal piles and snow layer texture appeared to remove material from the bottom layer of the pile, not the top of the pile, when material was removed
			</li>
			<li>
				Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
			</li>
			<li>
				Tweak: Additional visual effect while drunk (vary ambient bloom level)
			</li>
			<li>
				Tweak: Topsoil grass coverage texture is now randomly rotated
			</li>
			<li>
				Tweak: Crops now have a frost overlay
			</li>
			<li>
				Tweak: Improve SSAO quality, particularly the high quality setting
			</li>
			<li>
				Tweak: Can now set LodBiasFar in the graphics settings
			</li>
			<li>
				Tweak: Don't wildly wiggle around offhand torch while knapping
			</li>
			<li>
				Tweak: Water striders now tightly follow the water line
			</li>
			<li>
				Tweak: Disable sideways swivel for swimming land dwellers
			</li>
			<li>
				Tweak: Fine tuned fire particles
			</li>
			<li>
				Tweak: Reduced strong red ambiance during Nights
			</li>
			<li>
				Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
			</li>
			<li>
				Fixed: Mediterranean cypress in large planter had wrong foliage tinting
			</li>
			<li>
				Fixed: Night vision mask visually conflicting with hoods
			</li>
			<li>
				Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
			</li>
			<li>
				Fixed: Animation jerkiness on the Resonator block
			</li>
			<li>
				Fixed: Animated blocks still animated while paused
			</li>
			<li>
				Fixed: Creatures sideways-swiveled too quickly when turning
			</li>
			<li>
				Fixed: Some animation jerkiness with traders
			</li>
			<li>
				Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
			</li>
			<li>
				Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
			</li>
			<li>
				Fixed: Very jerky fp arm movements on very low fps
			</li>
			<li>
				Fixed: Offcentered down arrow on dropdown GUI elements
			</li>
			<li>
				Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
			</li>
			<li>
				Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
			</li>
			<li>
				Fixed: Firestarter did not play animation when using on pitkiln
			</li>
			<li>
				Fixed: Other drunken player made your own player character wobbly
			</li>
			<li>
				Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Indoor rain sound</strong> improvements
		<ul>
			<li>
				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)
			</li>
			<li>
				Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cave ins are now <strong>less predictable</strong>, as they can collapse more blocks and create additional cave ins nearby
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				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
			</li>
			<li>
				Tweak: Standard mining bag buff from 10 slots to 12 slots
			</li>
			<li>
				Tweak: Farmland buff - now dries out after 96 hours, instead of 48
			</li>
			<li>
				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%
			</li>
			<li>
				Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively
			</li>
			<li>
				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
			</li>
			<li>
				Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player
			</li>
			<li>
				Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value.
			</li>
			<li>
				Tweak: Buying price and demand for aged crates by traders reduced
			</li>
			<li>
				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.
			</li>
			<li>
				Tweak: Fruit press now requires a metal rod, rather than metal ingot
			</li>
			<li>
				Tweak: Hyena drops reduced
			</li>
			<li>
				Tweak: Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust.
			</li>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
			<li>
				Tweak: Edible bamboo shoots now spoil faster
			</li>
			<li>
				Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1
			</li>
			<li>
				Tweak: Don't spawn cassava crop in deserts (minrain 0.2 =&gt; 0.28)
			</li>
			<li>
				Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits
			</li>
			<li>
				Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire
			</li>
			<li>
				Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety
			</li>
			<li>
				Tweak: Quern recipe now also require a hammer and chisel
			</li>
			<li>
				Tweak: Bucket crafting recipe now also accepts rope, in addition to twine.
			</li>
			<li>
				Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava
			</li>
			<li>
				Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving
			</li>
			<li>
				Tweak: Add flint deposits to limestone.  Add extra-large but rare flint deposits in limestone and chalk
			</li>
			<li>
				Tweak: Cementation Furnace process can now also break refractory brick grating
			</li>
			<li>
				Tweaks: Reduce knock-back y-motion when the attack is mostly vertical
			</li>
			<li>
				Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway)
			</li>
			<li>
				Tweak: Bow aiming accuracy rework
				<ul>
					<li>
						The Ranged accuracy stat should now have a significantly more noticeable impact
					</li>
					<li>
						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.
					</li>
				</ul>
			</li>
			<li>
				Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products'
			</li>
			<li>
				Tweak: Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations
			</li>
			<li>
				Tweak: Adjusted surface ruin generation for balancing reasons, and to better support large ruins
			</li>
			<li>
				Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit
			</li>
			<li>
				Fixed: Clay oven not providing heat to the player
			</li>
			<li>
				Fixed: Tropical wild vines could not be used to make rope.
			</li>
			<li>
				Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New optional survival challenges</strong>
		<ul>
			<li>
				In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket.
			</li>
			<li>
				In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Creative mode changes</strong>
		<ul>
			<li>
				Feature: Can now use wrench to offset clutter model
			</li>
			<li>
				Feature: Worldedit overhaul
				<ul>
					<li>
						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)
					</li>
					<li>
						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)
					</li>
					<li>
						Feature: option for import tool to not update the position on right-click (UPP)
					</li>
					<li>
						Feature: start and end position markers within the selection
					</li>
					<li>
						Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock)
					</li>
					<li>
						Feature: Hotkey for CTRL + Z for undo (can be changed in controls)
					</li>
					<li>
						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)
					</li>
					<li>
						Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments
					</li>
					<li>
						Tweak: Moved the step size setting to the main control (top left)
					</li>
					<li>
						Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool
					</li>
					<li>
						Fixed: Magic wand on pressing left mouse button it would destroy blocks
					</li>
					<li>
						Fixed: Preview selection and place issues with the chisel brush tool
					</li>
					<li>
						Fixed: Mirror with beams
					</li>
					<li>
						Fixed: Slanted roofs not rotating properly
					</li>
					<li>
						Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them
					</li>
				</ul>
			</li>
			<li>
				Tweak: Added selectable collider block for chiseling with
			</li>
		</ul>
	</li>
	<li>
		Tweak: Inventory management tuning
		<ul>
			<li>
				Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound)
			</li>
			<li>
				Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory
			</li>
			<li>
				Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway
			</li>
			<li>
				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
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Handbook &amp; Tutorial improvements</strong>
		<ul>
			<li>
				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
			</li>
			<li>
				Fixed no intuitive way to complete the last tutorial step.
			</li>
			<li>
				Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings
			</li>
			<li>
				Slightly less bad command handbook text formatting, added scale font tag, e.g. &lt;font scale="80%"&gt;  
			</li>
			<li>
				Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
			</li>
			<li>
				Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
			</li>
			<li>
				Handbook did not mention that hot molds will shatter when wet
			</li>
			<li>
				Crash on handbook entry for parchment when hovering over the label-create recipe
			</li>
			<li>
				Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable)
			</li>
			<li>
				Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR)
			</li>
			<li>
				UI alignment of [hotkey] included in handbook texts etc
			</li>
			<li>
				Further charcoal pile improvements, updated charcoal burning handbook entry
			</li>
			<li>
				Add distillation properties to handbook (by jacopouggeri)
			</li>
			<li>
				In the handbook, consumable liquids now show "When drunk ..." text instead of "When eaten..."
			</li>
			<li>
				Handbook: Marble-topped tables added text to make clear the requirement for steel saw
			</li>
			<li>
				Grouped several blocks and items in handbook to de-clutter 'ingredient for' sections
			</li>
			<li>
				First Steps Tutorial will now only close when a lit torch is placed
			</li>
			<li>
				Fixed: Tutorial page in Handbook non-responsive Start Tutorial button
			</li>
			<li>
				Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR
			</li>
			<li>
				Fixed: Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time
			</li>
			<li>
				Fixed: Spirits not listed in the Survival Handbook
			</li>
			<li>
				Fixed: Incorrect Handbook information and labeling of liquid recipe output
			</li>
			<li>
				Fixed: Handbook reported the wrong portion size for CooksInto recipes
			</li>
			<li>
				Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown
			</li>
			<li>
				Fixed: Rare crash in First Steps Tutorial if fire pit glitched. [Github #4829]
			</li>
		</ul>
	</li>
	<li>
		Tweak: Gameserver changes
		<ul>
			<li>
				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.
			</li>
			<li>
				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
			</li>
			<li>
				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)
			</li>
			<li>
				Tweak: Server advertising on the public servers list is no longer enabled by default
			</li>
			<li>
				Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs
			</li>
			<li>
				Tweak: Added server Audit log for PVP damage
			</li>
			<li>
				Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m²
			</li>
			<li>
				Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire
			</li>
			<li>
				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.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Chat Commands changes
		<ul>
			<li>
				Tweak: Improve command help output for ban command
			</li>
			<li>
				Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions
			</li>
			<li>
				Tweak: Add .debug wireframe landclaim utility as admin
			</li>
			<li>
				Tweak: Add rudimentary command exporter for the wiki .chb expcmds
			</li>
			<li>
				Fixed: Command /we replace-material did not work for beams on chiseled blocks
			</li>
		</ul>
	</li>
	<li>
		Tweak: Performance tweaks
		<ul>
			<li>
				Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps-&gt;42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader)
			</li>
			<li>
				Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range)
			</li>
			<li>
				Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth
			</li>
		</ul>
	</li>
	<li>
		Tweak: Improved translation support
		<ul>
			<li>
				Fixed: Localization: Plaques in the Resonance Archives, and similar signs in ruins or story locations, are now visible in Asian, Arabic and Cyrillic alphabets. [Github #4748]
			</li>
			<li>
				Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
			</li>
			<li>
				Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
			</li>
			<li>
				Fixed: New game version text in the main menu was cut off for some translations
			</li>
			<li>
				Fixed: Added many missing translation entries
			</li>
		</ul>
	</li>
	<li>
		Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip)
	</li>
	<li>
		Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location
	</li>
	<li>
		Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode
	</li>
	<li>
		Tweak: Less squishy entity pushing. Made rafts and boats pushable
	</li>
	<li>
		Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved.
	</li>
	<li>
		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
	</li>
	<li>
		Tweak: Increase chance of inlog beehive spawning
	</li>
	<li>
		Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log
	</li>
	<li>
		Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot.
	</li>
	<li>
		Tweak: Rename rope item to 'coiled rope'. 
	</li>
	<li>
		Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head
	</li>
	<li>
		Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head.
	</li>
	<li>
		Tweak: Male and female wolf size now vary by +/5%
	</li>
	<li>
		Tweak: Described how lightning rods works in the block description, as it was undocumented.
	</li>
	<li>
		Tweak: Dont raise shield while interacting with something, i.e. right mouse button down
	</li>
	<li>
		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.
	</li>
	<li>
		Tweak: Revert explosion sounds to old style
	</li>
	<li>
		Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load
	</li>
	<li>
		Tweak: Vine sections can now be grid-swapped into end sections, and vice versa.
	</li>
	<li>
		Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course
	</li>
	<li>
		Tweak: Multiplayer server management improvements
		<ul>
			<li>
				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
			</li>
			<li>
				Feature: Can now set config /worldconfigcreate double allowClassChangeAfterMonths 6 to automatically allow players a class change every 6 real life months. Can also allow a shorter wait time before first class change via /worldconfigcreate double firstClassChangeOffsetMonths -5
			</li>
			<li>
				Tweak: /kick command now also accepts a player selector
			</li>
			<li>
				Tweak: /group command should now deliver localized messages to the player
			</li>
			<li>
				Tweak: Improve Audit logging for take/put of contents from many blocks by a player
			</li>
			<li>
				Tweak: Cleaner UI for Server Disconnected Screen
			</li>
			<li>
				Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
			</li>
			<li>
				Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
			</li>
			<li>
				Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
			</li>
			<li>
				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
			</li>
			<li>
				Tweak: Schematics importing is now more robust against broken block codes
			</li>
			<li>
				Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
			</li>
			<li>
				Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
			</li>
			<li>
				Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
			</li>
		</ul>
	</li>
	<li>
		Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
	</li>
	<li>
		Tweak: Various chat commands adjustments
		<ul>
			<li>
				Added user warning on "/time speed" commands
			</li>
			<li>
				Can now supply itemstack attributes to /giveitem and /giveblock
			</li>
			<li>
				Added new /we importl &lt;filename&gt; 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)
			</li>
			<li>
				Added ".cam loadold" to be able to load pre 1.20 paths
			</li>
			<li>
				Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
			</li>
			<li>
				Add "/worldedit microblock setname" to set a name for multiple microblocks
			</li>
			<li>
				Add alias /sc for /serverconfig
			</li>
			<li>
				Add /entity set-angle yaw &lt;degrees&gt; command
			</li>
			<li>
				Add /we gcc command to export CustomLandClaims json for storystructures.json
			</li>
			<li>
				Corrected saving of /serverconfig whitelistmode &lt;on/off/default&gt; changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
	</li>
	<li>
		Tweak: Add more waypoint suggestions
	</li>
	<li>
		Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
	</li>
	<li>
		Tweak: Don't message box the player on thread crash on exit, just log a warning.
	</li>
	<li>
		Tweak: Ingot Molds are now placed in the facing direction
	</li>
	<li>
		Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
	</li>
	<li>
		Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
	</li>
	<li>
		Tweak: Lowered ground storable hitbox for jugs and pots
	</li>
	<li>
		Tweak: Update Trader Buying/Selling lists
	</li>
	<li>
		Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
	</li>
	<li>
		Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
	</li>
	<li>
		Tweak: Spiderweb is now combustible
	</li>
	<li>
		Tweak: Falling blocks system improvments
		<ul>
			<li>
				Fixed blocks floating up to the surface
			</li>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
			<li>
				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).
			</li>
			<li>
				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.
			</li>
			<li>
				Fixed: 2 layers of rock above mantle being fully unstable
			</li>
			<li>
				Fixed: exception on massive cave-ins
			</li>
			<li>
				Fixed: falling blocks getting stuck in flowing water
			</li>
			<li>
				Added random falling direction to spread out landslides
			</li>
		</ul>
	</li>
	<li>
		Tweak: Linux run.sh now also works when used from a symbolic link
	</li>
	<li>
		Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
	</li>
	<li>
		Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
	</li>
	<li>
		Tweak: NPCs now reveal their name when asked about it.
		<ul>
			<li>
				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
			</li>
		</ul>
	</li>
	<li>
		Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
	</li>
	<li>
		Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
	</li>
	<li>
		Tweak: Disable render meta blocks mode when entering survival mode
	</li>
	<li>
		Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
	</li>
	<li>
		Tweak: Prevent errors caused by unclean installs. Game now tests for a clean install - if files from an older game version are still in place, it will now error and exit
	</li>
	<li>
		Tweak: Added long distance elk call sound also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations
	</li>
	<li>
		Tweak: Treasure Hunter trader will only give you another map to the story location if you don't have the first one
	</li>
	<li>
		Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench
	</li>
	<li>
		Tweak: Charcoal Pit and Charcoal Pile fixes: Firepit can now also be placed non-centered and still fire an entire 11x11x11 pit, now should register solid metal doors as airtight, will ignite combustible pit walls and the charcoal pile collapses when dug instead of left floating (pizza2004 PR)
	</li>
	<li>
		Tweak: Max world height for survival worlds is now capped to 512, as anything beyond that creates ugly terrain and also breaks the lore locations
	</li>
	<li>
		Tweak: World configuration setting "Player lives" is now found on the Player spawn &amp; death tab
	</li>
	<li>
		Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel
	</li>
	<li>
		Tweak: Added tooltip warning players to preheat the clay oven
	</li>
	<li>
		Tweak: A few tweaks and fixes to the Settings menus:
		<ul>
			<li>
				In the Controls tab, add a Search box (thanks Dana)
			</li>
			<li>
				In the Graphics tab, tool-tip for Sepia, add the explanation that it is disabled (automatic) if Dynamic Color Grading is on
			</li>
			<li>
				In the Graphics tab, fixed the incorrect tooltip for Contrast
			</li>
			<li>
				In the Graphics tab, the View Distance slider now has consistent tooltips before and after interaction. Same fix in the main menu Customise World screen for the World Height slider. [Github #4526]
			</li>
			<li>
				In the Sounds tab, the boss music track volume is now affected by the Music slider instead of by the Ambient Sounds slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: The command "/we chisel setchiseleditable false" is now "/we microblock editable false"
	</li>
	<li>
		Tweak: The Windows installer is now configured to not run the game after install, with the /verysilent command line argument
	</li>
	<li>
		Tweak: Almost all seed necklaces now craftable instead of sold by herbalist.
	</li>
	<li>
		Tweak: Slightly increase size of Edit Sign dialog to accommodate other languages (e.g. French) better
	</li>
	<li>
		Tweak: Improved chat logs with chat group id and unformatted message
	</li>
	<li>
		Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
	</li>
	<li>
		Tweak: Support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
	</li>
	<li>
		Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
	</li>
	<li>
		Tweak: Add audit logging for sailboat actions (embark, disembark, place/remove chest, open chest)
	</li>
	<li>
		Tweak: Minimap Position can now be changed using Ctrl+F6 (default key, configurable in Settings menu)
	</li>
	<li>
		Tweak: Add /entity locateg command to find locations with large amounts of entities
	</li>
	<li>
		Tweak: Omok pieces can now be melted in a crucible
	</li>
	<li>
		Tweak: Metal plaques can now be scrapped using a chisel
	</li>
	<li>
		Tweak: Add new chat window option in Interface "Auto open Chat only on current group" This option will open the chat only when a new message is received in the currently selected chat group. If this option is disabled, any new message will open and focus on the respective channel, regardless of the selected group.
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Tweak: Setting a block on fire is now logged to the audit log
	</li>
	<li>
		Tweak: Added more clutter treasure models
	</li>
	<li>
		Tweak: Prevent ruins from spawning at the bottom of the sea
	</li>
	<li>
		Removed: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle &amp; daub)
	</li>
	<li>
		Fixed: Scythe can still destroy grass in trim mode
	</li>
	<li>
		Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
	</li>
	<li>
		Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
	</li>
	<li>
		Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
	</li>
	<li>
		Fixed: Might fix issue #4327 - Everything has a blue-ish tint
	</li>
	<li>
		Fixed: Rare crash related to chiseled block breaking
	</li>
	<li>
		Fixed: Not being able to attach sign to trunks
	</li>
	<li>
		Fixed: Single reported client crash related to Frustum spheres
	</li>
	<li>
		Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
	</li>
	<li>
		Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
	</li>
	<li>
		Fixed: Can remove not removable decor by replacing it with other decor
	</li>
	<li>
		Fixed: Projectile damaging same entity multiple times on hit.
	</li>
	<li>
		Fixed: Plants inside flower pots and planters windwaving inside of rooms
	</li>
	<li>
		Fixed: Missing interaction help for fuel for clay oven
	</li>
	<li>
		Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
	</li>
	<li>
		Fixed: Prevent Translocator breaking with hacked client
	</li>
	<li>
		Fixed: The last rope in a map region not properly getting deleted
	</li>
	<li>
		Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
	</li>
	<li>
		Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
	</li>
	<li>
		Fixed: Salted hides could not be soaked in borax
	</li>
	<li>
		Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
	</li>
	<li>
		Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
	</li>
	<li>
		Fixed: Rare exception thrown by the rock strata generator
	</li>
	<li>
		Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Able to pick up thrown drifter stone after reload
	</li>
	<li>
		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.
	</li>
	<li>
		Fixed: Bow release sound sometimes not playing
	</li>
	<li>
		Fixed: Pumpkin carving did not work on servers if the server was last started before october
	</li>
	<li>
		Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
	</li>
	<li>
		Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
	</li>
	<li>
		Fixed: Sound error logged rarely related to wind sounds
	</li>
	<li>
		Fixed: Glider open/closed state desync in multiplayer
	</li>
	<li>
		Fixed: Several issues with non-player entities mounting beds
	</li>
	<li>
		Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
	</li>
	<li>
		Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl &lt;filename&gt; command)
	</li>
	<li>
		Fixed: Issues with support beams
		<ul>
			<li>
				Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
			</li>
			<li>
				Water was not able to flow into support beam blocks
			</li>
			<li>
				Support beams placed in water would delete the water
			</li>
		</ul>
	</li>
	<li>
		Fixed: Removed incorrect interaction help on burned out torches
	</li>
	<li>
		Fixed: Meta blocks and crop prop blocks not in creative everything tab
	</li>
	<li>
		Fixed: Terminus teleport not working in laggy server conditions
	</li>
	<li>
		Fixed: Foggy weather no longer working
	</li>
	<li>
		Fixed: Various crashes when disabling survival mod and starting a super flat world
	</li>
	<li>
		Fixed: Adding labels to any wood crates turned them into aged labeled crates
	</li>
	<li>
		Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
	</li>
	<li>
		Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
	</li>
	<li>
		Fixed: Switching ifp mode on/off left some lingering animations that derped things
	</li>
	<li>
		Fixed: Able to reinforce blocks claimed by another player
	</li>
	<li>
		Fixed: Schematics would rotate the yaw of Entities twice
	</li>
	<li>
		Fixed: Filtering items in creative inventory right after loading crashes the game
	</li>
	<li>
		Fixed: Game crashes when reopening creative inventory with right side tabs active
	</li>
</ul>

<ul>
	<li>
		Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message
	</li>
	<li>
		Fixed: Discovery a new story always uncovered 2 chapters at once
	</li>
	<li>
		Fixed: Multiple text formatting bugs when reading lore from the lore item directly
	</li>
	<li>
		Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play
	</li>
	<li>
		Fixed: Raft ambient sound broken when there's multiple rafts/boats around
	</li>
	<li>
		Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit
	</li>
	<li>
		Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway
	</li>
	<li>
		Fixed: Held item dropping incorrect shadow on itself in fp mode
	</li>
	<li>
		Fixed: Entities where not rotated correctly with schematics
	</li>
	<li>
		Fixed: Reed handbasket would sink in water
	</li>
	<li>
		Fixed: Player turning around in overhead mode when entering chat
	</li>
	<li>
		Fixed: Player could cause "Only available in creative mode." spam for last logged in player
	</li>
	<li>
		Fixed: Rare crash in weather system
	</li>
	<li>
		Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized)
	</li>
	<li>
		Fixed: Worldedit control "Override default values" did not reset rain override
	</li>
	<li>
		Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map
	</li>
	<li>
		Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled)
	</li>
	<li>
		Fixed: Clipping textarea in the chisel block Rename Dialog
	</li>
	<li>
		Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price
	</li>
	<li>
		Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
	<li>
		Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead
	</li>
	<li>
		Fixed: Rare crash relating to music fade-out when leaving Resonance Archives or other lore structures  [Github #4603 #4662]
	</li>
	<li>
		Fixed: Should generally fix all empty/void/missing chunk columns due to entity loading exceptions
	</li>
	<li>
		Fixed: One specific entity loading exception for certain types of FallingBlock during chunk loading  [Github #4649]
	</li>
	<li>
		Fixed: Two rare shutdown crashes after pressing Cancel during game loading
	</li>
	<li>
		Fixed: Issue in WorldEdit where copying and previewing a large area, then switching to a small area, could leave behind "ghost" images around the older preview
	</li>
	<li>
		Fixed: Watering can not removing cave-art properly  [Github #4604]
	</li>
	<li>
		Fixed: Crash with watering can having negative percent for some reason
	</li>
	<li>
		Fixed: The Clockmaker's hacked locusts broken in numerous ways
	</li>
	<li>
		Fixed: Locusts not rendering their lamps inside and consequently unable to tell if a locust has been hacked or not
	</li>
	<li>
		Fixed: Ladder not collapsing when breaking the bottom-most piece
	</li>
	<li>
		Fixed: /wgen regen command run from the center of the Devastation Area now regenerates both dimensions
	</li>
	<li>
		Fixed: "x-pineapple slice" jam now named just "x-pineapple" jam  (pizza2004 PR)
	</li>
	<li>
		Fixed: Berry bush fixes. Missing prune interaction help on berry bushes, pruned berry bushes resetting after harvest, growth timer not reset when a raccoon steals berries (pizza2004 PR)
	</li>
	<li>
		Fixed: Bears didn't attack Goats
	</li>
	<li>
		Fixed: Marble and kimberlite cobblestone did not have grid recipes
	</li>
	<li>
		Fixed: Slight texture error on malefactor cloak shoulder
	</li>
	<li>
		Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions
	</li>
	<li>
		Fixed: Worldgen structures would not get remapped automatically producing unknown blocks in some cases
	</li>
	<li>
		Fixed: Attempt to fix rare client crash on chunk unloading after death and respawn
	</li>
	<li>
		Fixed: Rare crash when continuing to fire bow rapidly after running out of arrows
	</li>
	<li>
		Fixed: Issues in correctly displaying days and hours to expiry for hosted servers
	</li>
	<li>
		Fixed: Topsoil blocks were not necessarily drawn correctly with many mods loaded (which created multiple texture atlasses)
	</li>
	<li>
		Fixed: Client crash with many mods loaded (Technical info: multi-texture atlas support for runtime insertions requiring new atlasses, a potential issue for players using many mods. [Github #4693])
	</li>
	<li>
		Fixed: In Creative mode, Large wooden gear (rim) and Pulverizer frame (top section) giving an invisible block when Pick Block used
	</li>
	<li>
		Fixed: Metal doors and trapdoors still had the wood combustible properties, making them burn when obviously they shouldn't
	</li>
	<li>
		Fixed: Flowing water now properly accounts for barriers facing inward and outward in all instances
	</li>
	<li>
		Fixed: Resonance Archives armor stands sometimes did not have the proper armor on them
	</li>
	<li>
		Fixed: A long-standing minor exploit where players could have 100% health on joining a game, if when they last left the game nutrition gave higher than 15hp of max heath and they were already over 15hp but less than full health. [Github #2250]
	</li>
	<li>
		Fixed: Bugs with liquids during meal ingredient matching
	</li>
	<li>
		Fixed: Issue after using a barrel to take liquid from another container, and placing the barrel. [Github #4734]
	</li>
	<li>
		Fixed: Possible liquid duplication when filling a stack of multiple bowls from another item in inventory. [Github #4708]
	</li>
	<li>
		Fixed: Hunter's green shirt was using wrong wear location (moved from upperbodyover to upperbody)
	</li>
	<li>
		Fixed: Multiple issues with the Fruitpress - note: it now requires Ctrl + right-click to activate it!
	</li>
	<li>
		Fixed: Crimson maple leaves properly registered for tree-felling purposes, should allow more precise felling of individual trees if they are close together
	</li>
	<li>
		Fixed: Doors and Trapdoors solid sides detection and miscellaneous other Door/Trapdoor bugs (pizza2004)
		<ul>
			<li>
				Trapdoors would not place against the bottom of blocks like they used to
			</li>
			<li>
				Fixes neighboring block updates so they are sent to all blocks next to every block in the door whenever the doors are placed, broken, opened, or closed
			</li>
			<li>
				Doors will also no longer attempt to rotate themselves to match other doors or link up with doors that are rotated the wrong way
			</li>
			<li>
				Some doors turning into other doors upon placing a double door
			</li>
			<li>
				Doors should now correctly block water in all cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chiseled blocks with Blocklayer blocks could lose them when imported/copied in WorldEdit
	</li>
	<li>
		Fixed: Chiseled block could have no held item name when hovering over it in inventory
	</li>
	<li>
		Fixed: Kelp top pieces at water surface accumulating snow
	</li>
	<li>
		Fixed: Worldmap mods such as AutoMapMarkers unable to load on Linux [Detail: an SVG icon was inconsistently named with uppercase letter]
	</li>
	<li>
		Fixed: Rarely, in the event of a forced game shutdown immediately following updating the game version, the world could appear corrupted with wrong block mappings. These affected the plants and terrain and everything else seen in the game. [Detail: remappings - both kinds, both internal automatic ID remapping and explicit code remappings from config - would not necessarily be recorded in the savegame on a forced server shutdown or certain exceptions. Manifested as (rarely) apparently wacky worldgen, and/or the game asking to remap blocks unnecessarily on next game start]
	</li>
	<li>
		Fixed: Skylight sometimes instantly flipped to a different color right at midnight
	</li>
	<li>
		Fixed: Unable to place 4x on ground storage when creating a new pile
	</li>
	<li>
		Fixed: Crock not loosing seal in some cases
	</li>
	<li>
		Fixed: Saltwater could still be placed with water transport setting off
	</li>
	<li>
		Fixed: Pudu deer gave as much meat as regular deer
	</li>
	<li>
		Fixed: Rare long-standing unpredictable client crash when unloading chunk. [Github #4692 #4789]
	</li>
	<li>
		Fixed: Ripe berry bushes would pause or reset the transition timer in cold weather
	</li>
	<li>
		Fixed: Male moose spawned without any companion animals
	</li>
	<li>
		Fixed: Rounding inconsistencies in crucible output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Hares did not display multiply behavior in the block info hud
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Berry bushes would pause or reset the time left until berries fall off the bush in cold weather
	</li>
	<li>
		Fixed: If player position is somehow completely invalid (NaN) on joining game, reset player to world spawn. [Github #4778]
	</li>
	<li>
		Fixed: Minimap (F6) key had to be hit twice to open minimap if off on game start
	</li>
	<li>
		Fixed: Crash upon game client shutdown from connecting screen. [Github #4812]
	</li>
	<li>
		Fixed: Rare crash in GuiDialog [detail: believed to be due to mouse-clicking at the exact moment when certain dialogs on-screen are changing] [Github #4804]
	</li>
	<li>
		Fixed: Rare server error when a client has null language code. [Github #4805]
	</li>
	<li>
		Fixed: Cooking recipes that output liquid did not describe it in litres
	</li>
	<li>
		Fixed: When the automatic adding of story structures to old savegames failed, it would place the wrong schematic. If that happened to you, you can now just regenerate that area
	</li>
	<li>
		Fixed: Double Fence gates would not preserve their proper rotation in Worldedit or ruins when rotated
	</li>
	<li>
		Fixed: Incorrect temperature for bee hibernation (was supposed to be &lt;5°, was actually &lt;0°)
	</li>
	<li>
		Fixed: Loose surface flint not crushed by falling blocks, unlike other surface stones
	</li>
	<li>
		Fixed: On server crash/kill/connection loss prevent the client from crashing
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Should fix falling block duplication glitch. Fixes to client crashes related to falling blocks and laggy servers
	</li>
	<li>
		Fixed: Don't crash on invalid clutter blocks
	</li>
	<li>
		Fixed: Don't crash on invalid itemstack
	</li>
</ul>

<p>
	<br />
	<strong>API / Modding Changes</strong>
</p>

<ul>
	<li>
		Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
	</li>
	<li>
		Feature: Spherical fog system. More info on this feature in another update
	</li>
	<li>
		Feature: Improved <strong>dimensions</strong> support in the game engine and API. More info on all this in a future post
	</li>
	<li>
		Feature: <strong>Allow json file inheritance for blocks, items and entities </strong>using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
	</li>
	<li>
		Feature: <strong>Max animated elements cap is now 230</strong> 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
	</li>
	<li>
		Feature: <strong>Modmaker Improvements</strong>
		<ul>
			<li>
				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.).
			</li>
			<li>
				Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
			</li>
			<li>
				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
			</li>
			<li>
				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
			</li>
			<li>
				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.
			</li>
		</ul>
	</li>
	<li>
		Feature: New <strong>entity type property: "behaviorConfigs"</strong>. 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.
	</li>
	<li>
		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
	</li>
	<li>
		Feature: Can now define IgnoreElements for block/item/entity shapes
	</li>
	<li>
		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
	</li>
	<li>
		Feature: Can now use step-parented shape overlays for entities. Example: Male elk
	</li>
	<li>
		Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
	</li>
	<li>
		Feature: Added new tool types in EnumTool
	</li>
	<li>
		Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds
	</li>
	<li>
		Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions
	</li>
	<li>
		Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
	</li>
	<li>
		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.
	</li>
	<li>
		Refactor: Clean up BEIngotMold and BEToolMold code
	</li>
	<li>
		Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
	</li>
	<li>
		Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
	</li>
	<li>
		Refactor: Unified Seraph and Trader head sizes and accessories
	</li>
	<li>
		Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
	</li>
	<li>
		Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
	</li>
	<li>
		Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
	</li>
	<li>
		Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
	</li>
	<li>
		Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
	</li>
	<li>
		Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
	</li>
	<li>
		Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		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.
	</li>
	<li>
		Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
	</li>
	<li>
		Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
	</li>
	<li>
		Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
	</li>
	<li>
		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)
	</li>
	<li>
		Tweak: New particle property LightEmission
	</li>
	<li>
		Tweak: Add "withDrops" property to BehaviorTransformBreak
	</li>
	<li>
		Tweak: Can now use shape overlays for clothing
	</li>
	<li>
		Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
	</li>
	<li>
		Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
	</li>
	<li>
		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
	</li>
	<li>
		Tweak: Made IShaderProgram.AssetDomain available to mods
	</li>
	<li>
		Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
	</li>
	<li>
		Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
	</li>
	<li>
		Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
	</li>
	<li>
		Tweak: Mainhand and offhand items can now apply any character stats via statModifier
	</li>
	<li>
		Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
	</li>
	<li>
		Tweak: Made henbox more moddable
	</li>
	<li>
		Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
	</li>
	<li>
		Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
	</li>
	<li>
		Tweak: Made IMPPowered interface public
	</li>
	<li>
		Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
	</li>
	<li>
		Tweak: Added CollectibleObject.SetDurability()
	</li>
	<li>
		Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
	</li>
	<li>
		Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
	</li>
	<li>
		Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
	</li>
	<li>
		Tweak: Added command ".debug sound list" to print all active sounds
	</li>
	<li>
		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.
	</li>
	<li>
		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.
	</li>
	<li>
		Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
	</li>
	<li>
		Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
	</li>
	<li>
		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.
	</li>
	<li>
		Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
	</li>
	<li>
		Fixed: Lod0Shape not applying alt textures
	</li>
	<li>
		Fixed: Should fix exception thrown in some cases when creating a large explosion
	</li>
	<li>
		Fixed: shape.SubclassForStepParenting() did not subclass element names
	</li>
	<li>
		Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
	</li>
	<li>
		Fixed: Event AfterActiveSlotChanged simply crashing when triggered
	</li>
	<li>
		Fixed: Chat sub commands could not use a different privilege then the base command
	</li>
	<li>
		Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
	</li>
	<li>
		Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
	</li>
	<li>
		Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode
	</li>
	<li>
		Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
	</li>
	<li>
		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
	</li>
	<li>
		Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
	</li>
	<li>
		Refactor: Make all internal fields and methods public in GameMain and ClientMain
	</li>
	<li>
		Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
	</li>
	<li>
		Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
	</li>
	<li>
		Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
	</li>
	<li>
		Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
	</li>
	<li>
		Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
	</li>
	<li>
		Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
	</li>
	<li>
		Tweak: Added CollectibleBehavior.OnCreatedByCrafting
	</li>
	<li>
		Tweak: DiscDepositGenerator.absAvgQuantity is now public
	</li>
	<li>
		Tweak: Improve performance of SearchBlocks() by 2%
	</li>
	<li>
		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"
	</li>
	<li>
		Tweak: Allow custom names for clutter depending on used texture
	</li>
	<li>
		Tweak: Added string&lt;-&gt;AsseLocation conversion thing from Darkhekromant
	</li>
	<li>
		Tweak: /debug expclang now alphabetically sorted
	</li>
	<li>
		Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
	</li>
	<li>
		Tweak: Added EntityPlayer.HeadBobbingAmplitude property
	</li>
	<li>
		Tweak: Shape objects are now json serializable
	</li>
	<li>
		Tweak: Add ability to define multiple cooking recipe in one recipe json file
	</li>
	<li>
		Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
	</li>
	<li>
		Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
	</li>
	<li>
		Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
	</li>
	<li>
		Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
	</li>
	<li>
		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.
	</li>
	<li>
		Tweak: Added logging of exceptions thrown on instantiating registry objects
	</li>
	<li>
		Tweak: Add ability to runtime toggle aitasks and activity system. Disable via<br />
		/worldconfigcreate bool runAiTasks false<br />
		/worldconfigcreate bool runAiActivities false
	</li>
	<li>
		Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
	</li>
	<li>
		Tweak: Don't crash game if there is a syntax error in a dialogue file
	</li>
	<li>
		Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
	</li>
	<li>
		Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
	</li>
	<li>
		Tweak: Readded Journal.DidDiscoverLore() method for a modder
	</li>
	<li>
		Tweak: Added damage type and damage tier to projectile for future use
	</li>
	<li>
		Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
	</li>
	<li>
		Tweak: structures.json now allows to set a MaxBelowSealevel. So sealevel - MaxBelowSealevel is the max height the schematic is allowed to spawn. MaxBelowSealevel defaults to 20 if not specified
	</li>
	<li>
		Tweak: Mark multiply tree as dirty after modifying totalDaysCooldownUntil
	</li>
	<li>
		Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		Tweak: Moved IContainedMeshSource to getCollectibleInterface to support modded behaviors
	</li>
	<li>
		Tweak: structures.json minGroupDistance was limited to 46_340 now it can up to 3_037_000_498 blocks
	</li>
	<li>
		Tweak: Add "MinSpawnDistance" support for structures/ruins. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		Tweak: Tapestry can now be set to preserve as pristine on placing down schematics. User /giveblock tapestry-north{type:"forlorn1",preserve:true} 1
	</li>
	<li>
		Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles
	</li>
	<li>
		Tweak: Add color blend mode OverlayCutout (dana PR)
	</li>
	<li>
		Tweak: Allow for more detailed Jam naming (pizza2004 PR)
	</li>
	<li>
		Tweak: Allow for modded buckets  (dana PR)
	</li>
	<li>
		Tweak: Don't hardcode barrel shapes  (dana PR)
	</li>
	<li>
		Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file
	</li>
	<li>
		Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		Tweak: Allow BlockBehaviorHarvestable to have multiple drops
	</li>
	<li>
		Tweak: Make barrels more moddable
	</li>
	<li>
		Tweak: Cooking system - allow modded meal names
	</li>
	<li>
		Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly
	</li>
	<li>
		Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods
	</li>
	<li>
		Tweak: When modifying multiply tree also mark it as dirty.
	</li>
	<li>
		Tweak: expose waypoint data
	</li>
	<li>
		Tweak: entity.ServerPos and entity.Pos is now the same field, as we no longer need seperate positions on client and server removed in rc.8
	</li>
	<li>
		ModMaker Tweaks
		<ul>
			<li>
				Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
			</li>
			<li>
				Removes hardcoding for not allowing dev or other versions.
			</li>
			<li>
				Bug fixing for removing non-existent folders
			</li>
		</ul>
	</li>
	<li>
		Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
	</li>
	<li>
		Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
	</li>
	<li>
		Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
	</li>
	<li>
		Fixed: Memory leak and heavy lag in some cases when using .tfedit
	</li>
	<li>
		Fixed: Entity variable of scope "entity" not working properly
	</li>
	<li>
		Fixed: Deleted almost all json duplicate keys in all assets
	</li>
	<li>
		Fixed: Block lighting bugs with lit schematics or lava
	</li>
	<li>
		Fixed: Raccoons harvesting berry bushes would only trigger the first harvestedStack.
	</li>
	<li>
		Fixed: Texture to index mapping now depends on file name
	</li>
	<li>
		Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable
	</li>
	<li>
		Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ
	</li>
	<li>
		Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.20-rc.9 also listed above
</p>

<ul>
	<li>
		Feature: Added additional Elk Medallions to customize your elk. Some can be crafted, some can be found in ruins, and some can be bought from traders.
	</li>
	<li>
		Feature: Left click a crock OR pot in inventory with one empty bowl to fill it from the crock
	</li>
	<li>
		Feature: More house ruins on the surface for variety
	</li>
	<li>
		Tweak: Changed firstClassChangeOffsetMonths to allowOneFreeClassChange use "/worldconfigcreate bool allowOneFreeClassChange true" to enable it, it now also works without setting allowClassChangeAfterMonths. The setting allowOneFreeClassChange grants first joining players and existing ones one free class change with this update.
	</li>
	<li>
		Tweak: Improved chat logs with chat group id and unformatted message
	</li>
	<li>
		Tweak: Slower midnight sky ambient transition
	</li>
	<li>
		Tweak: On player login log the name with the position alongside
	</li>
	<li>
		Tweak: Ashen, light brown, and tan daub now require blue or fire clay, they do not accept red clay
	</li>
	<li>
		Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
	</li>
	<li>
		Tweak: Made lore location travel distance configurable in the world config screen
	</li>
	<li>
		Tweak: support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
	</li>
	<li>
		Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
	</li>
	<li>
		Fixed: Treasure Hunter uses wrong string for name dialogue
	</li>
	<li>
		Fixed: Rain ambiance wouldn't play on glass
	</li>
	<li>
		Fixed: More crashes related to ropes and also fixed more duplication bugs
	</li>
	<li>
		Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
	</li>
	<li>
		Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
	</li>
	<li>
		Fixed: Might fix boss getting stuck midair in some cases when far away from player
	</li>
	<li>
		Fixed: Exception thrown by the rock strata generator
	</li>
	<li>
		Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		API Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">391</guid><pubDate>Fri, 17 Jan 2025 17:44:00 +0000</pubDate></item><item><title>v1.20-rc.9 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc9-lore-update-the-journey-r394/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.9, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Possibly actually the last release candidate before we go stable. \o/<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_01/windmill.png.eed2ac2755b78604d0f4b1b98c852981.png" rel="external nofollow"><img alt="windmill.thumb.png.a1a16683532acf51d54dc22e3e8f5b3a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21961" data-ratio="101.00" style="width:600px;height:auto;" width="742" src="//media.vintagestory.at/monthly_2025_01/windmill.thumb.png.a1a16683532acf51d54dc22e3e8f5b3a.png" /></a><br />
	<span style="font-size:12px;">Windmill by Chuchi Gucci, shared in #screenshot on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Feature: Left click a crock in inventory with one empty bowl to fill it from the crock. Allows meal transfer without block placement.
	</li>
	<li>
		Feature: Added more wearable items and treasures.
	</li>
	<li>
		Feature: Added crafting recipes for a couple new necklaces
	</li>
	<li>
		Feature: Prepared new treasures for story event locations, not yet fully placed though
	</li>
	<li>
		Feature: Wrenches now have different models depending on metal type
	</li>
	<li>
		Feature: The new tapestries are now acquirable in survival mode
	</li>
	<li>
		Tweak: Slower midnight sky ambient transition
	</li>
	<li>
		Tweak: Server performance: entities: do afterPhysicsTick only once per server tick
	</li>
	<li>
		Tweak: Protect structures around the story locations
	</li>
	<li>
		Tweak: Add /entity locateg command to find locations with large amounts of entities
	</li>
	<li>
		Tweak: Omok pieces can now be melted in a crucible
	</li>
	<li>
		Tweak: Metal plaques can now be scrapped using a chisel
	</li>
	<li>
		Tweak: Add new chat window option in Interface "Auto open Chat only on current group" This option will open the chat only when a new message is received in the currently selected chat group. If this option is disabled, any new message will open and focus on the respective channel, regardless of the selected group.
	</li>
	<li>
		Tweak: Added tongs transforms to a large number of metal and ceramic items
	</li>
	<li>
		Tweak: Readded Ambient bloom graphics setting
	</li>
	<li>
		Tweak: Update trader buying/selling lists
	</li>
	<li>
		Tweak: Setting a block on fire is now logged to the audit log
	</li>
	<li>
		Tweak: Added more clutter treasure models
	</li>
	<li>
		Tweak: Prevent ruins from spawning at the bottom of the sea
	</li>
	<li>
		Tweak: Grouped several blocks and items in handbook to de-clutter 'ingredient for' sections
	</li>
	<li>
		Fixed: When the automatic adding of story structures to old savegames failed, it would place the wrong schematic. If that happened to you, you can now just regenerate that area
	</li>
	<li>
		Fixed: Several villager clothing items had conflicting texture names that caused graphical issues
	</li>
	<li>
		Fixed: Shield UV was off by 1 pixel on two edges, causing certain ornate patterns to have gaps on those edges
	</li>
	<li>
		Fixed: Double Fence gates would not preserve their proper rotation in Worldedit or ruins when rotated
	</li>
	<li>
		Fixed: Damaged gratings and damaged fire brick blocks were dropping more bricks than were required to make them
	</li>
	<li>
		Fixed: Trapdoors did not rotate properly using worldedit or in ruins
	</li>
	<li>
		Fixed: Incorrect temperature for bee hibernation (was supposed to be &lt;5°, was actually &lt;0°)
	</li>
	<li>
		Fixed: Containers in dimensions did not link properly to the internal inventory
	</li>
	<li>
		Fixed: Devastation blocks outside claimed area could be broken
	</li>
	<li>
		Fixed: Loose surface flint not crushed by falling blocks, unlike other surface stones
	</li>
	<li>
		Fixed: On server crash/kill/connection loss prevent the client from crashing
	</li>
	<li>
		Fixed: Player group management commands /group where not working
	</li>
	<li>
		Fixed: Crash with ropes and ropes were not properly updated for other players
	</li>
	<li>
		Fixed: Rain ambiance wouldn't play on glass
	</li>
	<li>
		Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
	</li>
	<li>
		Fixed: Multiple missing localization strings, various typos in the translation entries
	</li>
	<li>
		Fixed: firstClassChangeOffsetMonths to apply for players not working as intended on TOPS
	</li>
	<li>
		Fixed: Multiple issues and tweaks to the lore locations and related features
	</li>
	<li>
		Fixed: Should fix falling block duplication bug. Fixes to client crashes related to falling blocks and laggy servers
	</li>
	<li>
		Fixed: Multiple rope item duplication glitches
	</li>
	<li>
		Fixed: Shiver was not playing its attack animations
	</li>
	<li>
		Fixed: Don't crash on invalid clutter blocks
	</li>
	<li>
		Fixed: Don't crash on invalid itemstack
	</li>
	<li>
		Fixed: Might fix a crash related to elk calling
	</li>
	<li>
		Fixed: Minor tweak with gallop sound, by @Purx
	</li>
	<li>
		Fixed: When starting an oven, fireplace etc. check for access rights
	</li>
	<li>
		Fixed: Underlayer clothes clipping through aprons in front
	</li>
	<li>
		Fixed: Wrong entity codes for moose in various contexts
	</li>
	<li>
		Fixed: Able to prune berry bushes without shears
	</li>
	<li>
		API Tweak: structures.json now allows to set a MaxBelowSealevel. So sealevel - MaxBelowSealevel is the max height the schematic is allowed to spawn. MaxBelowSealevel defaults to 20 if not specified
	</li>
	<li>
		API Tweak: Mark multiply tree as dirty after modifying totalDaysCooldownUntil
	</li>
	<li>
		API Tweak: Add support beam behavior property "dropWhenBroken"
	</li>
	<li>
		API Tweak: Moved IContainedMeshSource to getCollectibleInterface to support modded behaviors
	</li>
	<li>
		API Tweak: structures.json minGroupDistance was limited to 46_340 now it can up to 3_037_000_498 blocks
	</li>
	<li>
		API Tweak: Add "MinSpawnDistance" support for structures/ruins. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		API Tweak: Tapestry can now be set to preserve as pristine on placing down schematics. User /giveblock tapestry-north{type:"forlorn1",preserve:true} 1
	</li>
</ul>
]]></description><guid isPermaLink="false">394</guid><pubDate>Tue, 14 Jan 2025 07:38:00 +0000</pubDate></item><item><title>v1.20-rc.7/rc.8 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc7rc8-lore-update-the-journey-r393/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.7, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>[Edit:]</strong> Also released rc.8 to prevent mod breakage<br />
	<br />
	Possibly the last release candidate before we go stable. \o/<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21698" href="//media.vintagestory.at/monthly_2025_01/2025-01-02_15-41-49.png.0d3f85cd0aa726f8032bfb3ec0623a9f.png" rel=""><img alt="2025-01-02_15-41-49.thumb.png.f84f88d8ee17f45d9e756fdc1ba2b73a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21698" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_01/2025-01-02_15-41-49.thumb.png.f84f88d8ee17f45d9e756fdc1ba2b73a.png" /></a><br />
	<span style="font-size:12px;">Screenshot by EpicWally, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul>
	<li>
		Feature: Added <strong>new storage vessels. </strong>Purchasable at various NPCs
	</li>
	<li>
		Tweak: Reduce strong <strong>red ambiance</strong> during Nights
	</li>
	<li>
		Tweak: Attempt to reduce too many of the new 1.20 mob spawns during temporal storms
	</li>
	<li>
		Tweak: Add missing localisations for certain mod download messages; use existing localizations for Checking... and Downloading...
	</li>
	<li>
		Tweak: Consumable liquids now show "When drunk ..." text instead of "When eaten..."
	</li>
	<li>
		Tweak: Firepit cooking dialog: Consistent text sizing before and after fire lit
	</li>
	<li>
		Tweak: Made bamboo shoot amulet craftable as well
	</li>
	<li>
		Tweak: Almost all seed necklaces now craftable instead of sold by herbalist.
	</li>
	<li>
		Tweak: Added a straw bed and a fireplace to the devastation tower
	</li>
	<li>
		Tweak: Localization: add missing translations
	</li>
	<li>
		Tweak: Fruitpress controls and interaction help adjusted
	</li>
	<li>
		Tweak: Fruitpress can overflow if bucket is full
	</li>
	<li>
		Tweak: (minor) slightly increase size of Edit Sign dialog to accommodate other languages (e.g. French) better
	</li>
	<li>
		Tweak: Handbook: Marble-topped tables added text to make clear the requirement for steel saw
	</li>
	<li>
		Tweak: Add audit logging for sailboat actions (embark, disembark, place/remove chest, open chest)
	</li>
	<li>
		Tweak: Minimap Position can now be changed using Ctrl+F6 (default key, configurable in Settings menu)
	</li>
	<li>
		Fixed: Frequent lagspikes related to creature spawning, introduced in 1.20
	</li>
	<li>
		Fixed: Skylight sometimes instantly flipped to a different color right at midnight
	</li>
	<li>
		Fixed: Shipbuilding and Cropprop localization fixes, cropprop excluded from handbook
	</li>
	<li>
		Fixed: CTD if berry bush block had no BlockEntity
	</li>
	<li>
		Fixed: Unable to place 4x on ground storage when creating a new pile
	</li>
	<li>
		Fixed: Crock not loosing seal in some cases
	</li>
	<li>
		Fixed: Saltwater could still be placed with water transport setting off
	</li>
	<li>
		Fixed: Seraph skin uv error on lower half of torso
	</li>
	<li>
		Fixed: Pudu deer gave as much meat as regular deer
	</li>
	<li>
		Fixed: Various visual clothing glitches
	</li>
	<li>
		Fixed: Story location alt dimension was occasionally failing to generate even in -rc.6
	</li>
	<li>
		Fixed: UDP IPv6 connection
	</li>
	<li>
		Fixed: Rare long-standing unpredictable client crash when unloading chunk. [Github #4692 #4789]
	</li>
	<li>
		Fixed: Name tags still visible on disconnected players
	</li>
	<li>
		Fixed: Worldedit TreeGenTool always generating the same tree
	</li>
	<li>
		Fixed: Traders with patched buy/sell lists were mostly not using them in-game
	</li>
	<li>
		Fixed: Antlers and horns no longer properly shed, nor are they properly harvest-able
	</li>
	<li>
		Fixed: Ripe berry bushes would pause or reset the transition timer in cold weather
	</li>
	<li>
		Fixed: Male moose spawn without any companion animals
	</li>
	<li>
		Fixed: Rounding inconsistencies in crucible output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Hare will not properly display multiply behavior on client
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Charcoal pit null exception and casting errors
	</li>
	<li>
		Fixed: Incorrect localization key used in dialogue
	</li>
	<li>
		Fixed: Incorrect Handbook information and labeling of liquid recipe output
	</li>
	<li>
		Fixed: Anvils no longer allow you to finish welding with a cold top half
	</li>
	<li>
		Fixed: Condenser could fill containers beyond their maximum capacity
	</li>
	<li>
		Fixed: Rare crash in First Steps Tutorial if fire pit glitched. [Github #4829]
	</li>
	<li>
		Fixed: Localization: Plaques in the Resonance Archives, and similar signs in ruins or story locations, are now visible in Asian, Arabic and Cyrillic alphabets. [Github #4748]
	</li>
	<li>
		Fixed: Berry bushes would pause or reset the time left until berries fall off the bush in cold weather
	</li>
	<li>
		Fixed: If player position is somehow completely invalid (NaN) on joining game, reset player to world spawn. [Github #4778]
	</li>
	<li>
		Fixed: Minimap (F6) key had to be hit twice to open minimap if off on game start
	</li>
	<li>
		Fixed: Crash upon game client shutdown from connecting screen. [Github #4812]
	</li>
	<li>
		Fixed: Some recipes for new bricks were missing.
	</li>
	<li>
		Fixed: Rare crash in GuiDialog [detail: believed to be due to mouse-clicking at the exact moment when certain dialogs on-screen are changing] [Github #4804]
	</li>
	<li>
		Fixed: Rare server error when a client has null language code. [Github #4805]
	</li>
	<li>
		Fixed: Attempt to fix story structure test block access check for books etc. [Github #4678]
	</li>
	<li>
		Fixed: Rare crashes (mainly on multiplayer servers) in PhysicsManager.TickFixedRate30TPS(). [Github #4783]
	</li>
	<li>
		Fixed: Handbook reports the wrong portion size for CooksInto recipes
	</li>
	<li>
		Fixed: Cooking recipes that output liquid describe it in litres
	</li>
	<li>
		Api Feature: Added new tool types in EnumTool
	</li>
	<li>
		Api Tweak: When modifying multiply tree also mark it as dirty.
	</li>
	<li>
		Api Tweak: expose waypoint data
	</li>
	<li>
		<s>Api Tweak: entity.ServerPos and entity.Pos is now the same field, as we no longer need seperate positions on client and server</s> removed in rc.8
	</li>
	<li>
		Api Fixed: Raccoons harvesting berry bushes would only trigger the first harvestedStack.
	</li>
</ul>
]]></description><guid isPermaLink="false">393</guid><pubDate>Fri, 03 Jan 2025 18:14:00 +0000</pubDate></item><item><title>v1.20-rc.6 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc6-lore-update-the-journey-r392/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.6, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Another week, another release candidate! With a bit of luck we are now not far off a final version of 1.20.0... so if this rc.6 is decently stable, we should be able to get to an officially stable release in 1 to 3 weeks. While my hope was to release stable this year still, only one week of 2024 now remains. So it looks like we may just miss getting a 2024 date onto it by a hairline. Let's see!
</p>

<p>
	This -rc.6 should fix the issue which a small proportion of players had in multiplayer games, with creatures not moving properly.  <span style="font-size:12px;">[For the technical details, it depended on the player's internet connectivity.  New game systems in 1.20.0 use UDP communication with the server as well as regular TCP: it's a bit more efficient when sending large numbers of real-time updates, as we do for creatures.  Some ISPs or routers do not support UDP well enough, for example giving priority always to TCP packets or discarding UDP packets completely.  The solution we have found is to add some smart monitoring, so now we use UDP communication for connections which support it, with an automatic drop down to TCP for the connections which do not support UDP.]</span><br />
	<br />
	Merry Christmas and happy holidays!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21489" href="//media.vintagestory.at/monthly_2024_12/2024-12-22_15-00-43.png.31c2450da627a3fbcbca8841b205555e.png" rel=""><img alt="2024-12-22_15-00-43.thumb.png.0af051ec0068eb30029d028bbc5cc602.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21489" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_12/2024-12-22_15-00-43.thumb.png.0af051ec0068eb30029d028bbc5cc602.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Axebeard, shared in Discord #screenshots</span>
</p>

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

<ul>
	<li>
		Tweaks to gameplay and balance:
		<ul>
			<li>
				Reduce knock-back y-motion when the attack is mostly vertical
			</li>
			<li>
				Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust.
			</li>
			<li>
				Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations
			</li>
			<li>
				Adjusted surface ruin generation for balancing reasons, and to better support large ruins
			</li>
		</ul>
	</li>
	<li>
		Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway)
	</li>
	<li>
		Tweak: Added tooltip warning players to preheat the clay oven
	</li>
	<li>
		Tweak: Further charcoal pile improvements, updated charcoal burning handbook entry
	</li>
	<li>
		Tweak: Add distillation properties to handbook (by jacopouggeri)
	</li>
	<li>
		A few HUD tweaks and fixes:
		<ul>
			<li>
				Center block name in info HUD
			</li>
			<li>
				Chiseled Block displays "Chiseled Block" instead of its name a second time in block info HUD
			</li>
			<li>
				Show the greenhouse information on a beehive's tool-tip when it has the greenhouse bonus
			</li>
			<li>
				Fixed: Ingot Mold block info describing contents as "x units of liquid Y ingot"
			</li>
		</ul>
	</li>
	<li>
		A few tweaks and fixes to the Settings menus:
		<ul>
			<li>
				In the Controls tab, add a Search box (many thanks to Dana for this!)
			</li>
			<li>
				In the Graphics tab, tool-tip for Sepia, add the explanation that it is disabled (automatic) if Dynamic Color Grading is on
			</li>
			<li>
				In the Graphics tab, fixed the incorrect tooltip for Contrast
			</li>
			<li>
				In the Graphics tab, the View Distance slider now has consistent tooltips before and after interaction. Same fix in the main menu Customise World screen for the World Height slider. [Github #4526]
			</li>
			<li>
				In the Sounds tab, the boss music track volume is now affected by the Music slider instead of by the Ambient Sounds slider
			</li>
		</ul>
	</li>
	<li>
		Tweak: The command "/we chisel setchiseleditable false" is now "/we microblock editable false"
	</li>
	<li>
		Tweak: The Windows installer can be configured to not run the game after install, with the <em>/verysilent</em> command line argument
	</li>
	<li>
		Fixed: Should fix all <strong>UDP connectivity issues.</strong> The game engine now seamlessly (and automatically) falls back to using TCP only, if it detects that a UDP connection cannot be established
	</li>
	<li>
		Fixed: Beehive Kiln no longer working in -rc.5, also fixed ground storage bricks going invisible
	</li>
	<li>
		Fixed: Missing recipe for fire brick kiln door
	</li>
	<li>
		Fixed: Topsoil blocks were not necessarily drawn correctly with many mods loaded <span style="font-size:12px;">(which created multiple texture atlasses)</span>
	</li>
	<li>
		Fixed: Client crash with many mods loaded<span style="font-size:12px;"> (Technical info: multi-texture atlas support for runtime insertions requiring new atlasses, a potential issue for players using many mods. [Github #4693])</span>
	</li>
	<li>
		Fixed: Attaching ropes to creatures applied to the entire stack of ropes, causing all kinds of undefined behavior. Attached rope is now not stackable.
	</li>
	<li>
		Fixed: In Creative mode, Large wooden gear (rim) and Pulverizer frame (top section) giving an invisible block when Pick Block used
	</li>
	<li>
		Fixed: Metal doors and trapdoors still had the wood combustible properties, making them burn when obviously they shouldn't
	</li>
	<li>
		Fixed: Flowing water now properly accounts for barriers facing inward and outward in all instances
	</li>
	<li>
		Fixed: Resonance Archives armor stands sometimes did not have the proper armor on them
	</li>
	<li>
		Fixed: Tapestry Schematic C (Bloody) not uncovering Schematic C lore. <span style="font-size:12px;">This change might shift everyone's tapestry discoveries over by 1?</span>
	</li>
	<li>
		Fixed: A long-standing minor exploit where players could have 100% health on joining a game, if when they last left the game nutrition gave higher than 15hp of max heath and they were already over 15hp but less than full health. [Github #2250]
	</li>
	<li>
		Fixed: Bugs with liquids during meal ingredient matching
	</li>
	<li>
		Fixed: Issue after using a barrel to take liquid from another container, and placing the barrel. [Github #4734]
	</li>
	<li>
		Fixed: Possible liquid duplication when filling a stack of multiple bowls from another item in inventory. [Github #4708]
	</li>
	<li>
		Fixed: Hunter's green shirt was using wrong wear location (moved from upperbodyover to upperbody)
	</li>
	<li>
		Fixed: log spam relating to animation elements for clothing on the seraph shape
	</li>
	<li>
		Visual fixes:
		<ul>
			<li>
				Clouds too visible against waterfalls
			</li>
			<li>
				Wrong arm rotation on bamboo raft
			</li>
			<li>
				After mounting, switching from third person to first person lacked the player sitting animation
			</li>
			<li>
				Fixed a long-standing issue where charcoal piles and snow layers <span style="font-size:12px;">[and anything else using BlockLayer drawtype]</span> appeared visually to remove material from the bottom layer of the pile, not the top of the pile, when material was removed
			</li>
			<li>
				Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time
			</li>
			<li>
				Many pieces of footwear would clip through leather leg armor quite badly.
			</li>
			<li>
				Small issues with Alchemist and Peasant Kaftan texture
			</li>
		</ul>
	</li>
	<li>
		Fixed: Multiple issues with the Fruitpress - <em>note: it now requires Ctrl + right-click to activate it!</em>
	</li>
	<li>
		Fixed: Crimson maple leaves properly registered for tree-felling purposes, should allow more precise felling of individual trees if they are close together
	</li>
	<li>
		Fixed: Spirits not listed in the Survival Handbook
	</li>
	<li>
		Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown
	</li>
	<li>
		Fixed: Doors and Trapdoors solid sides detection and miscellaneous other Door/Trapdoor bugs (pizza2004)
		<ul>
			<li>
				Trapdoors would not place against the bottom of blocks like they used to
			</li>
			<li>
				Fixes neighboring block updates so they are sent to all blocks next to every block in the door whenever the doors are placed, broken, opened, or closed
			</li>
			<li>
				Doors will also no longer attempt to rotate themselves to match other doors or link up with doors that are rotated the wrong way
			</li>
			<li>
				Some doors turning into other doors upon placing a double door
			</li>
			<li>
				Doors should now correctly block water in all cases
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chiseled blocks with Blocklayer blocks could lose them when imported/copied in WorldEdit
	</li>
	<li>
		Fixed: Chiseled block could have no held item name when hovering over it in inventory
	</li>
	<li>
		Fixed: Kelp top pieces at water surface accumulating snow
	</li>
	<li>
		Fixed various rare crashes in -rc.5:
		<ul>
			<li>
				Attempt to fix crash in AmbientManager. [Github #4778]
			</li>
			<li>
				Client-side crashloop with certain modded items in left hand (eg. oillamp?), hot item in right hand. [Github #4735]
			</li>
			<li>
				Additional logging for rare server crash in PhysicsManager. [Github #4754 and #4783]  (<em>It will be properly fixed in version -rc.7)</em>
			</li>
		</ul>
	</li>
	<li>
		Fixed: Command "/allowCharSelOnce" no longer working
	</li>
	<li>
		Fixed: Add missing translation entries
	</li>
	<li>
		Fixed: New game version text in the main menu was cut off for some translations
	</li>
	<li>
		Fixed: Worldmap mods such as AutoMapMarkers unable to load on Linux <span style="font-size:12px;">[Detail: an SVG icon was inconsistently named with uppercase letter]</span>
	</li>
	<li>
		Fixed: Rarely, in the event of a forced game shutdown immediately following updating the game version, the world could appear corrupted with wrong block mappings. These affected the plants and terrain and everything else seen in the game. <span style="font-size:12px;">[Detail: remappings - both kinds, both internal automatic ID remapping and explicit code remappings from config - would not necessarily be recorded in the savegame on a forced server shutdown or certain exceptions. Manifested as (rarely) apparently wacky worldgen, and/or the game asking to remap blocks unnecessarily on next game start]</span>
	</li>
	<li>
		API Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file
	</li>
	<li>
		API Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint
	</li>
	<li>
		API Tweak: Allow BlockBehaviorHarvestable to have multiple drops
	</li>
	<li>
		API Tweak: Make barrels more moddable
	</li>
	<li>
		API Tweak: Cooking system - allow modded meal names
	</li>
	<li>
		API Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly
	</li>
	<li>
		API Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods
	</li>
	<li>
		API Fixed: Texture to index mapping now depends on file name
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">392</guid><pubDate>Tue, 24 Dec 2024 14:23:00 +0000</pubDate></item><item><title>v1.20-rc.2/3/4/5 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc2345-lore-update-the-journey-r390/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.2, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.Time for an update. I don't know what to write here. Please picture a inspiring follow up post to rc.1 here ^_^;<br />
	<br />
	[Edit:] Now released rc.3 to fix the ? blocks which version -rc.2 could generate in ruins and structures. <span style="font-size:12px;">If you had that happen while running rc2 - please update to rc.4 <s>rc.3</s> (or any later game version) and go to the approximate centre of the ruin, there type command: <em>/wgen regen 1</em>  to regenerate and fix the issue (Warning: command will delete player-made stuff around there within a 1 chunk / 32 block range)</span>
</p>

<p>
	[Edit 2:] Also released rc.4 to fix an issue related to Vintagehosting and UDP Connectivity<br />
	[Edit 3:] Also released rc.5 to fix of one of the story locations no longer generating correctly in -rc.2 to -rc.4
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="21296" href="//media.vintagestory.at/monthly_2024_12/image.png.de89a0676ea8cece70ac590c7fa9edb0.png" rel=""><img alt="image.thumb.png.f4b2a960fbcf0601e6ba5e164770a947.png" class="ipsImage ipsImage_thumbnailed" data-fileid="21296" data-ratio="62.80" width="1000" src="//media.vintagestory.at/monthly_2024_12/image.thumb.png.f4b2a960fbcf0601e6ba5e164770a947.png" /> </a><br />
	<span style="font-size:12px;">Screenshot by ATLAS, shared on Discord #screenshots channel</span>
</p>

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

<ul>
	<li>
		Tweak: Added four new daubs (green, orange, pink, yellow). All daubs can now use any clay.  Re-shuffled the sand required for each.  Some daubs now have both a grid and a dye recipe (blue and pink are dye-only)
	</li>
	<li>
		Performance tweaks:
		<ul>
			<li>
				Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed
			</li>
			<li>
				Improved chunk-redrawing (tesselation) time for chiselled blocks, may help to reduce block lag and improve map loading in some heavily-chiselled areas of the world, for example the Library within the Resonance Archives
			</li>
			<li>
				Multiple entity physics threads (with servermagicnumbers MaxPhysicsThreads set to higher than 1) are now effective again
			</li>
			<li>
				Improve benefits of multi-threaded physics, thanks to bluelightning32  <span style="font-size:12px;">[detail: fewer Interlocked checks when load balancing between threads, so less CPU cache-line contention; less thread spin-up latency for waiting physics threads]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: 40 tweaks and fixes to the new lore locations <span style="font-size:12px;">(but also introduced a few new minor issues, will be fixed in rc4)</span>
	</li>
	<li>
		Tweak: More clearly worded WorldEdit tooltips
	</li>
	<li>
		Tweak: WorldEdit added a dropdown to enable the constrain mode
	</li>
	<li>
		Tweak: WorldEdit /we gn,ge,gs,gw,gu,gd,gl were refactored to the newer command syntax /we g n,e,-x,+x,l etc
	</li>
	<li>
		Tweak: WorldEdit treegen tool now also uses the magic wand for placement and consistency with other tools
	</li>
	<li>
		Tweak: Prevent errors caused by unclean installs. Game now tests for a clean install - if files from an older game version are still in place, it will now error and exit
	</li>
	<li>
		Tweak: Treasure Hunter trader will only give you another map if you don't have the first one
	</li>
	<li>
		Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench
	</li>
	<li>
		Tweak: Added more game credits
	</li>
	<li>
		Fixed: Incorrect hitbox on metal trapdoors
	</li>
	<li>
		Fixed: Unable to place empty glider in normal inventory, glider lost its 2 inventory slots, glider not ground placeable
	</li>
	<li>
		Fixed: New mobs spawning in Homo Sapiens game mode
	</li>
	<li>
		Fixed: Unable to discover more than 1 chapter of game lore
	</li>
	<li>
		Fixed: Some particles not visible in other dimensions   <span style="font-size:12px;">[detail: the Player Environment Awareness Tracker used by OnAsyncClientParticleTick was not working in other dimensions]</span>
	</li>
	<li>
		Fixed: WorldEdit Grow/Shrink was adding/removing one extra block
	</li>
	<li>
		Fixed: Food perish speed on shelf was the square of the speed shown in tooltip
	</li>
	<li>
		Fixed: Prevent BlockEntities from ticking in the WorldEdit blocks preview
	</li>
	<li>
		Fixed: Rare crash relating to music fade-out when leaving Resonance Archives or other lore structures  [Github #4603 #4662]
	</li>
	<li>
		Fixed: Should generally fix all empty/void/missing chunk columns due to entity loading exceptions
	</li>
	<li>
		Fixed: One specific entity loading exception for certain types of FallingBlock during chunk loading  [Github #4649]
	</li>
	<li>
		Fixed: Two rare shutdown crashes after pressing Cancel during game loading
	</li>
	<li>
		Fixed: Tutorial not proceeding past step 5 (collect sticks) in 1.20  [Github #4623]
	</li>
	<li>
		Fixed: Rare crash related to AI pathfinding over tool molds
	</li>
	<li>
		Fixed: Palisadewall were missing remappings
	</li>
	<li>
		Fixed: Issue in WorldEdit where copying and previewing a large area, then switching to a small area, could leave behind "ghost" images around the older preview
	</li>
	<li>
		Fixed: Connecting through localhost to a dedicated server running on the same PC sometimes not detected by the server as being a local connection, due to IPv6
	</li>
	<li>
		Fixed: Crash when changing to second seat on a raft
	</li>
	<li>
		Fixed: Some water block pixels highly visible through thick fog
	</li>
	<li>
		Fixed: Watering can not removing cave-art properly  [Github #4604]
	</li>
	<li>
		Fixed: Crash with watering can having negative percent for some reason
	</li>
	<li>
		Fixed: The Clockmaker's hacked locusts broken in numerous ways
	</li>
	<li>
		Fixed: Locusts not rendering their lamps inside and consequently unable to tell if a locust has been hacked or not
	</li>
	<li>
		Fixed: Blue-ish ambient during temporal storms
	</li>
	<li>
		Fixed: Ladder not collapsing when breaking the bottom-most piece
	</li>
	<li>
		Fixed: /wgen regen command run from the center of the Devastation Area now regenerates both dimensions
	</li>
	<li>
		Fixed: chests closing immediately in other dimensions
	</li>
	<li>
		Fixed: crash the first time using a block, if a player logs in to the game already in another dimension
	</li>
	<li>
		Fixed: Mac OS had very bright colors due to enabling srgb which was supposed to fix blue tint
	</li>
	<li>
		Fixed: Mac OS having inverted colors (blue tint)
	</li>
	<li>
		Fixed: Mac OS crash when the new sound effects were used
	</li>
	<li>
		Fixed: MacOS HUD and GUIs going invisible
	</li>
	<li>
		Fixed: Lots of missing translation entries and various lines not translateable
	</li>
	<li>
		Fixed: Don't crash when placing invalid lanterns on a sailboat
	</li>
	<li>
		API Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles
	</li>
	<li>
		API Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds
	</li>
	<li>
		API Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions
	</li>
	<li>
		API Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable
	</li>
	<li>
		API Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ
	</li>
	<li>
		API Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen
	</li>
</ul>

<p>
	rc.3 Changes:
</p>

<ul>
	<li>
		Tweak: Attenuate insect sounds when inside rooms
	</li>
	<li>
		Fixed: Unknown blocks in newly-generated structures in in 1.20.0-rc.2 (and related exceptions logged to server-worldgen.log log file)
	</li>
	<li>
		Fixed: Might fix UDP connectivity issues
	</li>
</ul>

<p>
	rc.4 Changes:
</p>

<ul>
	<li>
		Tweak: Added long distance elk call also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations
	</li>
	<li>
		Tweak: Charcoal Pit and Charcoal Pile fixes: Firepit can now also be placed non-centered and still fire an entire 11x11x11 pit, now should register solid metal doors as airtight, will ignite combustible pit walls and the charcoal pile collapses when dug instead of left floating (pizza2004 PR)
	</li>
	<li>
		Fixed: Dedicated server started in standby mode (-s) would crash when first client connects
	</li>
	<li>
		Fixed: Multiple issues with UDP connectivity
	</li>
	<li>
		Fixed: "x-pineapple slice" jam now named just "x-pineapple" jam  (pizza2004 PR)
	</li>
	<li>
		Fixed: Berry bush fixes. Missing prune interaction help on berry bushes, pruned berry bushes resetting after harvest, growth timer not reset when a raccoon steals berries (pizza2004 PR)
	</li>
	<li>
		API Tweak: Add color blend mode OverlayCutout (dana PR)
	</li>
	<li>
		API Tweak: Allow for more detailed Jam naming (pizza2004 PR)
	</li>
	<li>
		API Tweak: Allow for modded buckets  (dana PR)
	</li>
	<li>
		API Tweak: Don't hardcode barrel shapes  (dana PR)
	</li>
</ul>

<p>
	rc.5 Changes:
</p>

<ul>
	<li>
		Feature: For server owners: Can now set config <em>/worldconfigcreate double allowClassChangeAfterMonths 6</em> to automatically allow players a class change every 6 real life months. Can also allow a shorter wait time before first class change via <em>/worldconfigcreate double firstClassChangeOffsetMonths -5</em>
	</li>
	<li>
		Tweak: Max world height for survival worlds is now capped to 512, as anything beyond that creates ugly terrain and also breaks the lore locations
	</li>
	<li>
		Tweak: Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable)
	</li>
	<li>
		Tweak: Allow fire clay to be used to construct the beehive kiln
	</li>
	<li>
		Tweak: Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR)
	</li>
	<li>
		Tweak: First Steps Tutorial will now only close when a <em>lit</em> torch is placed
	</li>
	<li>
		Tweak: World configuration setting "Player lives" is now found on the Player spawn &amp; death tab
	</li>
	<li>
		Tweaks and fixes to Localization<span>:</span>
		<ul>
			<li>
				<span>O</span>ar selection box on raft named "Oar rest"
			</li>
			<li>
				Localize damage types in the Damage log tab in chat
			</li>
			<li>
				Fixed condenser/fruit-press block info the word "Container:" not being localized
			</li>
			<li>
				"Search..." placeholder when searching for a multiplayer server now localized
			</li>
			<li>
				minor update in the English text for the introduction dialog, for grammar
			</li>
		</ul>
	</li>
	<li>
		Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel
	</li>
	<li>
		Tweak: UI alignment of [hotkey] included in handbook texts etc
	</li>
	<li>
		Fixed: Bears didn't attack Goats
	</li>
	<li>
		Fixed: Multi-threaded entity physics was broken in -rc.2 to -rc.4 with boats and rafts
	</li>
	<li>
		Fixed: Story location 3 worldgen broken in -rc.2, -rc.3 and -rc.4
	</li>
	<li>
		Fixed: Tutorial page in Handbook non-responsive Start Tutorial button
	</li>
	<li>
		Fixed: Marble and kimberlite cobblestone did not have grid recipes
	</li>
	<li>
		Fixed: Slight texture error on malefactor cloak shoulder
	</li>
	<li>
		Fixed: Bell now also spawns the new mobs
	</li>
	<li>
		Fixed: Colored lanterns not colored when placed on elk or sailboat
	</li>
	<li>
		Fixed: Backwards sailing when looking 90 degrees sideways
	</li>
	<li>
		Fixed: Leather Bracers changed the Malefactor Necklace Texture
	</li>
	<li>
		Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions
	</li>
	<li>
		Fixed: Worldgen structures would not get remapped automatically
	</li>
	<li>
		Fixed: Attempt to fix rare client crash on chunk unloading after death and respawn
	</li>
	<li>
		Fixed: Rare crash when continuing to fire bow rapidly after running out of arrows
	</li>
	<li>
		Fixed: Issues in correctly displaying days and hours to expiry for hosted servers
	</li>
	<li>
		Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR
	</li>
	<li>
		Fixed: (minor) Handbook search fixed a few issues with trimming whitespace etc.
	</li>
	<li>
		Fixed: (minor) one further possible source of exceptions in code if the game is shut down while still starting up
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">390</guid><pubDate>Fri, 13 Dec 2024 22:29:00 +0000</pubDate></item><item><title>v1.20-rc.1 - Lore Update: The Journey</title><link>https://www.vintagestory.at/blog.html/news/v120-rc1-lore-update-the-journey-r389/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.20.0-rc.1, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	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.<br />
	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 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅"><br />
	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.<br />
	 
</p>

<p>
	<strong>Can I start playing 1.20 now?</strong><br />
	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 <strong>pre-releases</strong> 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.<br />
	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.<br />
	To get the Elk mount you now need to visit the resonance archive first.
</p>

<p>
	<strong>Can I explore the new lore content now?</strong><br />
	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.<br />
	To get you started with the lore content - <strong>revisit the Resonator</strong> 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!<br />
	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.
</p>

<p>
	<strong>Still unfinished / known issues</strong><br />
	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.
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20 - The Journey" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/C5v8NaRVIyk?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong> (of new stuff since <a href="https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/" rel="">pre1</a>)<br />
	<br />
	Added Elk Ownership system<br />
	<img alt="calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20916" data-ratio="100.00" width="460" src="//media.vintagestory.at/monthly_2024_11/calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif" />
</p>

<p>
	<br />
	Added 15 new types of elk blankets for a total of 21<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20917" href="//media.vintagestory.at/monthly_2024_11/blankets.png.1d87fc21255462bdf5d9447d28e23019.png" rel=""><img alt="blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20917" data-ratio="14.30" width="1000" src="//media.vintagestory.at/monthly_2024_11/blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png" /></a><br />
	<br />
	Added dynamic color grading<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20918" href="//media.vintagestory.at/monthly_2024_11/dyngrading2.gif.8afb3453316dfc3274ef60490f5a6a02.gif" rel=""><img alt="dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20918" data-ratio="49.50" width="1000" src="//media.vintagestory.at/monthly_2024_11/dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif" /></a>
</p>

<p>
	Crops now get frosted<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="20919" href="//media.vintagestory.at/monthly_2024_11/frostcrop.gif.d0cfd7bf65aec5fc31f3fc922d7917d4.gif" rel=""><img alt="frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20919" data-ratio="55.80" width="1000" src="//media.vintagestory.at/monthly_2024_11/frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif" /></a>
</p>

<p>
	<br />
	<br />
	<br />
	<strong>Game updates since v1.19</strong>
</p>

<ul>
	<li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/" rel="">pre.1 devlog post</a>
	</li>
	<li>
		Feature: Added <strong>two special sound effects</strong>
		<ul>
			<li>
				Sound dampening effect when underwater
			</li>
			<li>
				Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Elk now featurecomplete</strong>
		<ul>
			<li>
				<strong>Elk ownership system</strong>. 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.
			</li>
			<li>
				Added interaction help for elk and sailboat
			</li>
			<li>
				<strong>15 new types of blankets </strong>for the Elk
			</li>
			<li>
				Improved swimming behavior of tamed elk. Can no longer dive.
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Continued work on sail boat</strong>
		<ul>
			<li>
				Added additional boat construction "stage" for launching the boat
			</li>
			<li>
				Improved collision of player/creatures &lt;=&gt; sailboat. Entities/Players can no longer walk through it
			</li>
			<li>
				Sailboat info hud now shows who created it (only for pre8+ created boats)
			</li>
			<li>
				Sailboat rear halyard moved forward to avoid clipping through player's head
			</li>
			<li>
				Fixed Boat construction site sliding off when against a wall, fixed creative mode material-less building not working
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Dynamic color grading</strong>. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
	</li>
	<li>
		Feature: <strong>Shield mechanic improvements</strong>
		<ul>
			<li>
				More oomphy shield blocking sounds. Added light &amp; heavy metal shield hit + heavy wood shield hit
			</li>
			<li>
				Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
			</li>
			<li>
				Some high flying projectiles were not correctly blocked by shields
			</li>
			<li>
				Shield block animation now only playes when successfully blocked
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New blocks</strong>
		<ul>
			<li>
				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
			</li>
			<li>
				Added 'scratched white paint' decor overlay block (creative mode only)
			</li>
			<li>
				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
			</li>
			<li>
				Added 'uneven' style bricks (running, header, and soldier patterns only)
			</li>
			<li>
				Jugs can now be fired in multiple colors in the beehive kiln
			</li>
		</ul>
	</li>
	<li>
		Feature: The new <strong>clay brick chimney</strong>s now emit smoke if there is a burning firepit or pit kiln below
	</li>
	<li>
		Feature: <strong>Second secret mob </strong>now complete and spawning. A few fixes and spawn reduction to the other secret mob.
	</li>
	<li>
		Feature: Added giant water lilies to world generation
	</li>
	<li>
		Feature: Added one new really very large, very rare surface ruin
	</li>
	<li>
		Feature: Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
	</li>
	<li>
		Feature: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Tweak: Improve overall CPU side performance anywhere from 5% to 30% <span style="font-size:12px;">(Technical info: Simply by enabling Dynamic PGO)</span>
			</li>
			<li>
				Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% <span style="font-size:12px;">(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)</span>
			</li>
			<li>
				Fixed: Very large Video-RAM leak when traveling more than 5000 blocks <span style="font-size:12px;">(reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)</span>
			</li>
			<li>
				Fixed: A number of small memory leaks on world leave
			</li>
			<li>
				Tweak: Reduced startup time on certain savegames <span style="font-size:12px;">(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)</span>
			</li>
			<li>
				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
			</li>
			<li>
				Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
			</li>
			<li>
				Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks <span style="font-size:12px;">(Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)</span>
			</li>
			<li>
				Fixed: Lag spikes caused by ChunkMapLayer when teleporting
			</li>
			<li>
				Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
			</li>
			<li>
				Fixed: Memory leak in the dialogue system
			</li>
			<li>
				Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul>
			<li>
				Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
			</li>
			<li>
				Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
			</li>
			<li>
				Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
			</li>
			<li>
				Tweak: Raw fish satiety reduced from 220 to 100
			</li>
			<li>
				Tweak: Path blocks are now reinforcable with the block reinforcement system
			</li>
			<li>
				Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
			</li>
			<li>
				Fixed: Thrown spear when player standing back to a wall was hitting this wall
			</li>
			<li>
				Fixed: Range distance character trait did not affect spears
			</li>
			<li>
				Fixed: Should fix spears damaging creatures multiple times on impact
			</li>
		</ul>
	</li>
	<li>
		Tweak: Animal AI improvements
		<ul>
			<li>
				Fixed: Hopefully a number of cases of animals not running away upon getting hit
			</li>
			<li>
				Fixed: A* Bug - Entities running in circles on halfslabs
			</li>
			<li>
				Fixed: Creatures not getting out of water when they should
			</li>
			<li>
				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
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cave ins are now <strong>less predictable</strong>, as they can collapse more blocks and create additional cave ins nearby
	</li>
	<li>
		Tweak: Multiplayer server management improvements
		<ul>
			<li>
				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
			</li>
			<li>
				Tweak: /kick command now also accepts a player selector
			</li>
			<li>
				Tweak: /group command should now deliver localized messages to the player
			</li>
			<li>
				Tweak: Improve Audit logging for take/put of contents from many blocks by a player
			</li>
			<li>
				Tweak: Cleaner UI for Server Disconnected Screen
			</li>
			<li>
				Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
			</li>
			<li>
				Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
			</li>
			<li>
				Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
			</li>
			<li>
				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
			</li>
			<li>
				Tweak: Schematics importing is now more robust against broken block codes
			</li>
			<li>
				Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
			</li>
			<li>
				Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
			</li>
			<li>
				Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
			</li>
		</ul>
	</li>
	<li>
		Tweak: Visual fine tuning
		<ul>
			<li>
				Feature: Added <strong>rust decor </strong>to locust nests
			</li>
			<li>
				Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
			</li>
			<li>
				Tweak: Additional visual effect while drunk (vary ambient bloom level)
			</li>
			<li>
				Tweak: Topsoil grass coverage texture is now randomly rotated
			</li>
			<li>
				Tweak: Crops now have a frost overlay
			</li>
			<li>
				Tweak: Improve SSAO quality, particularly the high quality setting
			</li>
			<li>
				Tweak: Can now set LodBiasFar in the graphics settings
			</li>
			<li>
				Tweak: Don't wildly wiggle around offhand torch while knapping
			</li>
			<li>
				Tweak: Water striders now tightly follow the water line
			</li>
			<li>
				Tweak: Disable sideways swivel for swimming land dwellers
			</li>
			<li>
				Tweak: Fine tuned fire particles
			</li>
			<li>
				Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
			</li>
			<li>
				Fixed: Mediterranean cypress in large planter had wrong foliage tinting
			</li>
			<li>
				Fixed: Night vision mask visually conflicting with hoods
			</li>
			<li>
				Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
			</li>
			<li>
				Fixed: Animation jerkiness on the Resonator block
			</li>
			<li>
				Fixed: Animated blocks still animated while paused
			</li>
			<li>
				Fixed: Creatures sideways-swiveled too quickly when turning
			</li>
			<li>
				Fixed: Some animation jerkiness with traders
			</li>
			<li>
				Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
			</li>
			<li>
				Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
			</li>
			<li>
				Fixed: Very jerky fp arm movements on very low fps
			</li>
			<li>
				Fixed: Offcentered down arrow on dropdown GUI elements
			</li>
			<li>
				Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
			</li>
			<li>
				Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
			</li>
			<li>
				Fixed: Firestarter did not play animation when using on pitkiln
			</li>
			<li>
				Fixed: Other drunken player made your own player character wobbly
			</li>
			<li>
				Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
	</li>
	<li>
		Tweak: Handbook improvements
		<ul>
			<li>
				Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
			</li>
			<li>
				Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
			</li>
			<li>
				Handbook did not mention that hot molds will shatter when wet
			</li>
			<li>
				Crash on handbook entry for parchment when hovering over the label-create recipe
			</li>
		</ul>
	</li>
	<li>
		Tweak: Various chat commands adjustments
		<ul>
			<li>
				Added user warning on "/time speed" commands
			</li>
			<li>
				Can now supply itemstack attributes to /giveitem and /giveblock
			</li>
			<li>
				Added new /we importl &lt;filename&gt; 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)
			</li>
			<li>
				Added ".cam loadold" to be able to load pre 1.20 paths
			</li>
			<li>
				Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
			</li>
			<li>
				Add "/worldedit microblock setname" to set a name for multiple microblocks
			</li>
			<li>
				Add alias /sc for /serverconfig
			</li>
			<li>
				Add /entity set-angle yaw &lt;degrees&gt; command
			</li>
			<li>
				Add /we gcc command to export CustomLandClaims json for storystructures.json
			</li>
			<li>
				Corrected saving of /serverconfig whitelistmode &lt;on/off/default&gt; changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
	</li>
	<li>
		Tweak: Add more waypoint suggestions
	</li>
	<li>
		Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
	</li>
	<li>
		Tweak: Don't message box the player on thread crash on exit, just log a warning.
	</li>
	<li>
		Tweak: Ingot Molds are now placed in the facing direction
	</li>
	<li>
		Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
	</li>
	<li>
		Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
	</li>
	<li>
		Tweak: Lowered ground storable hitbox for jugs and pots
	</li>
	<li>
		Tweak: Update Trader Buying/Selling lists
	</li>
	<li>
		Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
	</li>
	<li>
		Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
	</li>
	<li>
		Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
	</li>
	<li>
		Tweak: Spiderweb is now combustible
	</li>
	<li>
		Tweak: Falling blocks system improvments
		<ul>
			<li>
				Fixed blocks floating up to the surface
			</li>
			<li>
				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.
			</li>
			<li>
				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.
			</li>
			<li>
				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).
			</li>
			<li>
				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.
			</li>
			<li>
				Fixed: 2 layers of rock above mantle being fully unstable
			</li>
			<li>
				Fixed: exception on massive cave-ins
			</li>
			<li>
				Fixed: falling blocks getting stuck in flowing water
			</li>
			<li>
				Added random falling direction to spread out landslides
			</li>
		</ul>
	</li>
	<li>
		Tweak: linux run.sh now also works when used from a symbolic link
	</li>
	<li>
		Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
	</li>
	<li>
		Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
	</li>
	<li>
		Tweak: NPCs now reveal their name when asked about it.
	</li>
	<li>
		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
	</li>
	<li>
		Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
	</li>
	<li>
		Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
	</li>
	<li>
		Tweak: Disable render meta blocks mode when entering survival mode
	</li>
	<li>
		Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
	</li>
	<li>
		Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
	</li>
	<li>
		Fixed: Scythe can still destroy grass in trim mode
	</li>
	<li>
		Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
	</li>
	<li>
		Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
	</li>
	<li>
		Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
	</li>
	<li>
		Fixed: Might fix issue #4327 - Everything has a blue-ish tint
	</li>
	<li>
		Fixed: Rare crash related to chiseled block breaking
	</li>
	<li>
		Fixed: Not being able to attach sign to trunks
	</li>
	<li>
		Fixed: Single reported client crash related to Frustum spheres
	</li>
	<li>
		Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
	</li>
	<li>
		Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
	</li>
	<li>
		Fixed: Can remove not removable decor by replacing it with other decor
	</li>
	<li>
		Fixed: Projectile damaging same entity multiple times on hit.
	</li>
	<li>
		Fixed: Plants inside flower pots and planters windwaving inside of rooms
	</li>
	<li>
		Fixed: Missing interaction help for fuel for clay oven
	</li>
	<li>
		Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
	</li>
	<li>
		Fixed: Prevent Translocator breaking with hacked client
	</li>
	<li>
		Fixed: The last rope in a map region not properly getting deleted
	</li>
	<li>
		Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
	</li>
	<li>
		Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
	</li>
	<li>
		Fixed: Salted hides could not be soaked in borax
	</li>
	<li>
		Fixed: Able to pick up thrown drifter stone after reload
	</li>
	<li>
		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.
	</li>
	<li>
		Fixed: Bow release sound sometimes not playing
	</li>
	<li>
		Fixed: Pumpkin carving did not work on servers if the server was last started before october
	</li>
	<li>
		Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
	</li>
	<li>
		Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
	</li>
	<li>
		Fixed: Sound error logged rarely related to wind sounds
	</li>
	<li>
		Fixed: Glider open/closed state desync in multiplayer
	</li>
	<li>
		Fixed: Several issues with non-player entities mounting beds
	</li>
	<li>
		Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
	</li>
	<li>
		Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl &lt;filename&gt; command)
	</li>
	<li>
		Fixed: Issues with support beams
		<ul>
			<li>
				Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
			</li>
			<li>
				Water was not able to flow into support beam blocks
			</li>
			<li>
				Support beams placed in water would delete the water
			</li>
		</ul>
	</li>
	<li>
		Fixed: Removed incorrect interaction help on burned out torches
	</li>
	<li>
		Fixed: Meta blocks and crop prop blocks not in creative everything tab
	</li>
	<li>
		Fixed: Terminus teleport not working in laggy server conditions
	</li>
	<li>
		Fixed: Foggy weather no longer working
	</li>
	<li>
		Fixed: Various crashes when disabling survival mod and starting a super flat world
	</li>
	<li>
		Fixed: Adding labels to any wood crates turned them into aged labeled crates
	</li>
	<li>
		Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
	</li>
	<li>
		Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
	</li>
	<li>
		Fixed: Switching ifp mode on/off left some lingering animations that derped things
	</li>
	<li>
		Fixed: Able to reinforce blocks claimed by another player
	</li>
	<li>
		Fixed: Schematics would rotate the yaw of Entities twice
	</li>
	<li>
		Fixed: Filtering items in creative inventory right after loading crashes the game
	</li>
	<li>
		Fixed: Game crashes when reopening creative inventory with right side tabs active
	</li>
</ul>

<p>
	 
</p>

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

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

<p>
	 
</p>

<p>
	<br />
	<strong>Only the game updates since pre.13</strong> (also included in above changes list)
</p>

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

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">389</guid><pubDate>Wed, 04 Dec 2024 17:52:00 +0000</pubDate></item><item><title>v1.20-pre.1 - Second Story Chapter Preparations</title><link>https://www.vintagestory.at/blog.html/news/v120-pre1-second-story-chapter-preparations-r387/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.20.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	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 <strong>still needs to cook a little longer</strong>, 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.<br />
	<br />
	We continue our tradition of challenging the <em>status quo</em> 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.
</p>

<p>
	<strong>New or Updated Engine Tech</strong>
</p>

<ul>
	<li>
		<strong>Server side physics</strong>: 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.
	</li>
	<li>
		<strong>Entity Part targeting</strong>: 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.
	</li>
	<li>
		<strong>Entity Multi-Box Physics</strong>: 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.
	</li>
	<li>
		<strong>Entity Attachable System</strong>: 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.
	</li>
	<li>
		<strong>Entity Animation Cap Upgrade</strong>: 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
	</li>
	<li>
		<strong>World Dimensions</strong>: We have continued working on our dimensions system. More info on this still to come.
	</li>
	<li>
		<strong>Dynamic rope system</strong>: Still a work in progress, but <em>maybe</em> just about stable enough for full integration.
	</li>
	<li>
		<strong>Modding conveniences</strong>: 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
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Please note</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, incomplete features, possible performance issues and crashes. The lore content will also not spawn right now.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot19" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <span>new v1.20 blog post</span> will then come when the first full release candidate (rc.1) is ready<br />
	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.<br />
	4. We <strong>do not recommend</strong> 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<br />
	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.
</p>

<p>
	<br />
	<strong>Still planned for rc.1</strong><br />
	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.<br />
	<br />
	<strong>Gifs/Screenshots</strong>
</p>

<p>
	Mount system: Rideable Elk and Sailboat
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	Sailboat construction system<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" />
</p>

<p>
	Upgraded Raft: now has stowage for the oar and can carry a basket<br />
	<img alt="raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="20051" data-ratio="75.20" width="496" src="//media.vintagestory.at/monthly_2024_09/raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif" /><br />
	<br />
	Ocean Content: Visual upgrade - murky shader and opaque oceans<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Ocean and Lake Content: Many more underwater plants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20003" href="//media.vintagestory.at/monthly_2024_09/uplants.png.bb8932fd1ff9548f5dcdb73c29372c37.png" rel=""><img alt="uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20003" data-ratio="42.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/uplants.thumb.png.d4ccb0e731ee7a3884a3fb4231de7127.png" /></a>
</p>

<p>
	Ocean Content: Saltwater Coral reefs <strong>(WIP)</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20002" href="//media.vintagestory.at/monthly_2024_09/reefs1.png.6a20fce657adf3a8030149463d5ac526.png" rel=""><img alt="reefs1.thumb.png.cd11ba5a8056f235927a5b0aa102eb09.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20002" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/reefs1.thumb.png.cd11ba5a8056f235927a5b0aa102eb09.png" /></a>
</p>

<p>
	<br />
	Reworked wolf model and animations<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" /><br />
	 
</p>

<p>
	Bricks overhaul. 130+ new variants of brick blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a>
</p>

<p>
	<br />
	The beehive kiln: A new system of baking bricks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19995" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.png.2ff4795ca6f40051dc40f1f19aafe1fc.png" rel=""><img alt="2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19995" data-ratio="115.03" width="652" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_17-00-34.thumb.png.41bc3276d5cc1e7d4f4b1e495637627b.png" /></a><br />
	<br />
	The most common hot items are now held correctly with the tongs<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/tongs.png.eda0ff168f5410cd6b8c61e55cc9c7dd.png" rel="external nofollow"><img alt="tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19996" data-ratio="150.50" style="width:400px;height:auto;" width="498" src="//media.vintagestory.at/monthly_2024_09/tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png" /></a><br />
	<br />
	Hot ground stored items are now also incandescent and shading of held ones is improved.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19997" href="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.png.d63feb12f1bd97f068055a680f59369f.png" rel=""><img alt="2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19997" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2024_09/2024-09-10_16-57-22.thumb.png.e1c169e07c5cdda3e0de589538625fc1.png" /></a>
</p>

<p>
	<span> </span><br />
	Added insect life
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.<br />
	<img alt="sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20062" data-ratio="54.58" style="width:262px;height:auto;" width="472" src="//media.vintagestory.at/monthly_2024_09/sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.png" />  <img alt="sturdybag.png.c006970caa414542d56958bc3034f378.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20063" data-ratio="56.08" style="width:255px;height:auto;" width="455" src="//media.vintagestory.at/monthly_2024_09/sturdybag.png.c006970caa414542d56958bc3034f378.png" /><br />
	<br />
	<img alt="sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20064" data-ratio="54.55" style="width:550px;height:auto;" width="864" src="//media.vintagestory.at/monthly_2024_09/sturdy.png.31c6c38877990d86bc0d16887f9967f6.png" />
</p>

<p>
	Two new types of bombs<br />
	<img alt="scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20006" data-ratio="42.52" style="width:428px;height:auto;" width="651" src="//media.vintagestory.at/monthly_2024_09/scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png" /> <img alt="stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20005" data-ratio="52.57" style="width:350px;height:auto;" width="653" src="//media.vintagestory.at/monthly_2024_09/stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png" />
</p>

<p>
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	The 100+ world configs are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19477" href="//media.vintagestory.at/monthly_2024_07/tabs.png.98aaff2296fb312661dcdb2f4e564406.png" rel=""><img alt="tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19477" data-ratio="107.45" width="698" src="//media.vintagestory.at/monthly_2024_07/tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" /></a><br />
	<br />
	Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20004" href="//media.vintagestory.at/monthly_2024_09/boom.png.edf06d45b5b8db7acc255ede4c6b1df8.png" rel=""><img alt="boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20004" data-ratio="57.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png" /></a>
</p>

<p>
	Trapdoors are now woodtyped, come in 2 variants each and animated like the door.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20050" href="//media.vintagestory.at/monthly_2024_09/trapdoors.png.e922c58c6fc1773758df3d847a4f86d8.png" rel=""><img alt="trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20050" data-ratio="66.20" width="1000" src="//media.vintagestory.at/monthly_2024_09/trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png" /></a>
</p>

<p>
	 
</p>

<p>
	For modders and future game content (hinthint): Entity Activity System with ingame Editor.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20007" href="//media.vintagestory.at/monthly_2024_09/aedit.png.6bebdf2defcd35da3e433505a01da2c0.png" rel=""><img alt="aedit.thumb.png.703f93b5d3d0d9338c24821dac4636c5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20007" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2024_09/aedit.thumb.png.703f93b5d3d0d9338c24821dac4636c5.png" /></a>
</p>

<p>
	<br />
	Lava and Boiling water now kills nearby grass<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="20052" href="//media.vintagestory.at/monthly_2024_09/singe.png.1d339bf27190cf514f6325db969eb3cc.png" rel=""><img alt="singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20052" data-ratio="43.60" width="1000" src="//media.vintagestory.at/monthly_2024_09/singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png" /></a><br />
	<br />
	More beams for creative mode players - shingled roof, ropes of various thicknesses and chains<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_09/beams.png.006e0d1ee930e94fab5f5c5df6a92ea4.png" rel="external nofollow"><img alt="beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="20053" data-ratio="84.13" style="width:750px;height:auto;" width="891" src="//media.vintagestory.at/monthly_2024_09/beams.thumb.png.555367671c7f7053fe619e3476d531b6.png" /></a>
</p>

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

<ul>
	<li>
		Feature: <strong>Animal Riding system</strong>.

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

<p>
	<br />
	<strong>API / Modding Changes</strong>
</p>

<ul>
	<li>
		Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
	</li>
	<li>
		Feature: Spherical fog system. More info on this feature in another update
	</li>
	<li>
		Feature: Improved <strong>dimensions</strong> support in the game engine and API. More info on all this in a future post
	</li>
	<li>
		Feature: <strong>Allow json file inheritance for blocks, items and entities </strong>using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
	</li>
	<li>
		Feature: <strong>Max animated elements cap is now 230</strong> 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
	</li>
	<li>
		Feature: <strong>Modmaker Improvements</strong>
		<ul>
			<li>
				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.).
			</li>
			<li>
				Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
			</li>
			<li>
				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
			</li>
			<li>
				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
			</li>
			<li>
				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.
			</li>
		</ul>
	</li>
	<li>
		Feature: New <strong>entity type property: "behaviorConfigs"</strong>. 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.
	</li>
	<li>
		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
	</li>
	<li>
		Feature: Can now define IgnoreElements for block/item/entity shapes
	</li>
	<li>
		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
	</li>
	<li>
		Feature: Can now use step-parented shape overlays for entities. Example: Male elk
	</li>
	<li>
		Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
	</li>
	<li>
		Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
	</li>
	<li>
		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.
	</li>
	<li>
		Refactor: Clean up BEIngotMold and BEToolMold code
	</li>
	<li>
		Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
	</li>
	<li>
		Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
	</li>
	<li>
		Refactor: Unified Seraph and Trader head sizes and accessories
	</li>
	<li>
		Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
	</li>
	<li>
		Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
	</li>
	<li>
		Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
	</li>
	<li>
		Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
	</li>
	<li>
		Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
	</li>
	<li>
		Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
	</li>
	<li>
		Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
	</li>
	<li>
		Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		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.
	</li>
	<li>
		Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
	</li>
	<li>
		Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
	</li>
	<li>
		Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
	</li>
	<li>
		Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
	</li>
	<li>
		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)
	</li>
	<li>
		Tweak: New particle property LightEmission
	</li>
	<li>
		Tweak: Add "withDrops" property to BehaviorTransformBreak
	</li>
	<li>
		Tweak: Can now use shape overlays for clothing
	</li>
	<li>
		Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
	</li>
	<li>
		Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
	</li>
	<li>
		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
	</li>
	<li>
		Tweak: Made IShaderProgram.AssetDomain available to mods
	</li>
	<li>
		Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
	</li>
	<li>
		Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
	</li>
	<li>
		Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
	</li>
	<li>
		Tweak: Mainhand and offhand items can now apply any character stats via statModifier
	</li>
	<li>
		Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
	</li>
	<li>
		Tweak: Made henbox more moddable
	</li>
	<li>
		Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
	</li>
	<li>
		Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
	</li>
	<li>
		Tweak: Made IMPPowered interface public
	</li>
	<li>
		Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
	</li>
	<li>
		Tweak: Added CollectibleObject.SetDurability()
	</li>
	<li>
		Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
	</li>
	<li>
		Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
	</li>
	<li>
		Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
	</li>
	<li>
		Tweak: Added command ".debug sound list" to print all active sounds
	</li>
	<li>
		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.
	</li>
	<li>
		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.
	</li>
	<li>
		Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
	</li>
	<li>
		Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
	</li>
	<li>
		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.
	</li>
	<li>
		Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
	</li>
	<li>
		Fixed: Lod0Shape not applying alt textures
	</li>
	<li>
		Fixed: Should fix exception thrown in some cases when creating a large explosion
	</li>
	<li>
		Fixed: shape.SubclassForStepParenting() did not subclass element names
	</li>
	<li>
		Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
	</li>
	<li>
		Fixed: Event AfterActiveSlotChanged simply crashing when triggered
	</li>
	<li>
		Fixed: Chat sub commands could not use a different privilege then the base command
	</li>
	<li>
		Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
	</li>
	<li>
		Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
	</li>
	<li>
		Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">387</guid><pubDate>Wed, 18 Sep 2024 17:00:00 +0000</pubDate></item><item><title>July 2024 Development Update</title><link>https://www.vintagestory.at/blog.html/news/july-2024-development-update-r388/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span>
</p>

<p>
	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.
</p>

<p>
	<span style="font-size:20px;">VS Lore, Chapter 2</span><br />
	Most of the team works on the games Lore content, of which I can reveal the least of <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f62d.png" class="ipsEmoji" alt="😭"><br />
	As mentioned in our <a href="https://www.vintagestory.at/blog.html/news/the-state-of-vs-may-2024-r385/" rel="">previous blog post</a>, 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.<br />
	<br />
	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. <em>Mob reveal waiting time intensifies <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f631.png" class="ipsEmoji" alt="😱"></em>
</p>

<p>
	<span style="font-size:20px;">Mount System</span><br />
	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.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="v1.20: Mount System" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/qleOZ6uN-a0?feature=oembed"></iframe>
	</div>
</div>

<p>
	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 <strong>rope system </strong>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.<br />
	<br />
	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.<br />
	<img alt="shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19473" data-ratio="53.94" width="710" src="//media.vintagestory.at/monthly_2024_07/shipbuilding2.gif.b1effb57e7280b07e7aa3e81bb13a0c4.gif" /><br />
	<br />
	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.<br />
	<img alt="elkings.gif.61f7258ebca2113d5f65046e49d5d2b2.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19481" data-ratio="115.22" width="322" src="//media.vintagestory.at/monthly_2024_07/elkings.gif.61f7258ebca2113d5f65046e49d5d2b2.gif" /><br />
	<br />
	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.<br />
	<br />
	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.<br />
	<img alt="anticlip2.gif.69e0d487b7a3b07ffdc8845e228a5f13.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19480" data-ratio="106.70" width="463" src="//media.vintagestory.at/monthly_2024_07/anticlip2.gif.69e0d487b7a3b07ffdc8845e228a5f13.gif" /><br />
	<br />
	<span style="font-size:20px;">Oceans</span><br />
	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.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19469" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.png.8b22fd65252c8dfeac3063bc28a1a64b.png" rel=""><img alt="2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19469" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_10-42-20.thumb.png.b3d3f5f66f3034c737247357c58ee32c.png" /></a>
</p>

<p>
	Suffice to say, the Oceans are slooowly filling up with content!
</p>

<p>
	<span style="font-size:20px;">Animations Rework</span><br />
	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<br />
	<img alt="wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19470" data-ratio="85.08" width="496" src="//media.vintagestory.at/monthly_2024_07/wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif" /> <img alt="wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19471" data-ratio="77.52" width="552" src="//media.vintagestory.at/monthly_2024_07/wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif" /><br />
	 
</p>

<p>
	<span style="font-size:20px;">Bricks Overhaul</span><br />
	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.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19472" href="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.png.b63e0ba28684c5cafe3114f920eefbba.png" rel=""><img alt="2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19472" data-ratio="65.00" width="1000" src="//media.vintagestory.at/monthly_2024_07/2024-07-31_15-01-31.thumb.png.ef6dbab8413db0f9d507d7ce417effe2.png" /></a>
</p>

<p>
	Here's a piece of in-game concept art on how the beehive kiln will look like, roughly<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_07/kiln.png.8d7751b2c6d8b1d9c5aa57083020421e.png" rel="external nofollow"><img alt="kiln.thumb.png.44c5b189db5ec1216d822e6350a0012f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19479" data-ratio="141.60" style="width:250px;height:auto;" width="530" src="//media.vintagestory.at/monthly_2024_07/kiln.thumb.png.44c5b189db5ec1216d822e6350a0012f.png" /></a><br />
	 
</p>

<p>
	<span style="font-size:20px;">Head and Wearables Uni-Sizing Project</span><br />
	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.<br />
	<br />
	<span style="font-size:20px;">#devlog Recap</span><br />
	If you have been following us on Discord, you also might have seen several other small updates which I'll list here as well.
</p>

<p>
	Insects will enrich the world of VS
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	<br />
	At long last dejanked the holding of very hot items, they are now visually held by tongs<br />
	<img alt="2024-07-02_16-50-33.png.0da23ccf7a06289bcacc10437df013e8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19474" data-ratio="97.71" style="width:350px;height:auto;" width="728" src="//media.vintagestory.at/monthly_2024_07/2024-07-02_16-50-33.png.0da23ccf7a06289bcacc10437df013e8.png" /><br />
	<br />
	The Moon moving over the Sun will now produce actual Eclipses<br />
	<img alt="eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19475" data-ratio="94.65" width="430" src="//media.vintagestory.at/monthly_2024_07/eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif" /><br />
	<br />
	Hot molds will shatter if exposed to water<br />
	<img alt="shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="19476" data-ratio="94.15" width="359" src="//media.vintagestory.at/monthly_2024_07/shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif" /><br />
	<br />
	The 100+ world settings are now much better organized through the use of Tabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19477" href="//media.vintagestory.at/monthly_2024_07/tabs.png.98aaff2296fb312661dcdb2f4e564406.png" rel=""><img alt="tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19477" data-ratio="107.45" width="698" src="//media.vintagestory.at/monthly_2024_07/tabs.thumb.png.ebd5dc9b38f28a67fabc807c06f5edcd.png" /></a><br />
	<br />
	Quad particles will have smooth edges, creating less jarring visual artifacts<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="19478" href="//media.vintagestory.at/monthly_2024_07/smoothparticles.png.576b86d8a4ae76e1b1fcd91e322377ca.png" rel=""><img alt="smoothparticles.thumb.png.d7c83798f6c6d0f4160fb7ac8963c73e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="19478" data-ratio="110.13" style="width:500px;height:auto;" width="681" src="//media.vintagestory.at/monthly_2024_07/smoothparticles.thumb.png.d7c83798f6c6d0f4160fb7ac8963c73e.png" /></a><br />
	<br />
	<span style="font-size:20px;">Woop!</span><br />
	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!
</p>
]]></description><guid isPermaLink="false">388</guid><pubDate>Wed, 31 Jul 2024 13:31:00 +0000</pubDate></item><item><title>v1.19.8 Dot the i's and cross the t's</title><link>https://www.vintagestory.at/blog.html/news/v1198-dot-the-is-and-cross-the-ts-r386/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.8, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18709" href="//media.vintagestory.at/monthly_2024_05/image_1.png.b7e2dcee2c05f4936cdde97a0dd847eb.png" rel=""><img alt="image_1.thumb.png.95fe8ddba1f048a793adc753e7bc7745.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18709" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_05/image_1.thumb.png.95fe8ddba1f048a793adc753e7bc7745.png" /></a><br />
	<span style="font-size:12px;">Soviet panel house by Chuchi Gucci, shared on discord #screenshots</span><br />
	 
</p>

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

<ul>
	<li>
		Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers)
	</li>
	<li>
		Fixed: Clutter bookshelves were not dropping items when repaired with glue
	</li>
	<li>
		Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767
	</li>
	<li>
		Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog
	</li>
	<li>
		Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held
	</li>
	<li>
		Fixed: Left clicking with oars in hands playing attack animation endlessly
	</li>
	<li>
		Fixed: A crock in the auction house crashing the game client when hovered over
	</li>
	<li>
		Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds
	</li>
	<li>
		Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world.
	</li>
	<li>
		Fixed: First person animation for pouring liquid metal improved.
	</li>
	<li>
		Fixed: Server lagspikes after several days of uptime. <span style="font-size:12px;">(Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS)</span>
	</li>
	<li>
		Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. <span style="font-size:12px;">(Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join)</span>
	</li>
	<li>
		Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over
	</li>
</ul>
]]></description><guid isPermaLink="false">386</guid><pubDate>Fri, 17 May 2024 10:49:00 +0000</pubDate></item><item><title>The state of VS, May 2024</title><link>https://www.vintagestory.at/blog.html/news/the-state-of-vs-may-2024-r385/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span>
</p>

<p>
	The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20!<br />
	<img alt="Untitled.jpg.f7b5df57c993ed6caf601933a00a96e1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18593" data-ratio="66.67" style="width:300px;height:auto;" width="750" src="//media.vintagestory.at/monthly_2024_05/Untitled.jpg.f7b5df57c993ed6caf601933a00a96e1.jpg" />
</p>

<p>
	<br />
	<span style="color:#e74c3c;"><span>⚠ </span><strong>Danger Zone</strong></span> <span style="color:#e74c3c;"><span>⚠</span></span><br />
	Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again.
</p>

<p>
	With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience.
</p>

<p>
	Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system.
</p>

<p>
	More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly.<br />
	<br />
	Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="V1.20: Riding" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/OHDUWUT1KCo?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it:<br />
	<img alt="boat.png.f180cffc0c2292cc1ebb0a97871b2057.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18595" data-ratio="86.17" style="width:600px;height:auto;" width="753" src="//media.vintagestory.at/monthly_2024_05/boat.png.f180cffc0c2292cc1ebb0a97871b2057.png" /><br />
	<br />
	Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20.
</p>

<p>
	I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself.
</p>

<p>
	But that is not all!<br />
	<br />
	<strong>New insect life &amp; other game juice</strong><br />
	As already showcased, 1.20 will bring at least a bit of new insect life to the world!
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/k2yYh5Cap-Q?list=PLf_NNbfhJdT-XxjxsB1xc244BuzrNL2dE"></iframe>
	</div>
</div>

<p>
	<span>on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience.</span><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18602" href="//media.vintagestory.at/monthly_2024_05/2024-05-09_16-13-54.png.dee4a1701d44594e9a4401e367f6ea2f.png" rel=""><img alt="2024-05-09_16-13-54.thumb.png.aeee8a58e28c5431ca8321311237f626.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18602" data-ratio="57.90" width="1000" src="//media.vintagestory.at/monthly_2024_05/2024-05-09_16-13-54.thumb.png.aeee8a58e28c5431ca8321311237f626.png" /></a>
</p>

<p>
	<br />
	<br />
	<span><strong>High fidelity animations</strong></span><br />
	Our new animator is hard at work redoing animal animations<br />
	<img alt="Wolf_Snarl_state02.gif.04c4b354251a4bf958d9e4cce05e21cb.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="18601" data-ratio="83.63" width="617" src="//media.vintagestory.at/monthly_2024_05/Wolf_Snarl_state02.gif.04c4b354251a4bf958d9e4cce05e21cb.gif" />
</p>

<p>
	<br />
	<strong>New Mob</strong><br />
	There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art <span><img alt=":P" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/tongue.png" srcset="//media.vintagestory.at/emoticons/tongue@2x.png 2x" title=":P" width="20" /></span><br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2024_05/ST2.png.0e6b48f7e77190fcf59dbc47eba35c16.png" rel="external nofollow"><img alt="ST2.thumb.png.eb3feb0b9dffaa12363fa30d58d1a089.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18598" data-ratio="100.22" style="width:450px;height:auto;" width="749" src="//media.vintagestory.at/monthly_2024_05/ST2.thumb.png.eb3feb0b9dffaa12363fa30d58d1a089.png" /></a><br />
	<br />
	<strong>More bricks</strong><br />
	We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18599" href="//media.vintagestory.at/monthly_2024_05/bricks.png.48e80ce403f8c3856e65e1479eee1c2f.png" rel=""><img alt="bricks.thumb.png.fa6f4e2e7f0e0c88fa96f6e9d273344b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18599" data-ratio="39.70" width="1000" src="//media.vintagestory.at/monthly_2024_05/bricks.thumb.png.fa6f4e2e7f0e0c88fa96f6e9d273344b.png" /></a><br />
	<br />
	<strong>In Conclusion</strong><br />
	Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to <span><span><span><img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span></span></span><br />
	We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024.
</p>

<p>
	Cheers,<br />
	  Tyron and the VS Team
</p>
]]></description><guid isPermaLink="false">385</guid><pubDate>Thu, 09 May 2024 13:16:00 +0000</pubDate></item><item><title>v1.19.6/7 - Anti-Double-Whammy</title><link>https://www.vintagestory.at/blog.html/news/v11967-anti-double-whammy-r384/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.6 and v1.19.7, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>[Edit:] </strong>Also released v1.19.7 with the following changes:
</p>

<ul>
	<li>
		Fixed: Issues with typing caused by the 1.19.6 drunk typing fix
	</li>
	<li>
		Fixed: First person hands visibly detached while drunk and typing in chat
	</li>
	<li>
		Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends
	</li>
	<li>
		Fixed: Don't crash client on corrupt chunk
	</li>
</ul>

<p>
	Please notice, v1.19.7 is <strong>not compatible</strong> with v1.19.6 or older servers - you will not be able to join unless they are updated.
</p>

<p>
	<br />
	Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the <a href="https://www.youtube.com/watch?v=k2yYh5Cap-Q" rel="external nofollow">grasshoppers</a>, <a href="https://www.youtube.com/watch?v=URVBQjroA4w" rel="external nofollow">coquis</a>, <a href="https://www.youtube.com/watch?v=-AtEC6MpwnU" rel="external nofollow">cicadas</a> and <a href="https://www.youtube.com/watch?v=k4xEXRnFQIo" rel="external nofollow">pond insects</a> coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="18221" href="//media.vintagestory.at/monthly_2024_03/2024-03-31_09-40-38.jpg.4705a75bd2840106c9fc7e4770a72adc.jpg" rel=""><img alt="2024-03-31_09-40-38.thumb.jpg.4c7b97b8138fd86052e8a57afe333777.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18221" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-31_09-40-38.thumb.jpg.4c7b97b8138fd86052e8a57afe333777.jpg" /></a><br />
	<em><span style="font-size:12px;">pretty cool cave</span></em><span style="font-size:12px;"> - shared by Billy Mays in #general</span>
</p>

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

<ul>
	<li>
		Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases
	</li>
	<li>
		Fixed: Multiple visual issues when using a high field of view
	</li>
	<li>
		Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot
	</li>
	<li>
		Fixed: Multiple issues with drunk typing
	</li>
	<li>
		Fixed: "/time add" command allowed negative values
	</li>
	<li>
		Fixed: Cancel button on backup confirm screen not functioning
	</li>
	<li>
		API Fixed: RegisterEventBusListener() delegates called twice in some cases
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">384</guid><pubDate>Sun, 31 Mar 2024 16:58:00 +0000</pubDate></item><item><title>v1.19.5 - YABATP stable</title><link>https://www.vintagestory.at/blog.html/news/v1195-yabatp-stable-r383/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18141" href="//media.vintagestory.at/monthly_2024_03/2024-03-21_18-52-09.png.40f3ae171080c28e8a31290ea398926c.png" rel=""><img alt="2024-03-21_18-52-09.thumb.png.f45f67403bade561274494690fa52fe3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18141" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-21_18-52-09.thumb.png.f45f67403bade561274494690fa52fe3.png" /></a><br />
	<span style="font-size:11px;">Screenshot by MannyXIII, shared on Discord #screenshots</span><br />
	 
</p>

<p>
	<strong>All game updates since v1.19.4</strong>
</p>

<ul>
	<li>
		Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain
	</li>
	<li>
		Tweak: More first person hands animation tuning
		<ul>
			<li>
				Tweak: Adjusted animation for raising your temporal stability
			</li>
			<li>
				Tweak: Bucket now visually stays level when selected
			</li>
			<li>
				Tweak: Improved watering can ready animation
			</li>
			<li>
				Tweak: Adjusted impact and sound frame for smithing
			</li>
			<li>
				Tweak: Watering animation with a watering can now looks better
			</li>
			<li>
				Fixed: Freezing animation no longer continues indefinitely
			</li>
			<li>
				Fixed: Animation Jitter on axehit. Experimental. Might break stuff
			</li>
			<li>
				Fixed: Ready pose for shovel fixed again
			</li>
		</ul>
	</li>
	<li>
		Tweak: Buffed warmth on reindeer herder coats and boots
	</li>
	<li>
		Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised
	</li>
	<li>
		Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts
	</li>
	<li>
		Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues
	</li>
	<li>
		Fixed: Trader wandering off while trading
	</li>
	<li>
		Fixed: Angry bees not stinging the player
	</li>
	<li>
		Fixed: Boars with offspring attacking even when game settings place creatures on passive mode
	</li>
	<li>
		Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4
	</li>
	<li>
		Fixed: Topsoil grass re-growth did not match original worldgen grass
	</li>
	<li>
		Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning
	</li>
	<li>
		Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty
	</li>
	<li>
		Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path
	</li>
	<li>
		Fixed: In <em>Homo Sapiens</em> game mode (or others where lore content is off) locust nests would still spawn
	</li>
	<li>
		Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click
	</li>
	<li>
		Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal
	</li>
	<li>
		Fixed: Properly fix crashes / texture atlas overflow related to labeled crates
	</li>
	<li>
		Fixed: Dyes very chunky looking when inside barrels
	</li>
	<li>
		Fixed: Peanuts and Olives not visible in meals
	</li>
	<li>
		Fixed: Distant tule were colored white-ish
	</li>
	<li>
		Fixed: Multiple smithing and player animation issues
		<ul>
			<li>
				Smithing not registering hits sometimes. Action/Sound not in sync with animation
			</li>
			<li>
				Smithing hit action sometimes executing twice
			</li>
			<li>
				Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer)
			</li>
			<li>
				Some left-mouse actions sometimes looping the animation multiple times
			</li>
			<li>
				Other players' animations no longer running
			</li>
		</ul>
	</li>
	<li>
		Fixed: Iron anvil merging derp and hammering sound not playing
	</li>
	<li>
		Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart
	</li>
	<li>
		Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random
	</li>
	<li>
		Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned
	</li>
	<li>
		Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue
	</li>
	<li>
		Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter
	</li>
	<li>
		Fixed: Clutter bookshelves names not localized in repair chat messages
	</li>
	<li>
		Fixed: various handbook and block HUD info issues:
		<ul>
			<li>
				Aged version of Antler mounts missing from handbook and Creative inventory
			</li>
			<li>
				Falx handbook entry showing mining speed for wood and leaves, when it cannot break either
			</li>
			<li>
				Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe
			</li>
			<li>
				Incorrect help tip on wooden pan [GitHub report #3680]
			</li>
		</ul>
	</li>
	<li>
		Fixed: Various crashes and logged errors
		<ul>
			<li>
				Rare crash when typing during drunken effect
			</li>
			<li>
				Rare startup crash when logging off while sitting (sitting in-game!)
			</li>
			<li>
				Version 1.19.4 crash if pies were placed on clutter tables
			</li>
			<li>
				Very rare crash involving a pot of jam on the point of turning rotten
			</li>
			<li>
				Crash when clicking on a food container while holding a bowl containing Rot
			</li>
			<li>
				Rare but long-standing crash when clay-forming [GitHub #3713 #2284]
			</li>
			<li>
				Very rare crash when chiseling in multiplayer [GitHub #3688]
			</li>
			<li>
				<em>/kick</em> command crashing a dedicated server if no kick reason given
			</li>
			<li>
				Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed)
			</li>
			<li>
				Further attempt to fix very rare crash with EntityItem; added additional debug logging
			</li>
			<li>
				Exception when executing the /stop command immediately after joining a singleplayer world
			</li>
			<li>
				Potential crash with shields if no space for texture etc (GitHub issue 3598)
			</li>
			<li>
				Very rare exception issue logged to file, related to axles
			</li>
			<li>
				Plant container error if the container block does not exist, for example when a mod was removed
			</li>
			<li>
				Shader compile error on Intel internal graphics
			</li>
		</ul>
	</li>
	<li>
		Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional)
	</li>
	<li>
		Fixed: <em>/gm sp</em> command not setting player to spectator mode
	</li>
	<li>
		Fixed: Movespeed command not working: <em>/player [player] movespeed [amount]</em>
	</li>
	<li>
		Fixed: Worldconfig <em>allowLandClaiming</em> not being respected when using <em>/land</em> commands
	</li>
	<li>
		Fixed: WorldEdit mirror functionality issue with chiseled blocks
	</li>
	<li>
		Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German
	</li>
	<li>
		Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel
	</li>
	<li>
		Api Tweak: Don't crash on invalid GroundStack
	</li>
	<li>
		Api Fixed: WorldAPI <em>RegionMapSizeX</em> would return a size off by one since game version 1.12.9. Affected methods are <em>MapRegionIndex2D</em>, <em>MapRegionPosFromIndex2D</em>, <em>MapRegionIndex2DByBlockPos</em>
	</li>
	<li>
		Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns <em>EnumCommandStatus.Error</em> it won't process the command further.
	</li>
</ul>

<p>
	<strong>Changes since <span><span title="(Click and hold to edit title)">v1.19.5-rc.3</span></span></strong>
</p>

<ul>
	<li>
		<span><span title="(Click and hold to edit title)">Tweak: Updated community translations</span></span>
	</li>
	<li>
		Fixed: Very minor memory leak in the worldmap, ore map layer
	</li>
	<li>
		Fixed: Game crashing when smithing on the last point of hammer durability
	</li>
	<li>
		Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal
	</li>
</ul>
]]></description><guid isPermaLink="false">383</guid><pubDate>Fri, 22 Mar 2024 07:39:00 +0000</pubDate></item><item><title>v1.19.5-rc.2/3 - YABATP #2</title><link>https://www.vintagestory.at/blog.html/news/v1195-rc23-yabatp-2-r382/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5-rc.2/3, a unstable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit:] Also released rc.3 to fix more issues with the hammer and other tools!<br />
	<br />
	After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18124" href="//media.vintagestory.at/monthly_2024_03/2023-05-09_22-04-24.png.952f0232ed59a4a218caedaf4821ec40.png" rel=""><img alt="2023-05-09_22-04-24.thumb.png.e323ec35f81c5f27384c470ed576e28a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18124" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2023-05-09_22-04-24.thumb.png.e323ec35f81c5f27384c470ed576e28a.png" /></a><br />
	<span style="font-size:11px;">Screenshot by <span style="margin:0px 0.25rem 0px 0px;padding:0px;border:0px;font-weight:inherit;font-style:inherit;font-family:inherit;vertical-align:baseline;"><span style="margin:0px;padding:0px;border:0px;font-weight:500;font-style:inherit;font-family:inherit;vertical-align:baseline;line-height:1.375rem;">Chuchi Gucci, shared in #screenshots</span></span></span><br />
	 
</p>

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

<ul>
	<li>
		Fixed: Multiple smithing and player animation issues
		<ul>
			<li>
				Smithing not registering hits sometimes. Action/Sound not in sync with animation
			</li>
			<li>
				Smithing hit action sometimes executing twice
			</li>
			<li>
				Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer)
			</li>
			<li>
				Some left-mouse actions sometimes looping the animation multiple times
			</li>
			<li>
				Other players' animations no longer running
			</li>
		</ul>
	</li>
	<li>
		Fixed: Trader wandering off while trading
	</li>
	<li>
		Fixed: Boars with offspring attacking on passive mode
	</li>
	<li>
		Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path
	</li>
	<li>
		Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random
	</li>
	<li>
		Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned
	</li>
	<li>
		Fixed: Distant tule were colored white-ish
	</li>
	<li>
		Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue
	</li>
	<li>
		Fixed: Clutter bookshelves names not localized in repair chat messages
	</li>
	<li>
		Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues
	</li>
	<li>
		Fixed: various handbook and block HUD info issues:
		<ul>
			<li>
				Aged version of Antler mounts missing from handbook and Creative inventory
			</li>
			<li>
				Falx handbook entry showing mining speed for wood and leaves, when it cannot break either
			</li>
			<li>
				Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe
			</li>
			<li>
				Incorrect help tip on wooden pan [GitHub report #3680]
			</li>
		</ul>
	</li>
	<li>
		Fixed: Various crashes
		<ul>
			<li>
				Rare crash when typing during drunken effect
			</li>
			<li>
				Very rare crash involving a pot of jam on the point of turning rotten
			</li>
			<li>
				Crash when clicking on a food container while holding a bowl containing Rot
			</li>
			<li>
				Rare but long-standing crash when clay-forming [GitHub #3713 #2284]
			</li>
			<li>
				Very rare crash when chiseling in multiplayer [GitHub #3688]
			</li>
			<li>
				<em>/kick</em> command crashing a dedicated server if no kick reason given
			</li>
			<li>
				Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed)
			</li>
		</ul>
	</li>
	<li>
		Fixed: Movespeed command not working <em>/player [player] movespeed [amount]</em>
	</li>
	<li>
		Fixed: Worldconfig <em>allowLandClaiming</em> not being respected when using <em>/land</em> commands
	</li>
	<li>
		Fixed: WorldEdit mirror functionality issue with chiseled blocks
	</li>
	<li>
		Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German
	</li>
	<li>
		API Fixed: WorldAPI <em>RegionMapSizeX</em> would return a size off by one since game version 1.12.9. Affected methods are <em>MapRegionIndex2D</em>, <em>MapRegionPosFromIndex2D</em>, <em>MapRegionIndex2DByBlockPos</em>
	</li>
	<li>
		API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns <em>EnumCommandStatus.Error</em> it won't process the command further.
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">382</guid><pubDate>Tue, 19 Mar 2024 07:22:00 +0000</pubDate></item><item><title>v1.19.5-rc.1 - YABATP</title><link>https://www.vintagestory.at/blog.html/news/v1195-rc1-yabatp-r381/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.5-rc.1, a unstable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>Y</strong>et <strong>a</strong>nother <strong>B</strong>ugfixing <strong>a</strong>nd <strong>T</strong>uning <strong>P</strong>atch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="18036" href="//media.vintagestory.at/monthly_2024_03/2024-03-02_23-46-20.png.b436afa18a97467dc4f0afb62417db5e.png" rel=""><img alt="2024-03-02_23-46-20.thumb.png.76bee1621c780f8688ac43eb9347f021.png" class="ipsImage ipsImage_thumbnailed" data-fileid="18036" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_03/2024-03-02_23-46-20.thumb.png.76bee1621c780f8688ac43eb9347f021.png" /></a><br />
	<span style="font-size:11px;">Screenshot by Fishy, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain
	</li>
	<li>
		Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised
	</li>
	<li>
		Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts
	</li>
	<li>
		Tweak: More first person hands animation tuning
		<ul>
			<li>
				Tweak: Adjusted animation for raising your temporal stability
			</li>
			<li>
				Tweak: Bucket now visually stays level when selected
			</li>
			<li>
				Tweak: Improved watering can ready animation
			</li>
			<li>
				Tweak: Adjusted impact and sound frame for smithing
			</li>
			<li>
				Tweak: Watering animation with a watering can now looks better
			</li>
			<li>
				Fixed: Freezing animation no longer continues indefinitely
			</li>
			<li>
				Fixed: Animation Jitter on axehit. Experimental. Might break stuff
			</li>
			<li>
				Fixed: Ready pose for shovel fixed again
			</li>
		</ul>
	</li>
	<li>
		Tweak: Buffed warmth on reindeer herder coats and boots
	</li>
	<li>
		Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues
	</li>
	<li>
		Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional)
	</li>
	<li>
		Fixed: Angry bees not stinging the player
	</li>
	<li>
		Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging
	</li>
	<li>
		Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world
	</li>
	<li>
		Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4
	</li>
	<li>
		Fixed: 1.19.4 crash if pies were placed on clutter tables
	</li>
	<li>
		Fixed: Topsoil grass re-growth did not match original worldgen grass
	</li>
	<li>
		Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning
	</li>
	<li>
		Fixed: Dyes very chunky looking when inside barrels
	</li>
	<li>
		Fixed: Should fix a rare startup crash when logging off sitting
	</li>
	<li>
		Fixed: Anvil merging derp and hammering sound not playing
	</li>
	<li>
		Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart
	</li>
	<li>
		Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter
	</li>
	<li>
		Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598)
	</li>
	<li>
		Fixed: Plant container error if the container block does not exist, for example when a mod was removed
	</li>
	<li>
		Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty
	</li>
	<li>
		Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn
	</li>
	<li>
		Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click
	</li>
	<li>
		Fixed: Peanuts and Olives not visible in meals
	</li>
	<li>
		Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal
	</li>
	<li>
		Fixed: Very rare exception issue logged to file, related to axles
	</li>
	<li>
		Fixed: <em>/gm sp</em> command not setting player to spectator mode
	</li>
	<li>
		Fixed: Shader compile error on Intel internal graphics
	</li>
	<li>
		Fixed: Properly fix crashes / texture atlas overflow related to labeled crates
	</li>
	<li>
		Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel
	</li>
	<li>
		Api Tweak: Don't crash on invalid GroundStack
	</li>
</ul>
]]></description><guid isPermaLink="false">381</guid><pubDate>Wed, 06 Mar 2024 20:13:55 +0000</pubDate></item><item><title>v1.19.4 - Stableified glue!</title><link>https://www.vintagestory.at/blog.html/news/v1194-stableified-glue-r380/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4, a stable release, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18.
</p>

<p>
	Featured changes include a <strong>rebalancing of loot in ruins</strong> - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17961" href="//media.vintagestory.at/monthly_2024_02/2024-02-25_21-46-49.png.f111258cfc053c3fee85b885c6c634c8.png" rel=""><img alt="2024-02-25_21-46-49.thumb.png.d7c65f346f765445fe5f0ce7d62ffa28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17961" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_02/2024-02-25_21-46-49.thumb.png.d7c65f346f765445fe5f0ce7d62ffa28.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Daag, shared in #screenshots</span>
</p>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong>
</p>

<p>
	<strong>Glue making</strong> mechanic, use glue to repair and obtain ruin clutter<br />
	<a data-fileext="png" data-fileid="17605" href="//media.vintagestory.at/monthly_2024_02/image.png.6b1f3dc73be29ccc6b02bdaa704be0a0.png" rel=""><img alt="image.thumb.png.681fb8951a83da66f9227408955fd92f.png" data-fileid="17605" data-ratio="46.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/image.thumb.png.681fb8951a83da66f9227408955fd92f.png" /></a>
</p>

<p>
	<br />
	<strong>Barrels</strong> finally received the long anticipated model overhaul<br />
	<a data-fileext="jpeg" data-fileid="17588" href="//media.vintagestory.at/monthly_2024_02/barrels.jpeg.cd65e91683e453f3b2c41c8618a76ceb.jpeg" rel=""><img alt="barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" data-fileid="17588" data-ratio="71.90" width="1000" src="//media.vintagestory.at/monthly_2024_02/barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" /></a>
</p>

<p>
	<br />
	<strong>Hides</strong> have new models and textures, and can be placed on the ground<br />
	<a data-fileext="png" data-fileid="17608" href="//media.vintagestory.at/monthly_2024_02/hides.png.e98811dae4b38acd6f5da2b2f75b086f.png" rel=""><img alt="hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" data-fileid="17608" data-ratio="36.70" width="1000" src="//media.vintagestory.at/monthly_2024_02/hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" /></a>
</p>

<p>
	<br />
	<strong>Mouse buttons</strong> are now re-bindable<br />
	<a data-fileext="png" data-fileid="17598" href="//media.vintagestory.at/monthly_2024_02/mouse.png.a256ca2491b3389e78316e572eebef3b.png" rel=""><img alt="mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" data-fileid="17598" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>

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

<p>
	All the changes from <a href="https://www.vintagestory.at/blog.html/news/v1194-rc1-now-with-glue-included-r377/" rel="">1.19.4-rc.1</a>, <a href="https://www.vintagestory.at/blog.html/news/v1194-rc2-now-with-glue-included-2-r378/" rel="">1.19.4-rc.2</a> and <a href="https://www.vintagestory.at/blog.html/news/v1194-rc3-now-with-glue-included-3-r379/" rel="">1.19.4-rc.3</a><span>:</span>
</p>

<ul>
	<li>
		Feature:<strong> Clutter blocks shatter when broken, unless first repaired using glue</strong>

		<ul>
			<li>
				Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair <em>in situ</em>. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering
			</li>
			<li>
				This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable"
			</li>
			<li>
				Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand
			</li>
			<li>
				Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins
			</li>
			<li>
				Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue!
			</li>
			<li>
				Powdered charcoal is made by grinding charcoal on a quern
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> "With great ruins comes great lootability"</strong>
		<ul>
			<li>
				A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground
			</li>
			<li>
				Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them)
			</li>
			<li>
				A new cellar is included in one of the large ruins
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Re-bindable mouse buttons</strong> (as first mentioned in the 1.19.0-rc1 news)
		<ul>
			<li>
				Any keyboard control or macro can now alternatively be configured to a mouse button <span style="font-size:14px;">[Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key.  Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported]</span>
			</li>
			<li>
				In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking
			</li>
			<li>
				Pick block is now re-bindable to any key or mouse button
			</li>
		</ul>
	</li>
	<li>
		Feature: In the Accessibility settings tab, knapping, clayforming, smithing <strong>voxel wireframe colors are now configurable</strong> between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly)
	</li>
	<li>
		Tweak: <strong>Hides</strong> <strong>are now 3D models</strong>, and can be placed on the ground
		<ul>
			<li>
				Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Improved visuals for barrels and troughs</strong>
		<ul>
			<li>
				New barrel models
			</li>
			<li>
				Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper)
			</li>
			<li>
				Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable)
			</li>
			<li>
				Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders
			</li>
			<li>
				Minor tweaks to appearance of both small and large troughs, and rot models
			</li>
			<li>
				Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance improvements: do more, with less!</strong>
		<ul>
			<li>
				Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes:
				<ul>
					<li>
						Reduce server and singleplayer RAM usage around 250MB overall  <span style="font-size:14px;">[detail: Schematics used by ruins and villages are now cached and partly lazy-loaded]</span>
					</li>
					<li>
						Reduce climb in RAM usage on client when moving to new world areas
					</li>
					<li>
						Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods
					</li>
					<li>
						Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (<span style="font-size:12px;">Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation,</span> <span style="font-size:12px;">by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding <em>.clientconfigcreate</em> command, requires game restart to take effect)</span>
					</li>
					<li>
						Minor server-side RAM optimisations when saving or sending chunks
					</li>
					<li>
						Minor RAM optimisations for Microblocks, Clutter etc.
					</li>
					<li>
						Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play
					</li>
					<li>
						Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize")
					</li>
					<li>
						Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe
					</li>
				</ul>
			</li>
			<li>
				Reduce network usage in large-scale multiplayer games  <span style="font-size:14px;">[detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities]</span>
			</li>
			<li>
				Minor optimisations to clayforming
			</li>
			<li>
				Reduced client-side lag spikes from doors in newly loaded chunks
			</li>
			<li>
				Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing</strong>
		<ul>
			<li>
				Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs]
			</li>
			<li>
				Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks
			</li>
			<li>
				Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices
			</li>
			<li>
				Chickens and chicks now take slightly less damage from falls, compared with other creatures
			</li>
			<li>
				Entities (except when fleeing) now strongly avoid pathing through boiling water
			</li>
			<li>
				Moose jump height is reduced to 2 blocks, less than most deer
			</li>
			<li>
				Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid
			</li>
			<li>
				Commodity trader no longer sells square/offset/diamond linen patterns, only normal
			</li>
			<li>
				Cooking pots are shelf-storable
			</li>
			<li>
				Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced
			</li>
			<li>
				Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes'
			</li>
			<li>
				Tule now has plantable roots.  Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate
			</li>
			<li>
				Auto-close the trader dialog and trading window when a player moves out of range of the trader
			</li>
			<li>
				Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry)
			</li>
			<li>
				Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode
			</li>
			<li>
				Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode <span style="font-size:14px;">[note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers]</span>
			</li>
			<li>
				Fixed: <em>.cam</em> command was available to Survival players
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New first person mode tuning</strong>
		<ul>
			<li>
				In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long.
			</li>
			<li>
				Better synced smithing sound and action
			</li>
			<li>
				Added shield block pose when blocking with right hand
			</li>
			<li>
				Added custom animations for the bug net and squeezing honeycombs
			</li>
			<li>
				Added animation for inserting temporal gear with a knife (to restore the player's temporal stability)
			</li>
			<li>
				More sluggish mouse movement and seraph model rotation while swimming
			</li>
			<li>
				Tools now follow the player's cursor more closely in first person mode.
			</li>
			<li>
				Less jarring transition back to tool ready position, after using a tool to hit
			</li>
			<li>
				Impove feel of axe, club and hammer when used as a weapon
			</li>
			<li>
				Adjustments to falx, axe and cleaver first-person animations
			</li>
			<li>
				Adjusted position for held crushed items
			</li>
			<li>
				Adjusted shield transforms and other off-hand transforms
			</li>
			<li>
				Fixes to some animations endlessly repeating after an action
				<ul>
					<li>
						Knife cut animation
					</li>
					<li>
						Chisel ready animation, after switching from chisel to empty slot
					</li>
					<li>
						Using torch to light a firepit, whenever a torch was then held
					</li>
					<li>
						Torch in hand - could endlessly repeat instead of holding it out straight
					</li>
					<li>
						Shield block pose not stopping when placing the shield on an armor stand
					</li>
					<li>
						Player endlessly holstering spear after world reload
					</li>
				</ul>
			</li>
			<li>
				Fixed: Block edge sitting was sometimes triggered in the wrong places
			</li>
			<li>
				Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose
			</li>
			<li>
				Fixed: Hammer and chisel animation working properly again
			</li>
			<li>
				Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand.
			</li>
			<li>
				Fixed: First hit animations on spear now consistent with all subsequent hits
			</li>
			<li>
				Fixed: Shovel ready animation now longer firmly attached
			</li>
			<li>
				Fixed: Idle animations for lanterns and pumpkin fruit
			</li>
			<li>
				Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation
			</li>
			<li>
				Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta
			</li>
		</ul>
	</li>
	<li>
		Tweak: Seraph hair and clothing improvements
		<ul>
			<li>
				Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats
			</li>
			<li>
				Ponytail parts removed from basic seraph model
			</li>
			<li>
				Fixed: hats would show through helmets
			</li>
			<li>
				Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat
			</li>
			<li>
				Fixed: emblems were set to wear on the wrist
			</li>
			<li>
				Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears
			</li>
		</ul>
	</li>
	<li>
		Tweak: Other visual fine tuning
		<ul>
			<li>
				More detailed skulls on human skeletons. Special skeleton has smaller skull
			</li>
			<li>
				Feather item now has a 3D model; improved rot model
			</li>
			<li>
				Beeswax, Fat and Raw fish models now smaller when placed on the ground
			</li>
			<li>
				Improved positioning of some food items (thanks to Sonya!)
			</li>
			<li>
				Bunches or piles of food items generally now held with both hands
			</li>
			<li>
				Pixel-level polish to the layout of block interaction help
			</li>
			<li>
				Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
			</li>
			<li>
				Fixed: Jonas parts positioning in display cases was not correct
			</li>
			<li>
				Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat)
			</li>
			<li>
				Fixed: Many antlers invisible in the handbook
			</li>
			<li>
				Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered
			</li>
			<li>
				Fixed: Incorrect appearance of breadfruit in cooking pot meals
			</li>
			<li>
				Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin
			</li>
			<li>
				Fixed: z-fighting on copper spear
			</li>
			<li>
				Fixed: Mianguan had bad display case transform
			</li>
			<li>
				Fixed: Resonator had missing texture pattern
			</li>
			<li>
				Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen
			</li>
			<li>
				Fixed: Stretched crate label item images
			</li>
			<li>
				Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
			</li>
		</ul>
	</li>
	<li>
		Tweak: Handbook fine tuning
		<ul>
			<li>
				Improved text layout and formatting on Handbook pages
			</li>
			<li>
				Minor improvements to Command Handbook layout
			</li>
			<li>
				The knapping guide makes clear that knapping creates a tool head, not an actual tool
			</li>
			<li>
				Handbook entry for deer explains that they cannot be domesticated, milked or bred
			</li>
			<li>
				Fancy-stitched linens are now included in the handbook
			</li>
			<li>
				Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil
			</li>
			<li>
				Changed order of presentation of information in the descriptive text for wearable items
			</li>
			<li>
				Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation)
			</li>
			<li>
				More use of the current configuration for right mouse button, in any handbook text referencing right-click actions
			</li>
			<li>
				Fixed: link to glass in the greenhouse guide
			</li>
			<li>
				Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description
			</li>
		</ul>
	</li>
	<li>
		Tweak: Positional sounds on moving objects more accurately update their positions
	</li>
	<li>
		Tweak: Improved collision/selection boxes for ancient book pile clutter
	</li>
	<li>
		Tweak: Hot springs now cannot spawn under lakeice or saltwater
	</li>
	<li>
		Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode)
	</li>
	<li>
		Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings
	</li>
	<li>
		Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups
	</li>
	<li>
		Tweak: <em>/db prune</em> command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook
	</li>
	<li>
		Tweak: New <em>/dev bookshelfvariant l[] inc/dec</em> subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey
	</li>
	<li>
		Tweak: Localization and language changes
		<ul>
			<li>
				All trader dialogue is now translatable
			</li>
			<li>
				Added two new translations: Thai and Chinese Traditional.
			</li>
			<li>
				Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents
			</li>
			<li>
				In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency
			</li>
			<li>
				In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages
			</li>
			<li>
				Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text
			</li>
			<li>
				"Melting" transformation for snowballs in handbook now localized
			</li>
			<li>
				Rock instability % in block info now localized
			</li>
			<li>
				Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages
			</li>
			<li>
				Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen
			</li>
			<li>
				Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix)
			</li>
			<li>
				Fixed: Localization crash in <em>TranslationService.PluralFormat</em><span> with certain formatted strings</span>
			</li>
			<li>
				Fixed: Localization strings, if plural format <em>{p...</em> used more than once in the same string it didn't work
			</li>
			<li>
				Update community translations
			</li>
		</ul>
	</li>
	<li>
		Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language
	</li>
	<li>
		Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens
	</li>
	<li>
		Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world
	</li>
	<li>
		Fixed: Ruins with missing textures underwater, in Arctic regions
	</li>
	<li>
		Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3  [note: existing maps might now be fixable using <em>/db prune</em> command or <em>/wgen regen</em> command, see documentation for those commands]
	</li>
	<li>
		Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!)
	</li>
	<li>
		Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates
	</li>
	<li>
		Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken
	</li>
	<li>
		Fixed: Block breaking decal for support beams
	</li>
	<li>
		Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell
	</li>
	<li>
		Fixed: Chickens were eating from large troughs in 1.19, which was unintended
	</li>
	<li>
		Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals.
	</li>
	<li>
		Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow
	</li>
	<li>
		Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen
	</li>
	<li>
		Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge
	</li>
	<li>
		Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed
	</li>
	<li>
		Fixed: Wooden crates did not have their correct capacities for the type of wood
	</li>
	<li>
		Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners
	</li>
	<li>
		Fixed: Scroll rack block info showed the scroll in the wrong slot
	</li>
	<li>
		Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side
	</li>
	<li>
		Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned
	</li>
	<li>
		Fixed: Burned out torch making extinguishing sounds when thrown in water
	</li>
	<li>
		Fixed: Burning entities and items were not extinguished by salt water
	</li>
	<li>
		Fixed: Inconsistent attachment of signs on left and right end of a trunk
	</li>
	<li>
		Fixed various issues with traders:
		<ul>
			<li>
				Modify trader place auction slot to prevent accidental item disappearance with shift-click
			</li>
			<li>
				Resolve trader visual duplication bug for items [thanks to korobya GH PR 34]
			</li>
			<li>
				Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34]
			</li>
			<li>
				Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34]
			</li>
		</ul>
	</li>
	<li>
		Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater
	</li>
	<li>
		Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed 
	</li>
	<li>
		Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error
	</li>
	<li>
		Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents
	</li>
	<li>
		Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all
	</li>
	<li>
		Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues
	</li>
	<li>
		Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports
	</li>
	<li>
		Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already
	</li>
	<li>
		Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names
	</li>
	<li>
		Fixed: Various rare crashes and logged errors
		<ul>
			<li>
				Rare crash when looking at cheese!
			</li>
			<li>
				Crash involving EntityItem
			</li>
			<li>
				Handbook crash when clicking on drops from stony rubble
			</li>
			<li>
				Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading
			</li>
			<li>
				Crash with Command Block in Developer Mode
			</li>
			<li>
				FruitTreeRoot errors in logs at world load
			</li>
			<li>
				Error from Microblocks during snow melt
			</li>
			<li>
				Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource"
			</li>
			<li>
				Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error
			</li>
			<li>
				Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections)
			</li>
			<li>
				Rare crash when destroying a lot of beams on one block
			</li>
			<li>
				Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server
			</li>
			<li>
				Multiplayer game crashing when connecting to a server with mods missing on the client
			</li>
			<li>
				Log spam for attempted drifter spawns when Temporal Stability is disabled in world config
			</li>
			<li>
				Crashes when dying holding sling, bow and certain other items
			</li>
			<li>
				Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break
			</li>
			<li>
				Rare crash relating to Fruit press
			</li>
		</ul>
	</li>
</ul>

<ul>
	<li>
		Fixed: Re-add <em>/land claim</em> abbreviated grow commands (<em>/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw</em>)
	</li>
	<li>
		Fixed: Item id remapper command <em>/iir getid</em> not working
	</li>
	<li>
		Fixed: <em>/db prune</em> did not delete Structure locations, preventing ruins and traders from properly regenerating
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Missing dependencies now listed in the mod manager
	</li>
	<li>
		Tweak: Added a new attachment point on the seraph model for off-hand animations
	</li>
	<li>
		Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation
	</li>
	<li>
		Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta
	</li>
	<li>
		Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing
	</li>
	<li>
		Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example
	</li>
	<li>
		Tweak: Added entity property <em>fallDamageMultiplier</em>
	</li>
	<li>
		Notice: Entity boolean property <em>fallDamage</em> will become obsolete in v1.20 and removed in v1.21. Use <em>fallDamageMultiplier: 0.0</em> instead
	</li>
	<li>
		Fixed: Block patches with NearSeaWater placement now detect salt water properly
	</li>
	<li>
		Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes
	</li>
	<li>
		Fixed: Microblocks not allowing 255 materials
	</li>
	<li>
		Additional minor tweaks relevant only to coded mods:
		<ul>
			<li>
				<em>KeyConfiguration</em> used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247
			</li>
			<li>
				For AITasks, the <em>EntityPartitioning</em> system is now divided more logically into Creatures and Inanimate entities, use <em>EnumEntitySearchType</em> to specify which
			</li>
			<li>
				For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence.  See <a href="https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings" rel="external nofollow">.NET Best Practice Guide</a>.  Vintagestory.API.Util now provides helper methods <em>string.IndexOfOrdinal()</em>, <em>string.StartsWithOrdinal()</em> and <em>string.EndsWithOrdinal()</em> which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method <em>AssetLocation.PathStartsWith()</em>
			</li>
			<li>
				Mods can access and change <em>climbUpSpeed</em> and <em>climbDownSpeed</em> in an entity's <em>BehaviorControlledPhysics</em>
			</li>
			<li>
				Marked <em>UsingHeldItemTransformBefore/After</em> as obsolete
			</li>
			<li>
				Exposed <em>GetRecipeRegistry()</em> in <em>IWorldAccessor</em>
			</li>
			<li>
				<em>BlockEntity.GetBlockInfo()</em> exceptions now trapped and logged, a simple error line is shown in the Block Info HUD
			</li>
			<li>
				Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override <em>BlockEntity.TickingExceptionHandler</em> to change this behavior
			</li>
			<li>
				Exceptions thrown by <em>BlockEntity.FromTreeAttributes()</em> are now logged with position of entity and type
			</li>
			<li>
				Any mod directly accessing <em>BlockEntityMicroBlock.sideAlmostSolid</em> or <em>.sidecenterSolid</em> should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub)
			</li>
			<li>
				Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method <a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs" rel="external nofollow">[example]</a> to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [<a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs#L16" rel="external nofollow">example line of code</a>]
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.19.4-rc.3 (also listed above)
</p>

<ul>
	<li>
		Tweak: Updated to latest community translations
	</li>
</ul>

<ul>
	<li>
		Fixed: .cam command were available to survival players
	</li>
	<li>
		Fixed: Missing mod dependency of a mod dependency crashing the mod manager
	</li>
	<li>
		Fixed: /db prune did not delete Structure locations preventing them from regenerating
	</li>
	<li>
		Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab
	</li>
	<li>
		Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues
	</li>
	<li>
		Fixed: Slow cumulative memory leak on long-running game client
	</li>
	<li>
		Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents
	</li>
	<li>
		Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all
	</li>
	<li>
		Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports
	</li>
	<li>
		Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment
	</li>
	<li>
		Fixed: Freeze and texture atlas leak caused by labeled crates
	</li>
	<li>
		Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
	</li>
</ul>
]]></description><guid isPermaLink="false">380</guid><pubDate>Wed, 28 Feb 2024 09:03:00 +0000</pubDate></item><item><title>v1.19.4-rc.3 - Now with glue included! #3</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc3-now-with-glue-included-3-r379/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.3, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely <a href="https://www.youtube.com/watch?v=y7SOA01WQWs" rel="external nofollow">Korean version of 100 days</a> in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f44b.png" class="ipsEmoji" alt="👋"> <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17926" href="//media.vintagestory.at/monthly_2024_02/2024-02-23_19-00-38.png.88805440f73dad318b3832e4fba314fc.png" rel=""><img alt="2024-02-23_19-00-38.thumb.png.6ac2ce399e00be9b13e4a8f7a5c9fbcb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17926" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_02/2024-02-23_19-00-38.thumb.png.6ac2ce399e00be9b13e4a8f7a5c9fbcb.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Tarian, shared in #screenshots</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices
	</li>
	<li>
		Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures
	</li>
	<li>
		Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water
	</li>
	<li>
		Tweak: Hot springs now cannot spawn under lakeice or saltwater
	</li>
	<li>
		Tweak: Update community translations. Added Thai and Chinese Traditional.
	</li>
	<li>
		Tweak: Localization: Rock instability % in block info now localized
	</li>
	<li>
		Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens
	</li>
	<li>
		Fixed: Inconsistent attachment of signs on left and right end of a trunk
	</li>
	<li>
		Fixed: Burning entities and items were not extinguished by salt water
	</li>
	<li>
		Fixed: Crashes when dying holding sling, bow and certain other items
	</li>
	<li>
		Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break
	</li>
	<li>
		Fixed: Rare crash relating to Fruit press
	</li>
	<li>
		Fixed: Item id remapper command <em>/iir getid</em> not working
	</li>
	<li>
		Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error
	</li>
	<li>
		Fixed: Localization crash in <em>TranslationService.PluralFormat</em> with certain formatted strings
	</li>
	<li>
		Fixed: Localization strings, if plural format <em>{p...</em> used more than once in the same string it didn't work
	</li>
	<li>
		Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix)
	</li>
	<li>
		Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot
	</li>
	<li>
		Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks
	</li>
	<li>
		Fixed: (-rc.2 issue) Clay forming process was messed up
	</li>
	<li>
		Trader fixes:
		<ul>
			<li>
				Modify trader place auction slot to prevent accidental item disappearance with shift-click
			</li>
			<li>
				Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34]
			</li>
			<li>
				Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34]
			</li>
			<li>
				Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34]
			</li>
		</ul>
	</li>
	<li>
		API Tweak: Marked <em>UsingHeldItemTransformBefore/After</em> as obsolete
	</li>
	<li>
		API Tweak: Missing dependencies now listed in the mod manager
	</li>
	<li>
		API Tweak: Exposed <em>GetRecipeRegistry()</em> in <em>IWorldAccessor</em>
	</li>
	<li>
		API Tweak: <em>BlockEntity.GetBlockInfo()</em> exceptions now trapped and logged, a simple error line is shown in the Block Info HUD
	</li>
	<li>
		API Tweak: Added entity property <em>fallDamageMultiplier</em>
	</li>
	<li>
		API Notice: Entity boolean property <em>fallDamage</em> will become obsolete in v1.20 and removed in v1.21. Use <em>fallDamageMultiplier: 0.0</em> instead
	</li>
	<li>
		API Fixed: Block patches with NearSeaWater placement now detect salt water properly
	</li>
</ul>
]]></description><guid isPermaLink="false">379</guid><pubDate>Sun, 25 Feb 2024 19:52:00 +0000</pubDate></item><item><title>v1.19.4-rc.2 - Now with glue included! #2</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc2-now-with-glue-included-2-r378/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.2, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Stable should follow pretty soon.<br />
	 
</p>

<p>
	<strong>Ukraine War</strong><br />
	Two years have passed since the full scale invasion of a sovereign country, in violation of multiple international agreements. Years of humans dying miserably in their homes and trenches. Ukrainians have a right to defend themselves. We must do more to support them. Today, I personally will be donating 10.000 eur to <a href="https://u24.gov.ua/safeskies" rel="external nofollow">United24</a> to protect Ukrainian Skies.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17699" href="//media.vintagestory.at/monthly_2024_02/cy.png.6decda2b9bc6b011c8781e442b893d48.png" rel=""><img alt="cy.thumb.png.acfe2983c9f97d1d682fb8bd9a1deaee.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17699" data-ratio="48.30" width="1000" src="//media.vintagestory.at/monthly_2024_02/cy.thumb.png.acfe2983c9f97d1d682fb8bd9a1deaee.png" /></a><br />
	<span style="font-size:12px;">Screenshot by cy, shared in #screenshots</span><br />
	 
</p>

<p>
	<strong>Game updates since rc.1</strong>
</p>

<ul>
	<li>
		Visual fine tuning
		<ul>
			<li>
				Better synced smithing sound and action
			</li>
			<li>
				Fixed stretched crate label item images
			</li>
			<li>
				Fixed z-fighting on copper spear
			</li>
			<li>
				Fixed mianguan had bad display case transform
			</li>
			<li>
				Fixed missing texture pattern on resonator
			</li>
			<li>
				Fixed jarring text/button overflow in Vintagehosting Server Configuration screen
			</li>
		</ul>
	</li>
	<li>
		Performance tuning
		<ul>
			<li>
				Loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods
			</li>
			<li>
				Mitigate rapidly increasing RAM usage and lag spikes resulting from it, particularly when the same chunks had to be redrawn multiple times when blocks within it were modified often. (<span style="font-size:12px;">Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation,</span> <span style="font-size:12px;">by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding <em>.clientconfigcreate</em> command, requires game restart to take effect)</span>
			</li>
			<li>
				Minor server-side RAM optimisations when saving or sending chunks
			</li>
			<li>
				Minor RAM optimisations for Microblocks, Clutter etc
			</li>
			<li>
				Minor optimisations to clayforming
			</li>
			<li>
				Reduced client-side lag spikes from doors in newly loaded chunks
			</li>
			<li>
				Prevented the lag spikes when starting to type in chat or handbook, with RAM mode set to "Aggressively Optimize"
			</li>
			<li>
				Fixed total memory use the debug screen and /stats command showing a too high value, more than what the Task Manager showed
			</li>
		</ul>
	</li>
	<li>
		Tweak: Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks
	</li>
	<li>
		Tweak: Added shield block pose when blocking with right hand
	</li>
	<li>
		Tweak: Improved collision/selection boxes for ancient book pile clutter
	</li>
	<li>
		Tweak: Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode
	</li>
	<li>
		Tweak: New <em>/dev bookshelfvariant l[] inc/dec</em> subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey
	</li>
	<li>
		Tweak: Localization and handbook
		<ul>
			<li>
				Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation)
			</li>
			<li>
				More use of the current configuration for right mouse button, in any handbook text referencing right-click actions
			</li>
			<li>
				"Melting" transformation for snowballs in handbook now localized
			</li>
			<li>
				Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages
			</li>
		</ul>
	</li>
	<li>
		Fixed new issues introduced in 1.19.4-rc.1
		<ul>
			<li>
				Mod breakage (including crash on startup) related to modded spears and cleavers
			</li>
			<li>
				In Multiplayer, creatures had unstable positions or jerky movement for some players
			</li>
			<li>
				Smithing action not applied unless mouse button held down for a long time. Smithing not in sync with sound and hit action.
			</li>
			<li>
				Controls settings menu made it difficult to set any of the keyboard controls to just the Shift, Ctrl or Alt key
			</li>
			<li>
				Certain trader dialogues (those with trader or player names) were not displaying correctly
			</li>
		</ul>
	</li>
	<li>
		Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation
	</li>
	<li>
		Fixed: Shield block pose not stopping when placing the shield on an armor stand
	</li>
	<li>
		Fixed: Player endlessly holstering spear after world reload
	</li>
	<li>
		Fixed: Burned out torch making extinguishing sounds when thrown in water
	</li>
	<li>
		Fixed: Various crashes
		<ul>
			<li>
				Rare crash when destroying a lot of beams on one block
			</li>
			<li>
				Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server
			</li>
			<li>
				Multiplayer game crashing when connecting to a server with mods missing on the client
			</li>
		</ul>
	</li>
	<li>
		Fixed: Log spam for attempted drifter spawns when Temporal Stability is disabled in world config
	</li>
	<li>
		Fixed: Re-add <em>/land claim</em> abbreviated grow commands (<em>/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw</em>)
	</li>
	<li>
		Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names
	</li>
</ul>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior
	</li>
	<li>
		Tweak: Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type
	</li>
	<li>
		Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes
	</li>
	<li>
		Fixed: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method <a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs" rel="external nofollow">[example]</a> to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [<a href="https://github.com/anegostudios/vsmodexamples/blob/master/code_mods/NativeInterop/nativeInterop/NativeInteropModSystem.cs#L16" rel="external nofollow">example line of code</a>]
	</li>
	<li>
		Fixed: Some mods crashing due to missing ItemSword class, introduced in 1.19.4-rc.1
	</li>
</ul>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">378</guid><pubDate>Thu, 22 Feb 2024 09:45:00 +0000</pubDate></item><item><title>v1.19.4-rc.1 - Now with glue included!</title><link>https://www.vintagestory.at/blog.html/news/v1194-rc1-now-with-glue-included-r377/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.4-rc.1, a release candidate, is now available to download through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This is a minor feature update, also including some essential fixes. Some of the dev team were very keen on squeezing in some more nearly finished features and for once Tyron relented and gave free rein, and here is what we came up with! Changes include a <strong>rebalancing of loot in ruins</strong> - obtaining clutter blocks is now more challenging and requires plentiful application of <strong>glue</strong>, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added a new wireframe color setting to the accessibility tab to assist players with color vision impairments.
</p>

<p>
	<em>(Note: this is not a "stable" release. As a release candidate it is for testing and may have issues. Two known new issues discovered in this version are: (1) When smithing on an anvil, in this version the mouse has to be held until after the hammer swing completed and the voxel moved, instead of the previous single tap action. This is a newly introduced bug arising out of the changes to hammer controls connected with using the hammer as a weapon.  (2) In Multiplayer games, the position of animals may jump around or 'rubber-band' for some players.  Both these issues are now fixed in v.1.19.4-rc.2 released on February 22nd)</em>
</p>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong>
</p>

<p>
	<strong>Glue making</strong> mechanic, use glue to repair and obtain ruin clutter<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17605" href="//media.vintagestory.at/monthly_2024_02/image.png.6b1f3dc73be29ccc6b02bdaa704be0a0.png" rel=""><img alt="image.thumb.png.681fb8951a83da66f9227408955fd92f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17605" data-ratio="46.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/image.thumb.png.681fb8951a83da66f9227408955fd92f.png" /></a>
</p>

<p>
	<br />
	<strong>Barrels</strong> finally received the long anticipated model overhaul<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpeg" data-fileid="17588" href="//media.vintagestory.at/monthly_2024_02/barrels.jpeg.cd65e91683e453f3b2c41c8618a76ceb.jpeg" rel=""><img alt="barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="17588" data-ratio="71.90" width="1000" src="//media.vintagestory.at/monthly_2024_02/barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg" /></a>
</p>

<p>
	<br />
	<strong>Hides</strong> have new models and textures, and can be placed on the ground<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17608" href="//media.vintagestory.at/monthly_2024_02/hides.png.e98811dae4b38acd6f5da2b2f75b086f.png" rel=""><img alt="hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17608" data-ratio="36.70" width="1000" src="//media.vintagestory.at/monthly_2024_02/hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png" /></a>
</p>

<p>
	<br />
	<strong>Mouse buttons</strong> are now re-bindable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17598" href="//media.vintagestory.at/monthly_2024_02/mouse.png.a256ca2491b3389e78316e572eebef3b.png" rel=""><img alt="mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17598" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2024_02/mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png" /></a>
</p>

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

<ul>
	<li>
		Feature:<strong> Clutter blocks shatter when broken, unless first repaired using glue</strong>

		<ul>
			<li>
				Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair <em>in situ</em>. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering
			</li>
			<li>
				This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable"
			</li>
			<li>
				Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand
			</li>
			<li>
				Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins
			</li>
			<li>
				Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue!
			</li>
			<li>
				Powdered charcoal is made by grinding charcoal on a quern
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> "With great ruins comes great lootability"</strong>
		<ul>
			<li>
				A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground
			</li>
			<li>
				Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them)
			</li>
			<li>
				A new cellar is included in one of the large ruins
			</li>
		</ul>
	</li>
	<li>
		Feature:<strong> Re-bindable mouse buttons</strong> (as first mentioned in the 1.19.0-rc1 news)
		<ul>
			<li>
				Any keyboard control or macro can now alternatively be configured to a mouse button <span style="font-size:14px;">[Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key.  Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported]</span>
			</li>
			<li>
				In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking
			</li>
			<li>
				Pick block is now re-bindable to any key or mouse button
			</li>
		</ul>
	</li>
	<li>
		Feature: In the Accessibility settings tab, knapping, clayforming, smithing <strong>voxel wireframe colors are now configurable</strong> between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly)
	</li>
	<li>
		Tweak: <strong>Hides</strong> <strong>are now 3D models</strong>, and can be placed on the ground
		<ul>
			<li>
				Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting.
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Improved visuals for barrels and troughs</strong>
		<ul>
			<li>
				New barrel models
			</li>
			<li>
				Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper)
			</li>
			<li>
				Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable; tomato)
			</li>
			<li>
				Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders
			</li>
			<li>
				Minor tweaks to appearance of both small and large troughs, and rot models
			</li>
			<li>
				Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance improvements</strong>
		<ul>
			<li>
				Reduce server and singleplayer RAM usage around 250MB overall  <span style="font-size:14px;">[detail: Schematics used by ruins and villages are now cached and partly lazy-loaded]</span>
			</li>
			<li>
				Reduce spikes in RAM usage on client when moving to new world areas
			</li>
			<li>
				Reduce network usage in large-scale multiplayer games  <span style="font-size:14px;">[detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities]</span>
			</li>
			<li>
				Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Gameplay balancing</strong>
		<ul>
			<li>
				Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breakage time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs]
			</li>
			<li>
				Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid
			</li>
			<li>
				Commodity trader no longer sells square/offset/diamond linen patterns, only normal
			</li>
			<li>
				Cooking pots are shelf-storable
			</li>
			<li>
				Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced
			</li>
			<li>
				Moose jump height is reduced to 2 blocks, less than most deer
			</li>
			<li>
				Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes'
			</li>
			<li>
				Tule now has plantable roots.  Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate
			</li>
			<li>
				Auto-close the trader dialog and trading window when a player moves out of range of the trader
			</li>
			<li>
				Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry)
			</li>
			<li>
				Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode <span style="font-size:14px;">[note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>New first person mode tuning</strong>
		<ul>
			<li>
				In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long.
			</li>
			<li>
				Added custom animations for the bug net and squeezing honeycombs
			</li>
			<li>
				Added animation for inserting temporal gear with a knife (to restore the player's temporal stability)
			</li>
			<li>
				More sluggish mouse movement and seraph model rotation while swimming
			</li>
			<li>
				Tools now follow the player's cursor more closely in first person mode.
			</li>
			<li>
				Less jarring transition back to tool ready position, after using a tool to hit
			</li>
			<li>
				Impove feel of axe, club and hammer when used as a weapon
			</li>
			<li>
				Adjustments to falx, axe and cleaver first-person animations
			</li>
			<li>
				Adjusted position for held crushed items
			</li>
			<li>
				Adjusted shield transforms and other off-hand transforms
			</li>
			<li>
				Fixes to some animations endlessly repeating after an action
				<ul>
					<li>
						Knife cut animation
					</li>
					<li>
						Chisel ready animation, after switching from chisel to empty slot
					</li>
					<li>
						Using torch to light a firepit, whenever a torch was then held
					</li>
					<li>
						Torch in hand - could endlessly repeat instead of holding it out straight
					</li>
				</ul>
			</li>
			<li>
				Fixed: Block edge sitting was sometimes triggered in the wrong places
			</li>
			<li>
				Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose
			</li>
			<li>
				Fixed: Hammer and chisel animation working properly again
			</li>
			<li>
				Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand.
			</li>
			<li>
				Fixed: First hit animations on spear now consistent with all subsequent hits
			</li>
			<li>
				Fixed: Shovel ready animation now longer firmly attached
			</li>
			<li>
				Fixed: Idle animations for lanterns and pumpkin fruit
			</li>
		</ul>
	</li>
	<li>
		Tweak: Seraph hair and clothing improvements
		<ul>
			<li>
				Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats
			</li>
			<li>
				Ponytail parts removed from basic seraph model
			</li>
			<li>
				Fixed: hats would show through helmets
			</li>
			<li>
				Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat
			</li>
			<li>
				Fixed: emblems were set to wear on the wrist
			</li>
			<li>
				Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears
			</li>
		</ul>
	</li>
	<li>
		Tweak: Other visual fine tuning
		<ul>
			<li>
				More detailed skulls on human skeletons. Special skeleton has smaller skull
			</li>
			<li>
				Feather item now has a 3D model; improved rot model
			</li>
			<li>
				Beeswax, Fat and Raw fish models now smaller when placed on the ground
			</li>
			<li>
				Improved positioning of some food items (thanks to Sonya!)
			</li>
			<li>
				Bunches or piles of food items generally now held with both hands
			</li>
			<li>
				Pixel-level polish to the layout of block interaction help
			</li>
			<li>
				Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
			</li>
			<li>
				Fixed: Jonas parts positioning in display cases was not correct
			</li>
			<li>
				Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat)
			</li>
			<li>
				Fixed: Many antlers invisible in the handbook
			</li>
			<li>
				Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered
			</li>
			<li>
				Fixed: Incorrect appearance of breadfruit in cooking pot meals
			</li>
			<li>
				Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin
			</li>
		</ul>
	</li>
	<li>
		Tweak: Handbook fine tuning
		<ul>
			<li>
				Improved text layout and formatting on Handbook pages
			</li>
			<li>
				Minor improvements to Command Handbook layout
			</li>
			<li>
				The knapping guide makes clear that knapping creates a tool head, not an actual tool
			</li>
			<li>
				Handbook entry for deer explains that they cannot be domesticated, milked or bred
			</li>
			<li>
				Fancy-stitched linens are now included in the handbook
			</li>
			<li>
				Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil
			</li>
			<li>
				Changed order of presentation of information in the descriptive text for wearable items
			</li>
			<li>
				Fixed: link to glass in the greenhouse guide
			</li>
			<li>
				Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description
			</li>
		</ul>
	</li>
	<li>
		Tweak: Positional sounds on moving objects more accurately update their positions
	</li>
	<li>
		Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode)
	</li>
	<li>
		Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings
	</li>
	<li>
		Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups
	</li>
	<li>
		Tweak: <em>/db prune</em> command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook
	</li>
	<li>
		Tweak: Localization and language changes
		<ul>
			<li>
				All trader dialogue is now translatable
			</li>
			<li>
				Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents
			</li>
			<li>
				In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency
			</li>
			<li>
				In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages
			</li>
			<li>
				Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text
			</li>
			<li>
				Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen
			</li>
		</ul>
	</li>
	<li>
		Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language
	</li>
	<li>
		Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world
	</li>
	<li>
		Fixed: Ruins with missing textures underwater, in Arctic regions
	</li>
	<li>
		Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3  [note: existing maps might now be fixable using <em>/db prune</em> command or <em>/wgen regen</em> command, see documentation for those commands]
	</li>
	<li>
		Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!)
	</li>
	<li>
		Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken
	</li>
	<li>
		Fixed: Block breaking decal for support beams
	</li>
	<li>
		Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell
	</li>
	<li>
		Fixed: Chickens were eating from large troughs in 1.19, which was unintended
	</li>
	<li>
		Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals.
	</li>
	<li>
		Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow
	</li>
	<li>
		Fixed: Rare crash when looking at cheese
	</li>
	<li>
		Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen
	</li>
	<li>
		Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge
	</li>
	<li>
		Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed
	</li>
	<li>
		Fixed: Wooden crates did not have their correct capacities for the type of wood
	</li>
	<li>
		Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners
	</li>
	<li>
		Fixed: Scroll Rack block info showed the scroll in the wrong slot
	</li>
	<li>
		Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side
	</li>
	<li>
		Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned
	</li>
	<li>
		Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater
	</li>
	<li>
		Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed 
	</li>
	<li>
		Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already
	</li>
	<li>
		Fixed: Various rare crashes and logged errors
		<ul>
			<li>
				Crash involving EntityItem
			</li>
			<li>
				Handbook crash when clicking on drops from stony rubble
			</li>
			<li>
				Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading
			</li>
			<li>
				Crash with Command Block in Developer Mode
			</li>
			<li>
				FruitTreeRoot errors in logs at world load
			</li>
			<li>
				Error from Microblocks during snow melt
			</li>
			<li>
				Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource"
			</li>
			<li>
				Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error
			</li>
			<li>
				Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections)
			</li>
		</ul>
	</li>
</ul>

<p>
	<br />
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Tweak: Added a new attachment point on the seraph model for off-hand animations
	</li>
	<li>
		Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation
	</li>
	<li>
		Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta
	</li>
	<li>
		Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing
	</li>
	<li>
		Additional minor tweaks relevant only to coded mods:
		<ul>
			<li>
				KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247
			</li>
			<li>
				For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which
			</li>
			<li>
				For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith()
			</li>
			<li>
				Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">377</guid><pubDate>Tue, 13 Feb 2024 14:12:00 +0000</pubDate></item><item><title>v1.19.2/3 Dejank Redux - Stablerer!</title><link>https://www.vintagestory.at/blog.html/news/v11923-dejank-redux-stablerer-r376/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.2/3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	This update contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come!<br />
	<br />
	[Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry!<br />
	[Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17441" href="//media.vintagestory.at/monthly_2024_01/gh.png.d14065c86365cab61837ef2a576578c9.png" rel=""><img alt="gh.thumb.png.50c7e3a664a33b4e66e8d97d74e5767c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17441" data-ratio="71.50" width="1000" src="//media.vintagestory.at/monthly_2024_01/gh.thumb.png.50c7e3a664a33b4e66e8d97d74e5767c.png" /></a><br />
	<span style="font-size:12px;">Greenhouse by Mercatto, shared in #screenshots</span><br />
	 
</p>

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

<ul>
	<li>
		In 1.19.3
		<ul>
			<li>
				Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item
			</li>
			<li>
				Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture)
			</li>
			<li>
				Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs
			</li>
			<li>
				Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection
			</li>
			<li>
				Fixed: Game crash when you die with a drawn bow in hands
			</li>
			<li>
				Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them
			</li>
			<li>
				Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged
			</li>
			<li>
				Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby
			</li>
			<li>
				Fixed: Crate inventory info would not update when placed
			</li>
			<li>
				Fixed: Unable to place knapping surfaces on top of chiseled blocks
			</li>
			<li>
				Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game
			</li>
			<li>
				Fixed: Placement failure of a knapping surface showed an error code instead of translated text
			</li>
			<li>
				Fixed: Linux install.sh not reading the answer for <em>mesa_glthread</em>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls
	</li>
	<li>
		Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion
	</li>
	<li>
		Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (<span style="font-size:14px;">detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first</span>)
	</li>
	<li>
		Tweak: Drifters can now also spawn on top of loose stones
	</li>
	<li>
		Tweak: Brown bears were being found a bit too far into the North
	</li>
	<li>
		Tweak: Basket trap now shows trapped creature info on block HUD info
	</li>
	<li>
		Tweak: Added basket traps "How to Use" info to the Handbook
	</li>
	<li>
		Visual tweaks:
		<ul>
			<li>
				Pony tails and side buns/braids given more adaptability to various headwear
			</li>
			<li>
				Updated clutter bucket to match new bucket model
			</li>
			<li>
				Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling
			</li>
			<li>
				Marketeer clothing set mask returned to undermask form, worn on neck
			</li>
		</ul>
	</li>
	<li>
		Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days"
	</li>
	<li>
		Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows
	</li>
	<li>
		Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...)
	</li>
	<li>
		Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players!
	</li>
	<li>
		Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed <a href="https://www.vintagestory.at/credits.html/" rel="">online</a>
	</li>
	<li>
		Tweak: Linux installation: Clean up install.sh  [<span style="font-size:12px;">details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps,  check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm  ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now),  add prompt to remove old installation if there was one at the install location</span>]
	</li>
	<li>
		Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh)
	</li>
	<li>
		Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences
	</li>
	<li>
		Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit
	</li>
	<li>
		Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer
	</li>
	<li>
		Fixed: Bighorn lambs and Goat kids were not trappable in basket traps
	</li>
	<li>
		Fixed: Dupe glitch when catching tamed animals
	</li>
	<li>
		Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories
	</li>
	<li>
		Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows
	</li>
	<li>
		Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives
	</li>
	<li>
		Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives
	</li>
	<li>
		Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height
	</li>
	<li>
		Fixed: WorldEdit "Override default values" checkbox did not work
	</li>
	<li>
		Fixed: Various rare and not-so-rare crashes:
		<ul>
			<li>
				Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499)
			</li>
			<li>
				Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493)
			</li>
			<li>
				Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496)
			</li>
			<li>
				EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version)
			</li>
			<li>
				Fixed rare crash from RenderDecals if there was a prior exception
			</li>
			<li>
				Fixed rare client crash in Character menu
			</li>
			<li>
				Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning
			</li>
			<li>
				If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure
			</li>
		</ul>
	</li>
	<li>
		Fixed: Chute would only push items into the first slot of a crate
	</li>
	<li>
		Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse.
	</li>
	<li>
		Fixed: Falling block render jitter, falling blocks not doing damage while falling
	</li>
	<li>
		Fixed: Quicklime item invisible in inventory because drawn in strange position
	</li>
	<li>
		Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible
	</li>
	<li>
		Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness
	</li>
	<li>
		Fixed: Headless seraph shadows seen in Immersive First Person mode
	</li>
	<li>
		Fixed: Animation twitching on right mouse down with firestarter on empty firepit
	</li>
	<li>
		Fixed: Some first person animations never stopping when the current held item broke from 0 durability
	</li>
	<li>
		Fixed: Jonas lamps would not illuminate the area when placed by worldgen
	</li>
	<li>
		Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error
	</li>
	<li>
		Fixed: Signs did not rotate with schematics
	</li>
	<li>
		Fixed: Rifts not loaded from savegame
	</li>
	<li>
		Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled
	</li>
	<li>
		Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock
	</li>
	<li>
		Fixed: Missing "killed by" localizations for moose, deer, goat, fox
	</li>
	<li>
		Fixed: Minor typos in en.json English translation
	</li>
	<li>
		Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart
	</li>
	<li>
		Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear
	</li>
	<li>
		Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays
	</li>
	<li>
		API Fixed: DidPlaceBlock() not called on the last block in the stack
	</li>
</ul>
]]></description><guid isPermaLink="false">376</guid><pubDate>Thu, 25 Jan 2024 17:24:00 +0000</pubDate></item><item><title>v1.19.1 Dejank Redux - Stabler!</title><link>https://www.vintagestory.at/blog.html/news/v1191-dejank-redux-stabler-r375/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17376" href="//media.vintagestory.at/monthly_2024_01/2024-01-16_11-33-14.png.cf760bda25856ac4b2f32993ed213b16.png" rel=""><img alt="2024-01-16_11-33-14.thumb.png.23066102ccc85a7deaa10954f4915ff4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17376" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-16_11-33-14.thumb.png.23066102ccc85a7deaa10954f4915ff4.png" /></a><br />
	<span style="font-size:12px;">Some kind of house/barn by nebux, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Tall ferns in planters now respect climate and seasonal tints
	</li>
	<li>
		Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json
	</li>
	<li>
		Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error
	</li>
	<li>
		Fixed: Other players invisible when in Immersive First Person mode
	</li>
	<li>
		Fixed: <em>colorAccurateWorldmap</em> privilege could not be granted by command, now it can (use command <em>/player &lt;yourname&gt; privilege grant colorAccurateWorldmap </em>and note it is case-sensitive!)
	</li>
	<li>
		Fixed: Player privileges revoked by command could not be re-granted
	</li>
	<li>
		Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19
	</li>
	<li>
		Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled)
	</li>
	<li>
		Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game
	</li>
	<li>
		Fixed: A meta block was sometimes found in the trader caravans
	</li>
	<li>
		Fixed: Eidolon having low health
	</li>
	<li>
		Fixed: Tule tufts were climate colored
	</li>
	<li>
		Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency
	</li>
	<li>
		Fixed: Wooden crate sometimes not craftable in favour of wooden path <span style="font-size:14px;">(detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked)</span>
	</li>
	<li>
		Fixed: Occasional crash when using Cleaver
	</li>
	<li>
		Fixed: Butterflies in display cases were slightly askew
	</li>
	<li>
		Fixed: Treasure chests had old crates
	</li>
	<li>
		Fixed: Harts Tongue fern lost its seasonal coloring
	</li>
	<li>
		Fixed: Fox pups now play a death animation
	</li>
	<li>
		Fixed: Broken transparency in clutter hourglass
	</li>
	<li>
		Fixed: Missing translation for lung capacity in world config screen
	</li>
</ul>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">375</guid><pubDate>Fri, 19 Jan 2024 13:35:00 +0000</pubDate></item><item><title>v1.19.0 Dejank Redux - Stable!</title><link>https://www.vintagestory.at/blog.html/news/v1190-dejank-redux-stable-r374/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>
</p>

<p>
	And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"></span>
</p>

<p>
	<strong>"Windows protected your PC"</strong><br />
	When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe.
</p>

<p>
	<strong>Apple Mac version</strong><br />
	Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the <a href="https://wiki.vintagestory.at/index.php/Installing_the_game_on_MacOS" rel="external nofollow">Wiki</a>. Talking of which, we have made significant strides into improving support for macOS - please do try!
</p>

<p>
	<strong>Is 1.19 done now?</strong><br />
	At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks.
</p>

<p>
	<strong>What's next?</strong><br />
	For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics.<br />
	Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way...<br />
	 
</p>

<p>
	<strong><span> </span>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/gOxrrp2MAug?feature=oembed" title="V1.19 - Dejank redux" width="200"></iframe>
	</div>
</div>

<p>
	<br />
	<span style="font-size:16px;"><strong>Screenshots / Gifs</strong></span>
</p>

<p>
	<strong>Snowballs!</strong> Frosty-fight friends and foes alike
</p>

<p>
	</p><video controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://content.invisioncic.com/r268468/monthly_2023_12/snowballs.mp4.78af0f5d03e0b9328077a9fe3a4c54be.mp4"><a data-fileext="mp4" data-fileid="16915" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16915&amp;key=e39fc5c98ced182d6b637700afae7c91" rel="">snowballs.mp4</a>
	</source></video>
	<br />
	<br />
	Added indoor rain ambience system


<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/cpmR2UIojp8?feature=oembed" title="v1.19:  Indoor rain ambience" width="200"></iframe>
	</div>
</div>

<p>
	<br />
	<strong>Overhauled First-person mode</strong>: Now with hands!<br />
	<img alt="newfpmode.webp" data-ratio="74.15" width="499" src="https://cdn.vintagestory.at/gamefiles/other/newfpmode.webp" /><br />
	<br />
	<strong>Cave-in system: </strong>Build support beams to prevent getting buried alive<strong> </strong>(only on by default in the Wilderness Survival mode)<br />
	<img alt="caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" data-fileid="16332" data-ratio="69.82" width="550" src="//media.vintagestory.at/monthly_2023_10/caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" /><br />
	<br />
	<strong>Added 11 species of deer and more!</strong><br />
	<a data-fileext="png" data-fileid="16403" href="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.png.ef11d9f5f5fced69791cd7414b72628d.png" rel=""><img alt="2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" data-fileid="16403" data-ratio="43.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" /></a><br />
	<br />
	<strong>Added 11 types of goats</strong><br />
	<a data-fileext="png" data-fileid="16913" href="//media.vintagestory.at/monthly_2023_12/goats.png.fd16185f18199563d1905aaf4c09f9c8.png" rel=""><img alt="goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" data-fileid="16913" data-ratio="32.70" width="1000" src="//media.vintagestory.at/monthly_2023_12/goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" /></a><br />
	<br />
	<strong>Animal catching</strong>: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough.<br />
	<img alt="acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" data-fileid="16338" data-ratio="51.52" width="693" src="//media.vintagestory.at/monthly_2023_10/acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" /><br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17355" href="//media.vintagestory.at/monthly_2024_01/2024-01-17_21-52-25.png.1f9eb2a68f70f83a9a5c3c31ce80d036.png" rel=""><img alt="2024-01-17_21-52-25.thumb.png.35059c990946885eab420e22428b22cf.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17355" data-ratio="35.30" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-17_21-52-25.thumb.png.35059c990946885eab420e22428b22cf.png" /></a>
</p>

<p>
	<br />
	<strong>Added antlers and horns</strong>, which can be harvested and mounted on walls<br />
	<a href="https://content.invisioncic.com/r268468/monthly_2023_12/horny.png.cd0fcc36922ef223aa3ef8edaa18641c.png" rel="external nofollow"><img alt="horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" data-fileid="16916" data-ratio="78.40" width="956" src="//media.vintagestory.at/monthly_2023_12/horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" /></a>
</p>

<p>
	<br />
	<strong>Fully reworked surface ruins</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17354" href="//media.vintagestory.at/monthly_2024_01/ruins2.png.4aacf69105b39832699884e34c4c4a7f.png" rel=""><img alt="ruins2.thumb.png.4ff4587a6dded5ede0c2493910c3daf4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17354" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/ruins2.thumb.png.4ff4587a6dded5ede0c2493910c3daf4.png" /></a>
</p>

<p>
	<br />
	<strong>Fully reworked underground ruins</strong><br />
	<a data-fileext="png" data-fileid="16919" href="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.png.71de750481a7abb9042b6208235ed8c3.png" rel=""><img alt="2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" data-fileid="16919" data-ratio="64.30" width="1000" src="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" /></a>
</p>

<p>
	<br />
	<strong>Reworked crystal vugs: </strong>Now with colorful coverage all around<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17353" href="//media.vintagestory.at/monthly_2024_01/vugs2.png.64970de764efbd7dc5658fe9cdf5aa14.png" rel=""><img alt="vugs2.thumb.png.6149f65d469c778a51b400fb4ba3fa9d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17353" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2024_01/vugs2.thumb.png.6149f65d469c778a51b400fb4ba3fa9d.png" /></a><br />
	<br />
	<strong>New Accessibility settings</strong><br />
	<a data-fileext="png" data-fileid="16333" href="//media.vintagestory.at/monthly_2023_10/accessibility.png.54efd9070e827e041a97e84e91b187a9.png" rel=""><img alt="accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" data-fileid="16333" data-ratio="43.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" /></a><br />
	<br />
	<strong>Added Command Handbook </strong>(in Creative mode)<br />
	<img alt="chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" data-fileid="16335" data-ratio="88.09" width="596" src="//media.vintagestory.at/monthly_2023_10/chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" /><br />
	<br />
	Added <strong>Scroll racks</strong>, also lets you store Tuning cylinders<br />
	<img alt="scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" data-fileid="16336" data-ratio="78.41" width="491" src="//media.vintagestory.at/monthly_2023_10/scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" /><br />
	<br />
	<strong>World map tweaks</strong>: No longer super revealing by default, but instead it displays your prospecting results<br />
	<img alt="map.gif" data-ratio="62.70" width="1000" src="https://cdn.vintagestory.at/gamefiles/other/map.gif" />
</p>

<p>
	<br />
	<strong>Character selector tweaks</strong>: More canon hair colors, better randomizer and the ability to use your last selection from another world or server<br />
	<img alt="charsel.gif" data-ratio="75.08" width="999" src="https://cdn.vintagestory.at/gamefiles/other/charsel.gif" /><br />
	<br />
	<strong>More chisel power: </strong>Now supports decors and topsoil<br />
	<img alt="chisel.png.034a25757b4d146e3939aa5257d7ebee.png" data-fileid="16337" data-ratio="76.23" width="709" src="//media.vintagestory.at/monthly_2023_10/chisel.png.034a25757b4d146e3939aa5257d7ebee.png" /><br />
	<br />
	Overhauled/new 3D models for troughs, buckets and seeds<br />
	<a data-fileext="png" data-fileid="16339" href="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.png.a5b174f2d98d2861ee87e7d38d9088dc.png" rel=""><img alt="3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" data-fileid="16339" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" /></a><br />
	<br />
	Added Tule and Sedge plants<br />
	<a data-fileext="png" data-fileid="16918" href="//media.vintagestory.at/monthly_2023_12/tule.png.6672130fd0f8af9be995317fffd765de.png" rel=""><img alt="tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" data-fileid="16918" data-ratio="33.40" width="1000" src="//media.vintagestory.at/monthly_2023_12/tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" /></a><br />
	<br />
	Added live preview during schematic import<br />
	<img alt="livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" data-fileid="16402" data-ratio="74.15" width="824" src="//media.vintagestory.at/monthly_2023_10/livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" />
</p>

<p>
	<br />
	Added warning icon to outdated mods<br />
	<a data-fileext="png" data-fileid="16917" href="//media.vintagestory.at/monthly_2023_12/warning.png.ada5d15a042c704f474f02a13d535652.png" rel=""><img alt="warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" data-fileid="16917" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_12/warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" /></a><br />
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: <strong>Overhauled First-person mode</strong>: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held.  (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.)
	</li>
	<li>
		Feature: <strong>Added 11 species of deer and moose and elk</strong>, each has several antler variants. <span style="font-size:12px;">(Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)</span>
		<ul>
			<li>
				Wolves will attack some of the smaller deer species, and all fawns
			</li>
			<li>
				<strong>Deer Antlers!</strong> These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added 11 types of goats</strong>, some are only found at altitude or in warmer climates
	</li>
	<li>
		Feature: <strong>Cave-in system </strong>in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config.
		<ul>
			<li>
				Use wooden beams to stabilize mines and tunnels
			</li>
			<li>
				Falling rock from cave-ins can be very painful!
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Snowballs!</strong> Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water.
	</li>
	<li>
		Feature: Rough implementation of <strong>small wild animal trapping</strong> using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps.
	</li>
	<li>
		Feature: Ability to <strong>catch small tamed animals</strong> (generation 5+) with an empty reed chest. Requires one free backpack slot
	</li>
	<li>
		Feature: Added <strong>Accessibility tab</strong>. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability).
		<ul>
			<li>
				Tweak: Added experimental <em>minbrightness </em>client config, potential use for YouTubers/streamers to prevent pitch-black areas.
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>Command Handbook</strong>. Available in Creative mode through the game pause menu, or type command <em><strong>.chb</strong></em> to open
	</li>
	<li>
		Feature: <strong>Visual fine tuning</strong>
		<ul>
			<li>
				Increased god ray intensity and fine-tuned its shader
			</li>
			<li>
				Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun
			</li>
			<li>
				Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head
			</li>
			<li>
				More haptic menu buttons - the main menu should feel slightly more responsive in actual use
			</li>
			<li>
				Re-worked large trough, small trough and bucket models
			</li>
			<li>
				Crop seeds and grain items now have 3D models
			</li>
			<li>
				Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord)
			</li>
			<li>
				Faster storm dust particles
			</li>
			<li>
				Improved seraph idle animation
			</li>
			<li>
				Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
			</li>
			<li>
				Fixed: LOD popping at very short view distances (32 and 64
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added scroll racks</strong>. Storage space for scrolls, papers and tuning cylinders
	</li>
	<li>
		Feature: <strong>Prospecting pick heatmap: </strong>added tabs to the world map
	</li>
	<li>
		Feature: New more <strong>medieval looking world map </strong>visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "<em>/worldconfigcreate bool colorAccurateWorldmap true</em>" server-wide or "<em>/player [playername] privilege grant colorAccurateWorldmap</em>" for each player
	</li>
	<li>
		Feature: <strong>Chiseling system upgrades</strong>
		<ul>
			<li>
				<strong>Decor overlay support </strong>as well as support for <strong>grass covered topsoil </strong>block. Can use knife to remove decor layers again.
			</li>
			<li>
				Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs
			</li>
			<li>
				When using slabs as input material the game did not correctly count already used material
			</li>
			<li>
				Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material
			</li>
			<li>
				World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil
			</li>
			<li>
				Microblocks, such as the chiselled blocks in ruins, can now be <strong>excavated </strong>from soil. Cobble microblocks drop stones when broken
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Raccoon and Fox pups</strong> now spawn in the world
	</li>
	<li>
		Feature: Can now <strong>ignite extinct torches </strong>on lit torches, firepits, forges, pit kilns, etc.
	</li>
	<li>
		Feature: <strong>Improved character selector</strong>
		<ul>
			<li>
				Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button
			</li>
			<li>
				Greatly reduced strange hair combinations when using the Randomize button
			</li>
			<li>
				Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod)
			</li>
			<li>
				Added 3 new beards
			</li>
			<li>
				The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds)
			</li>
		</ul>
	</li>
	<li>
		Feature: More <strong>streamlined introduction</strong> into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial
	</li>
	<li>
		Feature: Gameplay balancing tweaks and fixes
		<ul>
			<li>
				Tweak: <strong>Boars and Sows are now intensely protective towards their offspring</strong>. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3
			</li>
			<li>
				Tweak: <strong>Bear spawning generally reduced</strong> about 20-25%.  Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places
			</li>
			<li>
				Tweak: <strong>Terra Preta</strong> is no longer generated during worldgen.  High fertility soil will be generated instead.  Terra Preta is now made in the crafting grid, as high fertility soil was previously.  However crafting Terra Preta requires charcoal and bone meal, in addition to compost.  High fertility soil can be included in the recipe, to increase the yield of Terra Preta
			</li>
			<li>
				Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot.
			</li>
			<li>
				Tweak: Double-headed drifters have a little more health now.
			</li>
			<li>
				Tweak: Made arid areas more arid (by further filling up lakes with blocks)
			</li>
			<li>
				Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain
			</li>
			<li>
				Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
			</li>
			<li>
				Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful...
			</li>
			<li>
				Tweak: Polar bears now cannot climb, but can swim faster than other bears
			</li>
			<li>
				Tweak: Wooden paths can now be made with any type of board
			</li>
			<li>
				Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output)
			</li>
			<li>
				Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe
			</li>
			<li>
				Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability.  Anvil recycling recipes made shapeless
			</li>
			<li>
				Tweak: Tin bronze falx damage slightly increased
			</li>
			<li>
				Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons)
			</li>
			<li>
				Tweak: Pickled olives can now be used in pies and the cooking pot.  Peanuts can be used in pies.  Added barrel textures for both.  Soybeans now have a 3d item model
			</li>
			<li>
				Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple)
			</li>
			<li>
				Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal.  <strong>Fancy linen patterns are now a Tailor-exclusive grid recipe</strong> using a normal linen sheet, plus sewing kit.  Fancy linen can be turned back into normal pattern by any class via shears, in grid
			</li>
			<li>
				Tweak: Traders now sell linen by the single sheet
			</li>
			<li>
				Tweak: Adjusted prices for a couple of trader goods.
				<ul>
					<li>
						Linen now much more expensive, also raised Gambeson armor cost to match.
					</li>
					<li>
						Most tools slightly more expensive
					</li>
					<li>
						Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive
					</li>
				</ul>
			</li>
			<li>
				Fixed: Players not receiving fall damage when touching a wall during the fall
			</li>
			<li>
				Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage
			</li>
			<li>
				Fixed: Ingot piles were combustible
			</li>
			<li>
				Fixed: Tree seeds were not combustible
			</li>
			<li>
				Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side)
			</li>
			<li>
				Fixed: Damaged flax crop still giving a full yield of flax fibres
			</li>
			<li>
				Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar
			</li>
			<li>
				Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust<span style="font-size:14px;"> the heal regeneration speed and the hunger speed using commands <em>/worldconfig playerHealthRegenSpeed 1 </em>and <em>/worldconfig playerHungerSpeed 1</em>)</span>
			</li>
			<li>
				Tweak: A config for player health regeneration speed is also available on world creation
			</li>
		</ul>
	</li>
	<li>
		Feature: All <strong>Treasure chests</strong> now have <strong>more valuable loot </strong>in them
	</li>
	<li>
		Feature: Added <strong>one more room to the Resonance Archives</strong>. Various tweaks and fixes
	</li>
	<li>
		Feature: Added <strong>new Music track </strong>"Arctic Winds" for the polar regions
	</li>
	<li>
		Feature: Added <strong>new rain ambient sounds </strong>to rain-exposed glass (glass windows or glass ceilings)
	</li>
	<li>
		Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues <span style="font-size:14px;">(detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed)</span>
	</li>
	<li>
		Feature: New blocks:
		<ul>
			<li>
				cracked ashlar blocks (ashlar was previously stone bricks)
			</li>
			<li>
				deadfungi and spotty mold decor layer blocks
			</li>
			<li>
				some book clutter blocks
			</li>
			<li>
				clothing drying rack clutter
			</li>
			<li>
				added 4 variants of aged firepit clutter
			</li>
			<li>
				added another variant of aged tall display case, another variant of a ruined bed
			</li>
			<li>
				added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
			</li>
			<li>
				new <strong>rock-typed rubble blocks </strong>for the new ruins (Creative mode only at the moment)
			</li>
			<li>
				all types of aged polished rock
			</li>
			<li>
				new crystal layer decor block for all crystal types, used in the new Vugs
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>new Tule plant </strong>beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only.
	</li>
	<li>
		Feature: Added <strong>new Brown Sedge plant</strong> in wet/marshy areas in warmer climates. They drop dry grass
	</li>
	<li>
		Feature: World generation updates
		<ul>
			<li>
				<strong>Fully reworked underground ruins</strong>
			</li>
			<li>
				Added more comprehensive surface villages
			</li>
			<li>
				Removed legacy blocks from trader outposts
			</li>
			<li>
				Fixed topsoil generating underwater inside structures
			</li>
			<li>
				Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0)
			</li>
			<li>
				Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean
			</li>
			<li>
				Trader carts no longer spawn in the Arctic (nor in the Antarctic!)
			</li>
			<li>
				Updated underground lakes to match the new ruins style
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a stack randomizer for all Jonas items
	</li>
	<li>
		Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
	</li>
	<li>
		Feature: <strong>World Edit upgrades</strong>
		<ul>
			<li>
				Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes
			</li>
			<li>
				Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value.
			</li>
			<li>
				New option for Paint brush: Placement %
			</li>
			<li>
				Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only
			</li>
			<li>
				New constraint system. "<em>/we constrain selection</em>" constrains all World Edit operations to the current selection only. "<em>/we constrain none</em>" to return to default behavior
			</li>
			<li>
				New flip system: "<em>/we flip (n|e|s|w|u|d|l|x|y|z)</em>" flips selected area in-place in given direction (cardinal, look direction or axis)
			</li>
			<li>
				Fixed chisel brush icon black instead of white
			</li>
			<li>
				Fixed major derps happening on block entities when using undo/redo after certain operations
			</li>
			<li>
				Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant
			</li>
			<li>
				Added a couple of aliases to <em>/we </em>marked commands (e.g. <em>/we minfo</em>)
			</li>
		</ul>
	</li>
	<li>
		Feature: Added capability for server owners to <strong>compact savegames</strong>
		<ul>
			<li>
				<em>/db vacuum</em>: Recreate savegame to minimize disk space  (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large)
			</li>
			<li>
				<em>/db prune [threshold] confirm</em>: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion)
			</li>
			<li>
				A full compact process looks like this:
				<ul>
					<li>
						<em>/wgen autogen 0</em>    (disable generation of chunks)
					</li>
					<li>
						<em>/db prune 5 confirm</em>    (delete all chunks with less than 5 edits)
					</li>
					<li>
						<em>/db vacuum</em>         (compact database)
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Tweak: New main menu background images, most of which showcase new 1.19 content
	</li>
	<li>
		Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open
	</li>
	<li>
		Tweak: Cosmetics / Easter Eggs
		<ul>
			<li>
				Show appreciation where it's due: new <em>petseraph</em> animation
			</li>
			<li>
				Entities standing on a rotating Quern now rotate as well
			</li>
		</ul>
	</li>
	<li>
		Tweak: Added tarnished steel beams
	</li>
	<li>
		Tweak: Quartz vugs are more like geodes now!
	</li>
	<li>
		Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
	</li>
	<li>
		Tweak: Game text fine tuning
		<ul>
			<li>
				Add item description for knife blade items, to help new players who might think that knife blades are actually knives
			</li>
			<li>
				Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
			</li>
			<li>
				More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
			</li>
			<li>
				Renamed 3 blocks: Crimson King maple =&gt; Crimson maple, Green Spire cypress =&gt; Mediterranean cypress, Stone bricks =&gt; Ashlar blocks
			</li>
			<li>
				Oiled hides mention a bit more on how curing them works
			</li>
			<li>
				When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
			</li>
			<li>
				In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration
			</li>
			<li>
				Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
			</li>
			<li>
				Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
			</li>
			<li>
				Add missing hotkey reminders for other interface settings
			</li>
			<li>
				Dead animals now show in their block info if they got electrocuted
			</li>
			<li>
				Omok table top now no longer displays food perish rate in block info
			</li>
			<li>
				Fixed: Liquid containers showing only first decimal place and thus rounding the value
			</li>
			<li>
				Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room
			</li>
		</ul>
	</li>
	<li>
		Tweak: Audio fine tuning
		<ul>
			<li>
				Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
			</li>
			<li>
				Improved soundscape for glider gliding and Creative-mode flying
			</li>
			<li>
				New eating sound for large animals
			</li>
			<li>
				The Resonator Music is now affected by the music slider, instead of the ambient slider
			</li>
		</ul>
	</li>
	<li>
		Handbook tweaks
		<ul>
			<li>
				Handbook search now ignores diacritics in the search text  (and the same change for searching the Creative inventory)
			</li>
			<li>
				Now also displays if an item can be obtained by harvesting a creature
			</li>
			<li>
				Handbook entry for alum gives some details of where to find it
			</li>
			<li>
				Jonas generator room equipment, and Gasifier, removed from the Handbook
			</li>
			<li>
				Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
			</li>
			<li>
				Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
			</li>
			<li>
				Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
			</li>
			<li>
				Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block
			</li>
			<li>
				Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references
			</li>
		</ul>
	</li>
	<li>
		Tweak: Improved command help
		<ul>
			<li>
				Add client-side <em>.help</em> command
			</li>
			<li>
				Improved formatting of the help output in chat
			</li>
		</ul>
	</li>
	<li>
		Additional command tweaks:
		<ul>
			<li>
				Added commands<em> .debug plrattr [path]</em> and <em>/entity cmd [selector] attr [path]</em> to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability
			</li>
			<li>
				In the <em>/entity</em> command, added a new "id" entity selector, e.g. <em>/entity remove e[id=1234]</em>
			</li>
			<li>
				New <em>/entity cmd &lt;entity&gt; birth</em> command to test entities' multiply behavior (could also feasibly be used by a command block)
			</li>
			<li>
				Added command <em>/entity cmd [selector] rmbh [code]</em> to remove a behavior at runtime
			</li>
			<li>
				Add optional kill radius parameter to command <em>/entity wipeall</em>
			</li>
		</ul>
	</li>
	<li>
		Multiplayer tweaks:
		<ul>
			<li>
				Multiplayer server screens: don't show the server password in clear text
			</li>
			<li>
				Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
			</li>
			<li>
				When privilege <em>allowcharselonce</em> was not granted, show the player an error message instead of opening the dialog to reduce confusion
			</li>
			<li>
				Added ability to individually enable world maps (in games where the map is normally disabled) using <em>/player playername grant allowMap</em>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Removed unused workbench block from game
	</li>
	<li>
		Additional visual tweaks and fixes
		<ul>
			<li>
				Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2
			</li>
			<li>
				Tweak: Don't show &lt; &gt; buttons on books with only 1 page
			</li>
			<li>
				Tweak: Improved sieve item textures
			</li>
			<li>
				Tweak: Added more depth to Dry stone wall textures; visual tweaks
			</li>
			<li>
				Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%
			</li>
			<li>
				Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes
			</li>
			<li>
				Tweak: Malefactor pendant now worn on neck, rather than emblem location
			</li>
			<li>
				Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able
			</li>
			<li>
				Fixed: Redwood beams: wood grain was in the wrong direction
			</li>
			<li>
				Fixed: bed-fency-open clutter block missing textures.
			</li>
			<li>
				Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green
			</li>
			<li>
				Fixed: Water against solid/near-solid Microblocks is now rendered correctly
			</li>
			<li>
				Fixed: Incorrect block breaking overlay on Bamboo
			</li>
		</ul>
	</li>
	<li>
		Lots of WorldEdit fine tuning
		<ul>
			<li>
				Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored
			</li>
			<li>
				Tweak: Add <em>/we exp</em> as alias for <em>/we export</em>
			</li>
			<li>
				Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.)
			</li>
			<li>
				Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow
			</li>
			<li>
				Tweak: Schematic placement preview can now be partially transparent, set this using command <em>.clientconfig previewTransparency v</em> where <em>v</em> is the desired transparency level between 0.0 (solid) and 1.0 (clear)
			</li>
			<li>
				Tweak: Add command to disable right settings panel in the worldedit dialog: use command <em>.we rsp on/off</em>
			</li>
			<li>
				Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area
			</li>
			<li>
				Tweak: Disabled several <em>/we</em> subcommands using the old naming scheme (mfill, mcopy, ...), use <em>/worldconfigcreate bool legacywecommands true/false</em> to toggle them
			</li>
			<li>
				Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog
			</li>
			<li>
				Tweak: Save the FreeMoveAxisLock setting when exiting the game
			</li>
			<li>
				Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import
			</li>
			<li>
				Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import
			</li>
			<li>
				Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed]
			</li>
			<li>
				Fixed: Schematics now also import/export the fluid layer
			</li>
			<li>
				Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed
			</li>
			<li>
				Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water)
			</li>
			<li>
				Fixed: Decors now get properly placed/removed with undo/redo
			</li>
			<li>
				Fixed: Multiple issues related to rotations of decors and fluid layer
			</li>
			<li>
				Fixed: Issues with Mirror, Repeat and Move tool with water and decors
			</li>
			<li>
				Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo)
			</li>
			<li>
				Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities
			</li>
			<li>
				Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false
			</li>
			<li>
				Fixed: Exception on <em>/we shift</em> shorthands (sms, smn,...)
			</li>
			<li>
				Fixed: <em>/we shift n 2</em> would always use 1 as the amount
			</li>
			<li>
				Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied...
			</li>
			<li>
				Fixed: MagicWand selection would cause to insert two historystates upon selection
			</li>
			<li>
				Fixed: WorldEdit selection would not properly update on various tools and undo/redo
			</li>
			<li>
				Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool
			</li>
			<li>
				Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities
			</li>
		</ul>
	</li>
	<li>
		Water physics fine tuning
		<ul>
			<li>
				Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position)
			</li>
			<li>
				Fixed: Water continuing to have surface flow after fully healed
			</li>
			<li>
				Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors
			</li>
			<li>
				Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels
			</li>
		</ul>
	</li>
	<li>
		Tweak: Sound FX (sfx) fine tuning
		<ul>
			<li>
				Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through
			</li>
			<li>
				Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx)
			</li>
			<li>
				Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously)
			</li>
			<li>
				Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly
			</li>
			<li>
				Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision
			</li>
			<li>
				Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx
			</li>
			<li>
				Tweak: Glass blocks now have a unique walk sfx
			</li>
			<li>
				Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx)
			</li>
			<li>
				Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks
			</li>
			<li>
				Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup).
			</li>
			<li>
				Fixed: Hot springs sludge sound not playing
			</li>
			<li>
				Fixed: Water step sound not playing when the liquid block contained other blocks
			</li>
			<li>
				Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time
			</li>
			<li>
				Various fixes to the newly added indoor rain ambient sounds
			</li>
		</ul>
	</li>
	<li>
		Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying <em>"MaxWorldgenThreads": 4</em> (or other numbers in the range 1-6 are possible)
	</li>
	<li>
		Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour
	</li>
	<li>
		Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion
	</li>
	<li>
		Tweak: New command <em>.timelapse &lt;interval-in-days&gt; &lt;duration-in-months&gt;</em> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse  <span style="font-size:14px;">(note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons)</span>
	</li>
	<li>
		Tweak: In Extended Debug mode (<em>.edi</em>), add the Axis directions to the coordinates HUD
	</li>
	<li>
		Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
	</li>
	<li>
		Tweak: Slightly increase the chance for hail
	</li>
	<li>
		Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more.
	</li>
	<li>
		Tweak: The plaques in the Resonance Archives are now translatable into other languages
	</li>
	<li>
		Tweak: Added "<em>/dev settranslateable true</em>" command to mark a looked-at sign block as translateable
	</li>
	<li>
		Tweak: Terminus translocators can now be placed directionally and no longer always face west
	</li>
	<li>
		Tweak: Plaster should be easier to orientate consistent with planks and logs
	</li>
	<li>
		Tweak: Jugs can now be used to make dough
	</li>
	<li>
		Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above.  New thatch model.
	</li>
	<li>
		Tweak: Added more game credits
	</li>
	<li>
		Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise
	</li>
	<li>
		Tweak: Modified hitboxes of several animals
	</li>
	<li>
		Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind
	</li>
	<li>
		Tweak: ItemWrench order rotations by name and remove duplicates from list
	</li>
	<li>
		Tweak: Torch holder light color now the same as a regular torch
	</li>
	<li>
		Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms)
	</li>
	<li>
		Tweak: Localise chat messages about schematics received, and fixmappings
	</li>
	<li>
		Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
	</li>
	<li>
		Tweaks to error handing:
		<ul>
			<li>
				More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory
			</li>
			<li>
				Game client no longer displays Host/Ip when failing to connect to a game server
			</li>
			<li>
				Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
			</li>
			<li>
				Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game
			</li>
		</ul>
	</li>
	<li>
		Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode
	</li>
	<li>
		Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab
	</li>
	<li>
		Tweak: Added "Macro Editor" button to the Controls settings tab
	</li>
	<li>
		Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime
	</li>
	<li>
		Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
	</li>
	<li>
		Fixed: Don't crash on invalid block entities
	</li>
	<li>
		Fixed: Avoid a crash on an incorrectly created crucible itemstack
	</li>
	<li>
		Fixed: Wild vines not rotating correctly with worldedit
	</li>
	<li>
		Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
	</li>
	<li>
		Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile
	</li>
	<li>
		Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
	</li>
	<li>
		Fixed: Butterflies now manage to fly away eventually after getting stuck in water
	</li>
	<li>
		Fixed: Reduce cases of endlessly jumpy dropped items
	</li>
	<li>
		Fixed: Should now properly sync edge sitting animations on players
	</li>
	<li>
		Fixed: Player body pitched awkwardly after landing with a glider
	</li>
	<li>
		Fixed: Unable to complete the Resonance Archives while in immersive first person mode
	</li>
	<li>
		Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center
	</li>
	<li>
		Fixed: Gates sometimes missing collision and selection box <span style="font-size:14px;">[detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block]</span>
	</li>
	<li>
		Fixed: Glider also functioning if inside a backpack (thanks korobya)
	</li>
	<li>
		Fixed: Pixelated background on the Download Mods screen
	</li>
	<li>
		Fixed: Some trader carts did not fully generate
	</li>
	<li>
		Fixed: Should fix watered farmland not updating for other players
	</li>
	<li>
		Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines
	</li>
	<li>
		Fixed: GUI alignment issues when references to hotkeys are mixed in with other text
	</li>
	<li>
		Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button)
	</li>
	<li>
		Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard
	</li>
	<li>
		Fixed: <em>/moddb search</em> also returned non mods, and if no version is specified now installs the latest version instead of the oldest
	</li>
	<li>
		Fixed: <em>.charsel</em> command leaving changed class on the client side if the player did not have permission to change it in the first place
	</li>
	<li>
		Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered
	</li>
	<li>
		Fixed: Incorrect position matching in the <em>/entity</em> command selector (e.g. in <em>/entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]</em>)
	</li>
	<li>
		Fixed: Running server with <em>--standby</em> argument crashes if serverconfig.json does not exist
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: On some systems (MacOS) the sky would load color inverted (red) <span style="font-size:12px;">[Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU]</span>
	</li>
	<li>
		Fixed: Linux Wayland freezing on start up issue
	</li>
	<li>
		Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it
	</li>
	<li>
		Fixed: .map command would not show up in the Commands Handbook
	</li>
	<li>
		Fixed: <em>/wgen regen</em> command erroring on missing structures within the target map region
	</li>
	<li>
		Fixed: Planks block stack combining issues
	</li>
	<li>
		Fixed: Fruitmash would not count as food in large trough for animals
	</li>
	<li>
		Fixed: Unable to squeeze honey into placed bowls
	</li>
	<li>
		Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it.
	</li>
	<li>
		Fixed: Coal pile crash in certain cases
	</li>
	<li>
		Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
	</li>
	<li>
		Fixed: Able to travel very fast with gliders and roads of ladders
	</li>
	<li>
		Fixed: Various cases where chiseled blocks were not detected as room-enclosing
	</li>
	<li>
		Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds
	</li>
	<li>
		Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements
	</li>
	<li>
		Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance
	</li>
	<li>
		Fixed: Books went vertical when placed on the ground
	</li>
	<li>
		Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning
	</li>
	<li>
		Fixed: Should fix a reported client side crash with the Mycelium block entity
	</li>
	<li>
		Fixed: Another Memory leak when leaving and reopening single player worlds
	</li>
	<li>
		Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks
	</li>
	<li>
		Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room
	</li>
	<li>
		Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode
	</li>
	<li>
		Fixed: Game no longer automatically requesting to download unmet dependencies on startup
	</li>
	<li>
		Fixed: Multiple engine-related exceptions when trying to load an outdated mod
	</li>
	<li>
		Fixed: 3rd person mode against walls no longer renders the inside of seraph brains
	</li>
	<li>
		Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation)
	</li>
	<li>
		Fixed: Avoid potential server side endless loop during a broken/invalid item use action
	</li>
	<li>
		Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen
	</li>
	<li>
		Fixed: Fruit trees part of schematics on worldgen would log a lot of errors <span style="font-size:11px;">[Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default]</span>
	</li>
	<li>
		Fixed: Chute rotations for schematics/worldedit
	</li>
	<li>
		Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists)
	</li>
	<li>
		Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds
	</li>
	<li>
		Fixed: Chutes/Hoppers not able to push items on one side of the trunk
	</li>
	<li>
		Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded
	</li>
	<li>
		Fixed: Commands prefix shown on help subcommands
	</li>
	<li>
		Fixed: Players were omitting knockback when hit, since 1.18.2
	</li>
	<li>
		Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit
	</li>
	<li>
		Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space
	</li>
	<li>
		Fixed: Chiseled blocks in schematics would not rotate the texture
	</li>
	<li>
		Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block
	</li>
	<li>
		Fixed: /wgen pos structures not working for underground ruins
	</li>
	<li>
		Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks
	</li>
	<li>
		Fixed: /time stop and /time resume commands now working
	</li>
	<li>
		Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable.  z-fighting on back of Falx mold.
	</li>
	<li>
		Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil
	</li>
	<li>
		Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts
	</li>
	<li>
		Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent
	</li>
	<li>
		Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya
	</li>
	<li>
		Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya
	</li>
	<li>
		Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks
	</li>
	<li>
		Fixed: Added translations for pomegranate, lychee, and breadfruit pies.  Added ability to pickle olives, and translations for their derivatives.  Fixed some transforms.
	</li>
	<li>
		Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly
	</li>
	<li>
		Fixed: Crash when chiseling meta objects such as "collider" cubes
	</li>
	<li>
		Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops
	</li>
	<li>
		Fixed: Treasure Hunter trader unable to buy player-crafted iron &amp; leather shield; additionally Treasure Hunter trader will now buy an iron &amp; leather shield in any color
	</li>
	<li>
		Fixed: Various helmets and other headgear obscuring facial hair when it should not
	</li>
	<li>
		Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly
	</li>
	<li>
		Fixed: Z-fighting on underside of chimney block
	</li>
	<li>
		Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation
	</li>
	<li>
		Fixed: Crash when right clicking an entity with unlit torch
	</li>
	<li>
		Fixed: Game crashing on the mod manager with invalid mods
	</li>
	<li>
		Fixed: Gate and Oldworld tapestry not triggering lore discovery
	</li>
	<li>
		Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
	</li>
	<li>
		Fixed: Game crashing when trying to break green bamboo with an axe
	</li>
	<li>
		Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them
	</li>
	<li>
		Fixed: Peanuts could not be used in the cooking pot.
	</li>
	<li>
		Fixed: Wrong material with rotated chisel blocks in schematics/ruins
	</li>
	<li>
		Fixed: Some meats were not displaying correct incontainer textures
	</li>
	<li>
		Fixed: Seawater missing incontainer translation
	</li>
	<li>
		Fixed: Bees no longer attack arrows, spears and armor stands
	</li>
	<li>
		Fixed: Metal nails and strips had incorrect smelting properties
	</li>
	<li>
		Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel
	</li>
	<li>
		Fixed: Copying glider schematic gave an extra copy
	</li>
	<li>
		Fixed: Sieve could have durability completely repaired by placing on ground
	</li>
	<li>
		Fixed: Pickled vegetables in soup did not have translations
	</li>
	<li>
		Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes
	</li>
	<li>
		Fixed: Most potted flowers, and potted bamboo saplings missing windwave
	</li>
	<li>
		Fixed: Forest floor had incorrect texture on bottom face
	</li>
	<li>
		Fixed: Cured fish not showing in creative inventory
	</li>
	<li>
		Fixed: Ingots had incorrect shelf transform
	</li>
	<li>
		Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8
	</li>
	<li>
		Fixed: Clutter bookshelves not correctly rotated
	</li>
	<li>
		Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil
	</li>
	<li>
		Fixed: Renamed some clutter blocks to fit convention.
	</li>
	<li>
		Fixed: Hot springs no longer spawning steam particles
	</li>
	<li>
		Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4
	</li>
	<li>
		Fixed: Content in trough when rotting not changing into rotten content variant
	</li>
	<li>
		Fixed: Strange dark shading in the main menu, most noticeable in hover texts
	</li>
	<li>
		Fixed: <em>.debug find</em> command now returns accurate coordinates
	</li>
	<li>
		Fixed: <em>.blockitempngexport inv</em> and similar export commands created images with a black background instead of transparency
	</li>
	<li>
		Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress
	</li>
	<li>
		Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook
	</li>
	<li>
		Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown.
	</li>
	<li>
		Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior
	</li>
	<li>
		Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
</ul>

<p>
	<br />
	<strong>Vintagehosting</strong>
</p>

<ul>
	<li>
		Feature: Added ability to delete the complete hosting setup, improved logging
	</li>
	<li>
		Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt)
	</li>
	<li>
		Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
	</li>
	<li>
		Tweak: Can now set or remove a server password
	</li>
	<li>
		Fixed: Timeout issues when changing server version
	</li>
	<li>
		Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size)
	</li>
	<li>
		(Internal: Significant progress towards Vintagehosting mod support)
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Feature: Mini Dimensions initial support. For technical details see <a data-fileext="txt" data-fileid="16406" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16406&amp;key=93b6ec6758d603d1f79aa19e8a50b293" rel="">movchunks public notes.txt</a>
	</li>
	<li>
		Feature: Support for <strong>connected textures</strong> for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json)
	</li>
	<li>
		Feature: Eliminated all <strong>texture atlas limitations</strong>, i.e. mods that add a lot of blocks no longer have glitched graphics
	</li>
	<li>
		Feature: Added <strong>Block randomizer</strong>. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location
	</li>
	<li>
		Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material
	</li>
	<li>
		Feature: <strong>Wearable gear animations support. </strong>Models configured with a step parent and backdrop shape can now be animated in VSMC
	</li>
	<li>
		Feature: Added a somewhat more Blender-compatible animations mode (via <em>version:1 </em>attribute for each animation)
	</li>
	<li>
		Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite
	</li>
	<li>
		Feature: <strong>Entity code remapper</strong>, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json]
	</li>
	<li>
		Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file
	</li>
	<li>
		Tweak: Can use stack randomizers to get resolved when used as a mob drop
	</li>
	<li>
		Tweak: Allow shipping of .dll files inside a mod's <em>native/</em> folder
	</li>
	<li>
		Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set
	</li>
	<li>
		Tweak: Added api.Event.OnEntityLoaded event
	</li>
	<li>
		Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes
	</li>
	<li>
		Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around
	</li>
	<li>
		Tweak: Game will now print a warning on duplicate animation codes
	</li>
	<li>
		Tweak: Avoid game crashing from improperly configured liquid containers
	</li>
	<li>
		Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file:
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">[....]
	eyeHeight: 1.7,
	attributes: {
		inventory: [
			{ type: "item", code: "blade-blackguard-iron" },
			{ type: "item", code: "armor-body-improvised-wood" }
		],
[...]</span></pre>
	</li>
	<li>
		Tweak: Added "ServerIdentifier" GUID to serverconfig.json
	</li>
	<li>
		Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions
	</li>
	<li>
		Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true"
	</li>
	<li>
		Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods
	</li>
	<li>
		Tweak: Allow use of meta-layer block in the randomizer block
	</li>
	<li>
		Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument
	</li>
	<li>
		Tweak: Worldgen village generator can now define min/maxquantity per schematic group
	</li>
	<li>
		Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used.  e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ],
	</li>
	<li>
		Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom)
	</li>
	<li>
		Tweak: Can read own entity debug info via command .debug self
	</li>
	<li>
		Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass
	</li>
	<li>
		Tweak: Bows can now define custom aim animations via aimAnimationCode attribute
	</li>
	<li>
		Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation
	</li>
	<li>
		Tweak: Cleanup XML documentation (mainly missing/old parameter names)
	</li>
	<li>
		Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen]
	</li>
	<li>
		Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer
	</li>
	<li>
		Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility
	</li>
	<li>
		Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value
	</li>
	<li>
		Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID
	</li>
	<li>
		Tweak: Minor Mini Dimensions code improvements:
		<ul>
			<li>
				Players now prevented from flying above height y = 20,480
			</li>
			<li>
				EntityPos now contains rudimentary dimension support
			</li>
			<li>
				Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768
			</li>
			<li>
				Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game
			</li>
			<li>
				Fixed startup crash if ImportTool is already active, and TestShip y-position jitter
			</li>
		</ul>
	</li>
	<li>
		Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor
	</li>
	<li>
		Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock)
	</li>
	<li>
		Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds
	</li>
	<li>
		Tweak: Entity hud info box now shows entity code in extended debug info mode
	</li>
	<li>
		Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility
	</li>
	<li>
		Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there
	</li>
	<li>
		Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures:
		<pre><span>    content: { type: "item", code: "pressedmash-*" },
    ...
    textureCode: "*"</span></pre>
		textureCode will now turn into <em>"content-{domain:pathofcollectible}"</em>, so add <em>"contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" },</em> to use a custom texture for the content in the trough
	</li>
	<li>
		Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations.
	</li>
	<li>
		Tweak: Add a number of missing translations for our community translators
	</li>
	<li>
		Tweak: Flour, egg, measuring rope, and quicklime are now 3d items
	</li>
	<li>
		Tweak: Beeswax, fat, and flax fibers are now ground-storable
	</li>
	<li>
		Tweak: Necklace models are now positioned to show outside of armor
	</li>
	<li>
		Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls
	</li>
	<li>
		Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma
	</li>
	<li>
		Fixed: Exception thrown in the logging system when a Block failed to load
	</li>
	<li>
		Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
	</li>
	<li>
		Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
	</li>
	<li>
		Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops
	</li>
	<li>
		Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=&gt;MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh()
	</li>
	<li>
		Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract
	</li>
	<li>
		Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt
	</li>
	<li>
		Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info
	</li>
	<li>
		Refactor: Fox entity types now in one file instead of six.
	</li>
	<li>
		Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these
	</li>
	<li>
		Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null
	</li>
	<li>
		Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones
	</li>
	<li>
		Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future
	</li>
	<li>
		Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json
	</li>
	<li>
		Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape()
	</li>
	<li>
		Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention()
	</li>
	<li>
		Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface
	</li>
	<li>
		Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup
	</li>
	<li>
		Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example:<br />
		creatureDiet: {<br />
		    foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"],<br />
		    foodTags: ["fruitmash"],<br />
		    skipFoodTags: ["rice", "parsnip"]<br />
		},
	</li>
	<li>
		Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
	</li>
	<li>
		Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation
	</li>
	<li>
		Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
	</li>
	<li>
		Fixed: Character class starting items that are not wearable were not being given
	</li>
	<li>
		Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
	</li>
	<li>
		Fixed: IServerAPI.ServerIp property crashing on dedicated servers
	</li>
	<li>
		Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm:
	</li>
	<li>
		Fixed: Call to unload chunks did not trigger UnloadChunk event
	</li>
	<li>
		Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range)
	</li>
	<li>
		Fixed: MaxAnimatedElements setting not set to 46 (was 36)
	</li>
	<li>
		Fixed: Modded sky.png not getting loaded
	</li>
	<li>
		Fixed: Clutter block crashing game if a texture was missing, now prints an error
	</li>
	<li>
		Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox
	</li>
	<li>
		Fixed: When on IServerPlayer.Disconnect() is called it would crash the client
	</li>
	<li>
		Fixed: Multiple instance detection by using a named mutex (since net7)
	</li>
	<li>
		Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
	</li>
	<li>
		Fixed: Underground ruins would not spawn with decors/overlays
	</li>
	<li>
		Fixed: Loading order issues when modding in new cave art
	</li>
	<li>
		Fixed: Game crash when only partially specifying the held sound set
	</li>
	<li>
		Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func&lt;T&gt;, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp()
	</li>
	<li>
		Fixed: BeginSubs and BeginSubcommands would not add the aliases properly
	</li>
	<li>
		Fixed: WorldReady server startup event not being triggered
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.19.0-rc.8 (also listed above)
</p>

<ul>
	<li>
		Tweak: New main menu background images, most of which showcase new 1.19 content
	</li>
	<li>
		Tweak: Omok table top now no longer displays food perish rate in block info
	</li>
	<li>
		Tweak: Quartz vugs are more like geodes now!
	</li>
	<li>
		Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior
	</li>
	<li>
		Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation
	</li>
	<li>
		Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144.
	</li>
	<li>
		Fixed: Shingles and other objects in piles sometimes invisible after being placed
	</li>
	<li>
		Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile
	</li>
	<li>
		Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged)
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason)
			</li>
			<li>
				Tweak: Board recipe now accommodates both plank variants (ns/ud)
			</li>
			<li>
				Tweak: Adjusted range of the reed trap sfx
			</li>
			<li>
				Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled
			</li>
			<li>
				Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants
			</li>
			<li>
				Fixed: Minor memory leak in main menu
			</li>
			<li>
				Fixed: Display case link not clickable in Handbook
			</li>
			<li>
				Fixed: Snow layer walk sfx playing twice
			</li>
			<li>
				Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing<br />
				 
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">374</guid><pubDate>Wed, 17 Jan 2024 18:21:00 +0000</pubDate></item><item><title>v1.19.0-rc.7/8 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc78-dejank-redux-r373/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.7, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<strong>[Edit:]</strong> Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support
</p>

<p>
	Stable approaching.... slowly.... #3
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17322" href="//media.vintagestory.at/monthly_2024_01/2024-01-08_00-47-13.png.10b2ccdae5f0e216c570227bd59499de.png" rel=""><img alt="2024-01-08_00-47-13.thumb.png.1579de02a7eca56eda09f011c953833f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17322" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/2024-01-08_00-47-13.thumb.png.1579de02a7eca56eda09f011c953833f.png" /></a><span style="font-size:12px;"> </span><br />
	<span style="font-size:12px;">Screenshot and Build by Galejro</span>
</p>

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

<ul>
	<li>
		Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations.
	</li>
	<li>
		Tweak: Add a number of missing translations for our community translators
	</li>
	<li>
		Tweak: Flour, egg, measuring rope, and quicklime are now 3d items
	</li>
	<li>
		Tweak: Beeswax, fat, and flax fibers are now ground-storable
	</li>
	<li>
		Tweak: Necklace models are now positioned to show outside of armor
	</li>
	<li>
		Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls
	</li>
	<li>
		Tweak: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it.  .NET Runtime 7 is required of course  <span style="font-size:14px;">[Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal]</span>
	</li>
	<li>
		Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
	</li>
	<li>
		Fixed: Vintagehosting Join Server not working when used with a password
	</li>
	<li>
		Fixed: <em>--setconfig</em> argument not working
	</li>
	<li>
		Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4
	</li>
	<li>
		Fixed: Content in trough when rotting not changing into rotten content variant
	</li>
	<li>
		Fixed: Strange dark shading in the main menu, most noticeable in hover texts
	</li>
	<li>
		Fixed: Issues with the new HRTF setting and Music
	</li>
	<li>
		Fixed: <em>.debug find</em> command now returns accurate coordinates
	</li>
	<li>
		Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac
	</li>
	<li>
		Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful...
	</li>
	<li>
		Fixed: <em>.blockitempngexport inv</em> and similar export commands created images with a black background instead of transparency
	</li>
	<li>
		Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate!
			</li>
			<li>
				Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth
			</li>
			<li>
				Fixed: Goat sound <em>bleatweird</em> not playing
			</li>
			<li>
				Fixed: Goats' running animation now at normal speed when catching up with other goats.
			</li>
			<li>
				Fixed: Gasifier not igniteable with torch
			</li>
			<li>
				Fixed: Translocators having invisible rubble blocks
			</li>
			<li>
				Fixed: Crate recipes handbook derp (API: was a bug in all recipes using <em>CopyAttributesFrom</em>)
			</li>
			<li>
				Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload,
			</li>
			<li>
				Fixed: Basket trap recipe derp in Handbook
			</li>
			<li>
				Fixed: Interaction issues with the basket trap
			</li>
			<li>
				Fixed: Cleaver not working properly anymore
			</li>
			<li>
				Fixed: Game crash when exporting block/item pngs
			</li>
			<li>
				Fixed: Bighorn sheep stepheight change from rc.6 not properly applied
			</li>
			<li>
				Fixed: Restore faster single-player game startup time
			</li>
			<li>
				Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [<span style="font-size:14px;">Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs</span>]<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<s>Api Tweak: new server event <em>OnWorldgenStartup </em>added, which will be triggered after <em>EnumServerRunPhase.WorldReady</em> and before <em>RunGame</em>.</s> Reverted in rc8
	</li>
	<li>
		Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated)<br />
		 
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">373</guid><pubDate>Sun, 14 Jan 2024 12:06:00 +0000</pubDate></item><item><title>v1.19.0-rc.6 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc6-dejank-redux-r372/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.6, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Stable approaching.... slowly.... #2<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17215" href="//media.vintagestory.at/monthly_2024_01/image.png.2bd13c0f9b6a04f01c5a7907e853535b.png" rel=""><img alt="image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17215" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Anclet</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Tweak: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Switching it off (the default) should address some users' sound issues
	</li>
	<li>
		Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal.  Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit.  Fancy linen can be turned back into normal pattern by any class via shears, in grid
	</li>
	<li>
		Tweak: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned...
	</li>
	<li>
		Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2
	</li>
	<li>
		Tweak: Goat and bighorn sheep spawning adjustments.  Added handbook text for goats, describing the general topography and climate in which to find them
	</li>
	<li>
		Tweak: When right-clicking with a lit torch on another lit torch it no longer places the torch on the ground (happened after lighting a torch)
	</li>
	<li>
		Fixed: (1.19.0-rc.5 issue) Handbook crashes for any block or item with linen in the recipe
	</li>
	<li>
		Fixed: (1.19.0-rc.5 issue) Restore linen to the handbook
	</li>
	<li>
		Fixed: Log spam when breaking a vessel "Missing mapping for texture code ..."
	</li>
	<li>
		Fixed: Unable to squeeze honey into placed bowls
	</li>
	<li>
		Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references
	</li>
	<li>
		Fixed: Antler mounts and Scroll racks would have no clickable link in the handbook for the planks in their recipes
	</li>
	<li>
		Fixed: Error log and missing handbook entries "Unable to resolve loot vessel drop x, item wont drop", this also caused Tuning cylinders and other items to have a drop by vessel or not, depending on a random chance
	</li>
	<li>
		Fixed: Potential chunk/region borders in worldgen when continuing certain pre-1.19 save games in 1.19
	</li>
	<li>
		Fixed: Crash when trying to light a torch in hand from another fire source while another player or animal walks in front of you [Github issue #3362]
	</li>
	<li>
		Fixed: WorldEdit copy would always apply every remapping, causing issues with the bookshelf
	</li>
	<li>
		Fixed: Raccoons not eating honeycomb and berries (and similar fix for any other creatures which can eat loose items in their seekfoodandeat behavior)
	</li>
	<li>
		Fixed: Raccoons not fleeing from angry bees
	</li>
	<li>
		Fixed: Fixed error log about troughs when trough targeted by a wolf (or any other animal that may not have a "creatureDiet")
	</li>
	<li>
		Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
	</li>
	<li>
		Fixed: <em>/wgen regen</em> command failing sometimes (caused by a race condition, when deleting the existing map region)
	</li>
	<li>
		Fixed: BlockRandomizer with certain blocks (eg. Locustnest) would cause issues and result in missing blocks or not properly finish placing the schematic causing <em>mingroup</em> distance not to work properly
	</li>
	<li>
		Fixed: Crate breaking decal was not being rotated when the crate is placed rotated
	</li>
	<li>
		Fixed: Very rare AI pathfinder crash on servers involving crates
	</li>
	<li>
		Fixed: Minor VRAM leak in crates
	</li>
	<li>
		Fixed: Flint not storable in mining bags
	</li>
	<li>
		Fixed: Some stones dropping from the new ruins had stacksize 0
	</li>
	<li>
		Fixed: Linux game client requiring a newer version of glibc (2.34 instead of 2.28), causing the game to no longer start on some Linux distros
	</li>
	<li>
		API Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation
	</li>
	<li>
		API Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
	</li>
	<li>
		API Fixed: Linen (and similar modded blocks) drawn correctly again
	</li>
	<li>
		API Fixed: Character class starting items that are not wearable were not being given
	</li>
	<li>
		API Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
	</li>
</ul>
]]></description><guid isPermaLink="false">372</guid><pubDate>Sat, 06 Jan 2024 21:57:40 +0000</pubDate></item><item><title>v1.19.0-rc.5 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc5-dejank-redux-r371/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.5, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Stable approaching.... slowly....
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17177" href="//media.vintagestory.at/monthly_2024_01/image.png.220f3b8985e5b85b26962b161df22691.png" rel=""><img alt="image.thumb.png.62e22730f72b719cec78303af91508af.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17177" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2024_01/image.thumb.png.62e22730f72b719cec78303af91508af.png" /></a><br />
	<span style="font-size:11px;">Screenshot by PeskyHuman, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Tweak: Added almost all types of aged polished rock (except full basalt and shale)
	</li>
	<li>
		Tweak: Traders now sell linen by the single sheet.
	</li>
	<li>
		Tweak: Loose gears when placed now no longer move around or shift texture with each added gear past 2
	</li>
	<li>
		Fixed: <em>/wgen regen</em> command erroring on missing structures within the target map region
	</li>
	<li>
		Fixed: Planks block stack combining issues
	</li>
	<li>
		Fixed: Fruitmash would not count as food in large trough for animals
	</li>
	<li>
		Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it.
	</li>
	<li>
		Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block
	</li>
	<li>
		Fixed: Coal pile crash in certain cases
	</li>
	<li>
		Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
	</li>
	<li>
		Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
	</li>
	<li>
		Tweak: Game client no longer displays Host/Ip when failing to connect to a game server
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Removed tiling cobblestone test blocks
			</li>
			<li>
				Fixed: Game crashing when chiselling collider blocks
			</li>
			<li>
				Fixed: Wrong rotation on placed linen
			</li>
			<li>
				Fixed: Error log spam caused by trough
			</li>
			<li>
				Fixed: Worldedit export command "/we exp filename" would always send the schematic to the client
			</li>
			<li>
				Fixed: TOPTS and other servers could crash if multiple teleports in rapid succession
			</li>
			<li>
				Fixed: Trough not showing suitable fodder list in block info for content using wildcard
			</li>
		</ul>
	</li>
</ul>

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

<ul>
	<li>
		Api Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures:
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">    content: { type: "item", code: "pressedmash-*" },
    ...
    textureCode: "*"</span></pre>
		textureCode will now turn into <em>"content-{domain:pathofcollectible}"</em>, so add <em>"contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" },</em> to use a custom texture for the content in the trough
	</li>
	<li>
		Api Fixed: Exception thrown in the logging system when a Block failed to load
	</li>
	<li>
		Api Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
	</li>
	<li>
		Api Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
	</li>
	<li>
		Api Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops<br />
		 
	</li>
</ul>
]]></description><guid isPermaLink="false">371</guid><pubDate>Wed, 03 Jan 2024 16:42:00 +0000</pubDate></item><item><title>v1.19.0-rc.2/3/4 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc234-dejank-redux-r370/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.2/3/4, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Christmas day bugfix release. Happy holidays!<br />
	<br />
	[Edit:] Also released rc.3 to fix a crash on startup with SSAO disabled<br />
	[Edit 26.12.:] Also released rc.4 to fix a server error log spam and the Vintagehosting server settings screen no longer working<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="17036" href="//media.vintagestory.at/monthly_2023_12/serbian.png.c208977bc35517e06f1ea20038af3d1f.png" rel=""><img alt="serbian.thumb.png.c2e9599f28b18a80082bafdec2fc5823.png" class="ipsImage ipsImage_thumbnailed" data-fileid="17036" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_12/serbian.thumb.png.c2e9599f28b18a80082bafdec2fc5823.png" /></a><br />
	<span style="font-size:11px;">Serbian type furnace by SirKey, shared in #screenshots</span>
</p>

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

<ul>
	<li>
		Fixed: Trader outposts generating with legacy doors
	</li>
	<li>
		1.19 related changes
		<ul>
			<li>
				Fixed: Player data corruption and consequent crash when landing with glider
			</li>
			<li>
				Fixed: Hay was not flagged 'grass', and so no animals would eat it
			</li>
			<li>
				Fixed: Missing crafting recipe for antler mounts and basket traps
			</li>
			<li>
				Fixed: Ewes and sows not giving birth
			</li>
			<li>
				Fixed: Dark outline around first person hands and items caused by SSAO
			</li>
			<li>
				Fixed: Typo in world config screen
			</li>
			<li>
				Fixed: Should fix entities invisible on Mac, hopefully for real this time
			</li>
			<li>
				API fixed: Randomizer block using chance values below 100% no longer leave behind themselves on missed chance, but turn to air
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">370</guid><pubDate>Mon, 25 Dec 2023 15:32:00 +0000</pubDate></item><item><title>v1.19.0-rc.1 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-rc1-dejank-redux-r369/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists </strong></span><br />
	v1.19.0-rc.1, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	<span style="font-size:14px;">(<strong>Note:</strong> for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning<em> "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". </em>Don't worry, the game is safe! The reason is essentially that this rc1 release is too new for Windows Defender to recognise it: we are working with Microsoft on this and it should improve as time passes. If you get the popup warning, to install the release, please click "More info" and then allow it to continue.)</span>
</p>

<p>
	 
</p>

<p>
	One broken central heating system, one leaking roof due to ice buildup and one appendectomy later (and that's only Tyron!) the team are at long last able to bring you our next major update! As mentioned in the <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">1.19.0-pre.1 blog post</a>, our goal for this update was the polishing of existing game mechanics and some clean up of the game engine code. As usual, we also added just one or two new features into the game at the same time. In total this resulted in about 450 features, tweaks and fixes. A heartfelt thank you goes out to everyone who tested the pre-releases of 1.19 - your feedback is very valuable to us!<br />
	<br />
	We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f384.png" class="ipsEmoji" alt="🎄"><br />
	 
</p>

<p>
	<strong>Can I start playing 1.19 now?</strong><br />
	We are decently confident that your old (or new) worlds will not break. If you want to be on the safe side though, wait until the stable release.<br />
	<br />
	<strong>Still unfinished</strong><br />
	Wild animal trapping needs tuning and we'll likely add re-bindable mouse buttons to the game controls settings before stable. The new first- person mode will also very likely receive further tuning.
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/gOxrrp2MAug?feature=oembed" title="V1.19 - Dejank redux" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong> (of new stuff since <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">pre.1</a>)<br />
	<br />
	Added 11 types of goats<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16913" href="//media.vintagestory.at/monthly_2023_12/goats.png.fd16185f18199563d1905aaf4c09f9c8.png" rel=""><img alt="goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16913" data-ratio="32.70" width="1000" src="//media.vintagestory.at/monthly_2023_12/goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png" /></a>
</p>

<p style="margin-bottom:0px;">
	<br />
	<strong>Snowballs!</strong> Frosty-fight friends and foes alike
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo" style="width:50%;height:50%;">
		<source type="video/mp4" src="https://content.invisioncic.com/r268468/monthly_2023_12/snowballs.mp4.78af0f5d03e0b9328077a9fe3a4c54be.mp4"><a class="ipsAttachLink" data-fileext="mp4" data-fileid="16915" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16915&amp;key=e39fc5c98ced182d6b637700afae7c91" rel="">snowballs.mp4</a>
	</source></video>


<p>
	All underground ruins fully reworked<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16919" href="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.png.71de750481a7abb9042b6208235ed8c3.png" rel=""><img alt="2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16919" data-ratio="64.30" width="1000" src="//media.vintagestory.at/monthly_2023_12/2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png" /></a>
</p>

<p>
	Added antlers and horns, which can be harvested and mounted on walls<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_12/horny.png.cd0fcc36922ef223aa3ef8edaa18641c.png" rel="external nofollow"><img alt="horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16916" data-ratio="78.40" style="width:500px;height:auto;" width="956" src="//media.vintagestory.at/monthly_2023_12/horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png" /></a>
</p>

<p>
	Added indor rain ambience system
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/cpmR2UIojp8?feature=oembed" title="v1.19:  Indoor rain ambience" width="200"></iframe>
	</div>
</div>

<p>
	Added Tule and Sedge plant<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16918" href="//media.vintagestory.at/monthly_2023_12/tule.png.6672130fd0f8af9be995317fffd765de.png" rel=""><img alt="tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16918" data-ratio="33.40" width="1000" src="//media.vintagestory.at/monthly_2023_12/tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png" /></a>
</p>

<p>
	Added warning icon to outdated mods<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16917" href="//media.vintagestory.at/monthly_2023_12/warning.png.ada5d15a042c704f474f02a13d535652.png" rel=""><img alt="warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16917" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_12/warning.thumb.png.da7000427f5a357be791d4ed549ac241.png" /></a>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/" rel="">1.19.0-pre.1 devlog post</a>
	</li>
	<li>
		Feature: <strong>Added 11 types of goat</strong>s
	</li>
	<li>
		Feature: Added <strong>new Music track </strong>"Arctic Winds" for the polar regions
	</li>
	<li>
		Feature: <strong>Snowballs!</strong> Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water.
	</li>
	<li>
		Feature: <strong>Added Deer Antlers!</strong> These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mounts
	</li>
	<li>
		Feature: Added <strong>new rain ambient sounds </strong>to rain-exposed glass (glass windows or glass ceilings)
	</li>
	<li>
		Feature: Added new <strong>rock-typed rubble blocks </strong>for the new ruins (creative mode only at the moment)
	</li>
	<li>
		Feature: Added <strong>one more room to the Resonance Archives</strong>. Various tweaks and fixes
	</li>
	<li>
		Feature: Rough implementation of <strong>wild animal trapping</strong> (WIP)
	</li>
	<li>
		Feature: Added 3 new beards in the character selection screen
	</li>
	<li>
		Feature: Added <strong>new Tule plant </strong>beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing will be craftable from thatch only.
	</li>
	<li>
		Feature: Added <strong>new Brown Sedge plant</strong> in wet/marshy areas in warmer climates. They drop dry grass
	</li>
	<li>
		Feature: Microblocks, such as the chiselled blocks in ruins, can now be <strong>excavated </strong>from soil. Cobble microblocks drop stones when broken
	</li>
	<li>
		Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
	</li>
	<li>
		Feature: World generation updates
		<ul>
			<li>
				<strong>Fully reworked underground ruins</strong>
			</li>
			<li>
				Added more comprehensive surface villages
			</li>
			<li>
				Removed legacy blocks from trader outposts
			</li>
			<li>
				Fixed topsoil generating underwater inside structures
			</li>
			<li>
				Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0)
			</li>
			<li>
				Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean
			</li>
			<li>
				Trader carts no longer spawn in the Arctic (nor in the Antarctic!)
			</li>
			<li>
				Updated underground lakes to match the new ruins style
			</li>
		</ul>
	</li>
	<li>
		Tweak: Gameplay balancing
		<ul>
			<li>
				Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3
			</li>
			<li>
				Tweak: Bear spawning generally reduced about 20-25%.  Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places
			</li>
			<li>
				Tweak: Terra Preta is no longer generated during worldgen.  High fertility soil will be generated instead.  Terra Preta is now made in the crafting grid, as high fertility soil was previously.  However crafting Terra Preta requires charcoal and bone meal, in addition to compost.  High fertility soil can be included in the recipe, to increase the yield of Terra Preta
			</li>
			<li>
				Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability.  Anvil recycling recipes made shapeless
			</li>
			<li>
				Tweak: Tin bronze falx damage slightly increased
			</li>
			<li>
				Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons)
			</li>
			<li>
				Tweak: Pickled olives can now be used in pies and the cooking pot.  Peanuts can be used in pies.  Added barrel textures for both.  Soybeans now have a 3d item model
			</li>
			<li>
				Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple)
			</li>
		</ul>
	</li>
	<li>
		Lots of WorldEdit fine tuning
		<ul>
			<li>
				Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored
			</li>
			<li>
				Tweak: Add <em>/we exp</em> as alias for <em>/we export</em>
			</li>
			<li>
				Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.)
			</li>
			<li>
				Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow
			</li>
			<li>
				Tweak: Schematic placement preview can now be partially transparent, set this using command <em>.clientconfig previewTransparency v</em> where <em>v</em> is the desired transparency level between 0.0 (solid) and 1.0 (clear)
			</li>
			<li>
				Tweak: Add command to disable right settings panel in the worldedit dialog: use command <em>.we rsp on/off</em>
			</li>
			<li>
				Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area
			</li>
			<li>
				Tweak: Disabled several <em>/we</em> subcommands using the old naming scheme (mfill, mcopy, ...), use <em>/worldconfigcreate bool legacywecommands true/false</em> to toggle them
			</li>
			<li>
				Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog
			</li>
			<li>
				Tweak: Save the FreeMoveAxisLock setting when exiting the game
			</li>
			<li>
				Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import
			</li>
			<li>
				Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import
			</li>
			<li>
				Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed]
			</li>
			<li>
				Fixed: Schematics now also import/export the fluid layer
			</li>
			<li>
				Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed
			</li>
			<li>
				Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water)
			</li>
			<li>
				Fixed: Decors now get properly placed/removed with undo/redo
			</li>
			<li>
				Fixed: Multiple issues related to rotations of decors and fluid layer
			</li>
			<li>
				Fixed: Issues with Mirror, Repeat and Move tool with water and decors
			</li>
			<li>
				Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo)
			</li>
			<li>
				Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities
			</li>
			<li>
				Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false
			</li>
			<li>
				Fixed: Exception on <em>/we shift</em> shorthands (sms, smn,...)
			</li>
			<li>
				Fixed: <em>/we shift n 2</em> would always use 1 as the amount
			</li>
			<li>
				Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied...
			</li>
			<li>
				Fixed: MagicWand selection would cause to insert two historystates upon selection
			</li>
			<li>
				Fixed: WorldEdit selection would not properly update on various tools and undo/redo
			</li>
			<li>
				Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool
			</li>
			<li>
				Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities
			</li>
		</ul>
	</li>
	<li>
		Water physics fine tuning
		<ul>
			<li>
				Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position)
			</li>
			<li>
				Fixed: Water continuing to have surface flow after fully healed
			</li>
			<li>
				Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors
			</li>
			<li>
				Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels
			</li>
		</ul>
	</li>
	<li>
		Tweak: Visual fine tuning
		<ul>
			<li>
				Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework)
			</li>
			<li>
				Tweak: Fixed godray ray directions. Before, the rays would not exactly start from the center of the sun. Increased god ray intensity and fine-tuned its shader
			</li>
			<li>
				Tweak: More haptic menu buttons
			</li>
			<li>
				Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%. Added 4 variants of aged firepit clutter.
			</li>
			<li>
				Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes.
			</li>
			<li>
				Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
			</li>
			<li>
				Fixed: Water against solid/near-solid Microblocks is now rendered correctly
			</li>
			<li>
				Fixed: Incorrect block breaking overlay on Bamboo
			</li>
			<li>
				Fixed: LOD popping at very short view distances (32 and 64)
			</li>
		</ul>
	</li>
	<li>
		Tweak: Sound FX (sfx) fine tuning
		<ul>
			<li>
				Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through
			</li>
			<li>
				Feature: New sounds for stepping on sticks and loose stones (also fixed boulder's missing sfx)
			</li>
			<li>
				Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously)
			</li>
			<li>
				Tweak: Loose stones and ores, and loose sticks, now have a small collision box so that they trigger step sounds correctly
			</li>
			<li>
				Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision
			</li>
			<li>
				Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx
			</li>
			<li>
				Tweak: Glass blocks now have a unique walk sfx
			</li>
			<li>
				Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx)
			</li>
			<li>
				Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks
			</li>
			<li>
				Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup).
			</li>
			<li>
				Fixed: Hot springs sludge sound not playing
			</li>
			<li>
				Fixed: Water step sound not playing when the liquid block contained other blocks
			</li>
			<li>
				Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time
			</li>
			<li>
				Various fixes to the newly added indoor rain ambient sounds
			</li>
		</ul>
	</li>
	<li>
		Tweak: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying <em>"MaxWorldgenThreads": 4</em> (or other numbers in the range 1-6 are possible)
	</li>
	<li>
		Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour
	</li>
	<li>
		Tweak: Added firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed
	</li>
	<li>
		Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
	</li>
	<li>
		Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives
	</li>
	<li>
		Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion
	</li>
	<li>
		Tweak: Added "/dev settranslateable true" command to mark a looked at sign block as translateable
	</li>
	<li>
		Tweak: New command <em>.timelapse &lt;interval-in-days&gt; &lt;duration-in-months&gt;</em> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse  (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons)
	</li>
	<li>
		Tweak: In Extended Debug mode (<em>.edi</em>), add the Axis directions to the coordinates HUD
	</li>
	<li>
		Tweak: new <em>/entity cmd &lt;entity&gt; birth</em> command to test entities' multiply behavior (could also feasibly be used by a command block)
	</li>
	<li>
		Tweak: Don't crash on invalid block entities
	</li>
	<li>
		Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
	</li>
	<li>
		Tweak: Avoid a crash on an incorrectly created crucible itemstack
	</li>
	<li>
		Tweak: Slightly increase the chance for hail
	</li>
</ul>

<ul>
	<li>
		Tweak: Malefactor pendant now worn on neck, rather than emblem location
	</li>
	<li>
		Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able
	</li>
	<li>
		Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
	</li>
	<li>
		Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
	</li>
	<li>
		Tweak: Add missing hotkey reminders for other interface settings
	</li>
	<li>
		Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more.
	</li>
	<li>
		Tweak: The plaques in the Resonance Archives are now translatable into other languages
	</li>
	<li>
		Tweak: Terminus translocators can now be placed directionally and no longer always face west
	</li>
	<li>
		Tweak: Plaster should be easier to orientate consistent with planks and logs
	</li>
	<li>
		Tweak: Jugs can now be used to make dough
	</li>
	<li>
		Tweak: Can now lower the first person hands to one's liking in Settings -&gt; Interface  
	</li>
	<li>
		Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above.  New thatch model.
	</li>
	<li>
		Tweak: Added more game credits
	</li>
	<li>
		Tweak: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
	</li>
	<li>
		Tweak: Added command <em>/entity cmd [selector] rmbh [code]</em> to remove a behavior at runtime
	</li>
</ul>

<ul>
	<li>
		Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise
	</li>
	<li>
		Tweak: Modified hitboxes of deer and several other animals.  Wolves will now attack some of the smaller deer species, and fawns
	</li>
	<li>
		Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind
	</li>
	<li>
		Tweak: ItemWrench order rotations by name and remove duplicates from list
	</li>
	<li>
		Tweak: Torch holder light color now the same as a regular torch
	</li>
	<li>
		Tweak: Dead animals now show in their block info if they got electrocuted
	</li>
	<li>
		Tweak: Falling rock from cave-ins now very painful
	</li>
	<li>
		Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms)
	</li>
	<li>
		Tweak: Add optional kill radius parameter to command /entity wipeall
	</li>
	<li>
		Tweak: Localise chat messages about schematics received, and fixmappings
	</li>
	<li>
		Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
	</li>
	<li>
		Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it
	</li>
	<li>
		Fixed: .map command would not show up in the Commands Handbook
	</li>
	<li>
		Fixed: Able to travel very fast with gliders and roads of ladders
	</li>
	<li>
		Fixed: Various cases where chiseled blocks were not detected as room-enclosing
	</li>
	<li>
		Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds
	</li>
	<li>
		Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements
	</li>
	<li>
		Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance
	</li>
	<li>
		Fixed: Books went vertical when placed on the ground
	</li>
	<li>
		Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning
	</li>
	<li>
		Fixed: Should fix a reported client side crash with the Mycelium block entity
	</li>
	<li>
		Fixed: Another Memory leak when leaving and reopening single player worlds
	</li>
	<li>
		Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks
	</li>
	<li>
		Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room
	</li>
	<li>
		Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode
	</li>
	<li>
		Fixed: Game no longer automatically requesting to download unmet dependencies on startup
	</li>
	<li>
		Fixed: Multiple engine-related exceptions when trying to load an outdated mod
	</li>
	<li>
		Fixed: 3rd person mode against walls no longer renders the inside of seraph brains
	</li>
	<li>
		Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation)
	</li>
	<li>
		Fixed: Avoid potential server side endless loop during a broken/invalid item use action
	</li>
	<li>
		Fixed: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory
	</li>
	<li>
		Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen
	</li>
	<li>
		Fixed: Fruit trees part of schematics on worldgen would log a lot of errors <span style="font-size:11px;">[Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default]</span>
	</li>
	<li>
		Fixed: Chute rotations for schematics/worldedit
	</li>
	<li>
		Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists)
	</li>
	<li>
		Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds
	</li>
	<li>
		Fixed: Chutes/Hoppers not able to push items on one side of the trunk
	</li>
	<li>
		Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded
	</li>
	<li>
		Fixed: Commands prefix shown on help subcommands
	</li>
	<li>
		Fixed: Players were omitting knockback when hit, since 1.18.2
	</li>
	<li>
		Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit
	</li>
	<li>
		Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space
	</li>
	<li>
		Fixed: Chiseled blocks in schematics would not rotate the texture
	</li>
	<li>
		Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block
	</li>
	<li>
		Fixed: /wgen pos structures not working for underground ruins
	</li>
	<li>
		Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks
	</li>
	<li>
		Fixed: /time stop and /time resume commands now working
	</li>
	<li>
		Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable.  z-fighting on back of Falx mold.
	</li>
	<li>
		Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil
	</li>
	<li>
		Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts
	</li>
	<li>
		Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent
	</li>
	<li>
		Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya
	</li>
	<li>
		Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya
	</li>
	<li>
		Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks
	</li>
	<li>
		Fixed: Added translations for pomegranate, lychee, and breadfruit pies.  Added ability to pickle olives, and translations for their derivatives.  Fixed some transforms.
	</li>
	<li>
		Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly
	</li>
	<li>
		Fixed: Crash when chiseling meta objects such as "collider" cubes
	</li>
	<li>
		Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops
	</li>
	<li>
		Fixed: Treasure Hunter trader unable to buy player-crafted iron &amp; leather shield; additionally Treasure Hunter trader will now buy an iron &amp; leather shield in any color
	</li>
	<li>
		Fixed: Various helmets and other headgear obscuring facial hair when it should not
	</li>
	<li>
		Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly
	</li>
	<li>
		Fixed: Z-fighting on underside of chimney block
	</li>
	<li>
		Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation
	</li>
	<li>
		Fixed: Crash when right clicking an entity with unlit torch
	</li>
	<li>
		Fixed: Game crashing on the mod manager with invalid mods
	</li>
	<li>
		Fixed: Gate and Oldworld tapestry not triggering lore discovery
	</li>
	<li>
		Fixed: Game crashing when trying to break green bamboo with an axe
	</li>
	<li>
		Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them
	</li>
	<li>
		Fixed: Peanuts could not be used in the cooking pot.
	</li>
	<li>
		Fixed: Wrong material with rotated chisel blocks in schematics/ruins
	</li>
	<li>
		Fixed: Some meats were not displaying correct incontainer textures
	</li>
	<li>
		Fixed: Seawater missing incontainer translation
	</li>
	<li>
		Fixed: Bees no longer attack arrows, spears and armor stands
	</li>
	<li>
		Fixed: Metal nails and strips had incorrect smelting properties
	</li>
	<li>
		Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel
	</li>
	<li>
		Fixed: Copying glider schematic gave an extra copy
	</li>
	<li>
		Fixed: Sieve could have durability completely repaired by placing on ground
	</li>
	<li>
		Fixed: Pickled vegetables in soup did not have translations
	</li>
	<li>
		Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes
	</li>
	<li>
		Fixed: Most potted flowers, and potted bamboo saplings missing windwave
	</li>
	<li>
		Fixed: Forest floor had incorrect texture on bottom face
	</li>
	<li>
		Fixed: Cured fish not showing in creative inventory
	</li>
	<li>
		Fixed: Ingots had incorrect shelf transform
	</li>
	<li>
		Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8
	</li>
	<li>
		Fixed: Clutter bookshelves not correctly rotated
	</li>
	<li>
		Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil
	</li>
	<li>
		Fixed: Renamed some clutter blocks to fit convention.
	</li>
	<li>
		Fixed: Hot springs no longer spawning steam particles
	</li>
	<li>
		Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook
	</li>
	<li>
		Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown.
	</li>
	<li>
		Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior
	</li>
	<li>
		Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250]
	</li>
	<li>
		Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250]<br />
		 
	</li>
</ul>

<p>
	<strong>API Changes</strong>
</p>

<ul>
	<li>
		Feature: <strong>Entity code remapper</strong>, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json]
	</li>
	<li>
		Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future
	</li>
	<li>
		Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json
	</li>
	<li>
		Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape()
	</li>
	<li>
		Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention()
	</li>
	<li>
		Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface
	</li>
	<li>
		Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup
	</li>
	<li>
		Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example:<br />
		creatureDiet: {<br />
		    foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"],<br />
		    foodTags: ["fruitmash"],<br />
		    skipFoodTags: ["rice", "parsnip"]<br />
		},
	</li>
	<li>
		Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true"
	</li>
	<li>
		Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods
	</li>
	<li>
		Tweak: Allow use of meta-layer block in the randomizer block
	</li>
	<li>
		Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument
	</li>
	<li>
		Tweak: Worldgen village generator can now define min/maxquantity per schematic group
	</li>
	<li>
		Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used.  e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ],
	</li>
	<li>
		Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom)
	</li>
	<li>
		Tweak: Can read own entity debug info via command .debug self
	</li>
	<li>
		Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass
	</li>
	<li>
		Tweak: Bows can now define custom aim animations via aimAnimationCode attribute
	</li>
	<li>
		Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation
	</li>
	<li>
		Tweak: Cleanup XML documentation (mainly missing/old parameter names)
	</li>
	<li>
		Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen]
	</li>
	<li>
		Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer
	</li>
	<li>
		Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility
	</li>
	<li>
		Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value
	</li>
	<li>
		Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID
	</li>
	<li>
		Tweak: Minor Mini Dimensions code improvements:
		<ul>
			<li>
				Players now prevented from flying above height y = 20,480
			</li>
			<li>
				EntityPos now contains rudimentary dimension support
			</li>
			<li>
				Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768
			</li>
			<li>
				Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game
			</li>
			<li>
				Fixed startup crash if ImportTool is already active, and TestShip y-position jitter
			</li>
		</ul>
	</li>
	<li>
		Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor
	</li>
	<li>
		Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock)
	</li>
	<li>
		Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds
	</li>
	<li>
		Tweak: Entity hud info box now shows entity code in extended debug info mode
	</li>
	<li>
		Fixed: Underground ruins would not spawn with decors/overlays
	</li>
	<li>
		Fixed: Loading order issues when modding in new cave art
	</li>
	<li>
		Fixed: Game crash when only partially specifying the held sound set
	</li>
	<li>
		Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func&lt;T&gt;, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp()
	</li>
	<li>
		Fixed: BeginSubs and BeginSubcommands would not add the aliases properly
	</li>
	<li>
		Fixed: WorldReady server startup event not being triggered
	</li>
</ul>

<p>
	 
</p>

<p>
	Changes since 1.19.0-pre.10
</p>

<ul>
	<li>
		Tweak: Added managed/total memory to /stats and debug screen
	</li>
	<li>
		Tweak: Update community translations
	</li>
	<li>
		Tweak: All neck wearables are now 3d format.
	</li>
	<li>
		Tweak: add detailed OS information to VSCrashReporter
	</li>
	<li>
		Fixed: secondary exception if game crashes on startup for another cause, see Github #3326
	</li>
	<li>
		Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298
	</li>
	<li>
		Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype"
	</li>
	<li>
		Fixed: Client crash when joining a dedicated server
	</li>
	<li>
		Fixed: Shader compile errors on Mac<br />
		 
	</li>
</ul>
]]></description><guid isPermaLink="false">369</guid><pubDate>Tue, 05 Dec 2023 14:38:00 +0000</pubDate></item><item><title>v1.19.0-pre.1 Dejank Redux</title><link>https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.19.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br />
	<br />
	As with our previous updates, we continue our tradition of challenging the <em>status quo</em> of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community!<br />
	<br />
	<strong>Juicy Engine Tech a-plenty</strong><br />
	This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow.
</p>

<ul>
	<li>
		<strong>Mini Dimension System</strong>: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for <strong>multiblock vehicles </strong>and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: <a class="ipsAttachLink" data-fileext="txt" data-fileid="16406" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16406&amp;key=93b6ec6758d603d1f79aa19e8a50b293" rel="">movchunks public notes.txt</a>
	</li>
	<li>
		<strong>Unlimited textures</strong>: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again!  This multi-atlas system was partially included since the game's early days and is now finally complete.
	</li>
	<li>
		<strong>New First-person mode: </strong>Took a lot of tuning, but visible hands are finally a thing now
	</li>
	<li>
		<strong>Wearable animation support</strong>: Items that the player wears can now be animated. This is important for some clothing types such as skirts.
	</li>
	<li>
		<strong>Animation system v2</strong>: A new data format, more compatible to other animation formats, such as the one made with <a href="https://www.blender.org/" rel="external nofollow">Blender</a> <span style="font-size:12px;">(use with Blender still relies on a community made converter, however)</span>
	</li>
	<li>
		<strong>Connected textures</strong>: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks
	</li>
	<li>
		<strong>Chat commands code rewrite</strong>: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature.  In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete!
	</li>
	<li>
		<strong>World Edit commands consistency overhaul</strong>: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still.
	</li>
	<li>
		<strong>Chiseling system upgrades</strong>: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil.
	</li>
</ul>

<p>
	<strong>Please note</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, incomplete features, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot19" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <a href="https://www.vintagestory.at/blog.html/news/v1190-rc1-dejank-redux-r369/" rel="">new v1.19 blog post</a> will then come when the first full release candidate (rc.1) is ready<br />
	3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19.
</p>

<p>
	<strong>Still planned for rc.1</strong><br />
	Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished.<br />
	 
</p>

<p>
	<span style="font-size:16px;"><strong>Screenshots / Gifs</strong></span><br />
	<br />
	<strong>Overhauled First-person mode</strong>: Now with hands! WIP<br />
	<img alt="newfpmode.webp" src="https://cdn.vintagestory.at/gamefiles/other/newfpmode.webp" /><br />
	<br />
	<strong>Cave-in system: </strong>Build support beams to prevent getting buried alive<strong> </strong>(only on by default in the Wilderness Survival mode)<br />
	<img alt="caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16332" data-ratio="69.82" width="550" src="//media.vintagestory.at/monthly_2023_10/caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif" /><br />
	<br />
	<strong>Added 11 species of deer and more! </strong>WIP (Antlers still missing)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16403" href="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.png.ef11d9f5f5fced69791cd7414b72628d.png" rel=""><img alt="2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16403" data-ratio="43.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png" /></a>
</p>

<p>
	<strong>Animal catching</strong>: Domesticated animals can be picked up with a basket<br />
	<img alt="acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16338" data-ratio="51.52" width="693" src="//media.vintagestory.at/monthly_2023_10/acatch.gif.8c7ff551991fb77b75413b049732acd7.gif" /><br />
	<br />
	<strong>Fully reworked ruins. </strong>Very much still a work in progress (WIP), they don't all fully spawn yet.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16341" href="//media.vintagestory.at/monthly_2023_10/ruins.png.bfb003389af6bb70a06b01f5dcce1ca9.png" rel=""><img alt="ruins.thumb.png.4872679e3183c1ee400a920b79e64d8f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16341" data-ratio="54.80" width="1000" src="//media.vintagestory.at/monthly_2023_10/ruins.thumb.png.4872679e3183c1ee400a920b79e64d8f.png" /></a>
</p>

<p>
	<strong>New Accessibility settings</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16333" href="//media.vintagestory.at/monthly_2023_10/accessibility.png.54efd9070e827e041a97e84e91b187a9.png" rel=""><img alt="accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16333" data-ratio="43.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png" /></a>
</p>

<p>
	<strong>Added Command Handbook </strong>(in Creative mode)<br />
	<img alt="chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16335" data-ratio="88.09" width="596" src="//media.vintagestory.at/monthly_2023_10/chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif" />
</p>

<p>
	<br />
	Added <strong>Scroll racks</strong>, also lets you store Tuning cylinders<br />
	<img alt="scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16336" data-ratio="78.41" width="491" src="//media.vintagestory.at/monthly_2023_10/scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif" /><br />
	<br />
	<strong>World map tweaks</strong>: No longer super revealing by default, but instead it displays your prospecting results. (WIP)<br />
	<img alt="map.gif" src="https://cdn.vintagestory.at/gamefiles/other/map.gif" />
</p>

<p>
	<strong>Character selector tweaks</strong>: More canon hair colors, better randomizer and the ability to use your last selection from another world / server<br />
	<img alt="charsel.gif" style="width:800px;height:auto;" src="https://cdn.vintagestory.at/gamefiles/other/charsel.gif" />
</p>

<p>
	<br />
	<strong>More chisel power: </strong>Now supports decors and topsoil<br />
	<img alt="chisel.png.034a25757b4d146e3939aa5257d7ebee.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16337" data-ratio="76.23" style="width:509px;height:auto;" width="709" src="//media.vintagestory.at/monthly_2023_10/chisel.png.034a25757b4d146e3939aa5257d7ebee.png" /><br />
	<br />
	Overhauled/New 3D models for troughs, buckets and seeds<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16339" href="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.png.a5b174f2d98d2861ee87e7d38d9088dc.png" rel=""><img alt="3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16339" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2023_10/3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png" /></a>
</p>

<p>
	<br />
	Added live preview during schematic import<br />
	<img alt="livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="16402" data-ratio="74.15" width="824" src="//media.vintagestory.at/monthly_2023_10/livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif" /><br />
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: <strong>Overhauled First-person mode</strong> (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held
	</li>
	<li>
		Feature: <strong>Added moose, elk, and 11 species of deer</strong>, each has several antler variants. <span style="font-size:12px;">(based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)</span>
	</li>
	<li>
		Feature: <strong>Cave-in system </strong>in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels!
	</li>
	<li>
		Feature: Added <strong>Accessibility tab</strong>. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness.
		<ul>
			<li>
				Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab
			</li>
			<li>
				Tweak: Added experimental <em>minbrightness </em>client config, potential use for YouTubers/streamers to prevent pitch-black areas.
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>Command Handbook</strong>. Available in Creative mode through the game pause menu, or type command <em><strong>.chb</strong></em> to open
	</li>
	<li>
		Feature: <strong>Visual fine tuning</strong>
		<ul>
			<li>
				Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head
			</li>
			<li>
				Re-worked large trough, small trough and bucket models
			</li>
			<li>
				Crop seeds and grain items now have 3D models
			</li>
			<li>
				Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord)
			</li>
			<li>
				Added more depth to Dry stone wall textures. Visual tweaks
			</li>
			<li>
				Redwood beams: wood grain was in the wrong direction
			</li>
			<li>
				Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green
			</li>
			<li>
				Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Fixed bed-fency-open clutter block missing textures
			</li>
			<li>
				Faster storm dust particles
			</li>
			<li>
				Improved seraph idle animation
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Added scroll racks</strong>. Storage space for scrolls, papers and tuning cylinders
	</li>
	<li>
		Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks
	</li>
	<li>
		Feature: <strong>Prospecting pick heatmap: </strong>added tabs to the world map
	</li>
	<li>
		Feature: New more <strong>medieval looking world map </strong>visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "<em>/worldconfigcreate bool colorAccurateWorldmap true</em>" server-wide or "<em>/player [playername] grant colorAccurateWorldmap</em>" for each player
	</li>
	<li>
		Feature: <strong>Chiseling system upgrades</strong>
		<ul>
			<li>
				<strong>Decor overlay support </strong>as well as support for <strong>grass covered topsoil </strong>block. Can use knife to remove decor layers again.
			</li>
			<li>
				Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs
			</li>
			<li>
				When using slabs as input material the game did not correctly count already used material
			</li>
			<li>
				Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material
			</li>
			<li>
				World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil
			</li>
		</ul>
	</li>
	<li>
		Feature: Ability to <strong>catch small tamed animals</strong> (generation 5+) with an empty reed chest. Requires one free backpack slot
	</li>
	<li>
		Feature: <strong>Raccoon and Fox pups</strong> now spawn in the world
	</li>
	<li>
		Feature: <strong>Improved character selector</strong>
		<ul>
			<li>
				Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button
			</li>
			<li>
				Greatly reduced strange hair combinations when using the Randomize button
			</li>
			<li>
				Updated hair colors. Replaced all purple and pink shades.
			</li>
			<li>
				The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds)
			</li>
		</ul>
	</li>
	<li>
		Feature: Gameplay balancing tweaks and fixes
		<ul>
			<li>
				Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies.
			</li>
			<li>
				Tweak: Double-headed drifters have a little more health now.
			</li>
			<li>
				Tweak: Made arid areas more arid (by further filling up lakes with blocks)
			</li>
			<li>
				Tweak: Being wet debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain
			</li>
			<li>
				Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
			</li>
			<li>
				Tweak: Polar bears now cannot climb, but can swim faster than other bears
			</li>
			<li>
				Tweak: Wooden paths can now be made with any type of board
			</li>
			<li>
				Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output)
			</li>
			<li>
				Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe
			</li>
			<li>
				Tweak: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage
			</li>
			<li>
				Tweak: Adjusted prices for a couple of trader goods.
				<ul>
					<li>
						Linen now much more expensive, also raised Gambeson armor cost to match.
					</li>
					<li>
						Most tools slightly more expensive
					</li>
					<li>
						Antique armor cost now matches the value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive
					</li>
				</ul>
			</li>
			<li>
				Fixed: Players not receiving fall damage when touching a wall during the fall
			</li>
			<li>
				Fixed: Ingot piles were combustible
			</li>
			<li>
				Fixed: Tree seeds were not combustible
			</li>
			<li>
				Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side)
			</li>
			<li>
				Fixed: Damaged flax crop still giving a full yield of flax fibres
			</li>
			<li>
				Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar
			</li>
			<li>
				Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust<span style="font-size:14px;"> the heal regeneration speed and the hunger speed using commands <em>/worldconfig playerHealthRegenSpeed 1 </em>and <em>/worldconfig playerHungerSpeed 1</em>)</span>
			</li>
		</ul>
	</li>
	<li>
		Feature: Added a worldconfig option to change the health regeneration speed: "<em>/worldconfig playerHealthRegenSpeed 1</em>".  Also available on world creation
	</li>
	<li>
		Feature: Can now <strong>ignite extinct torches </strong>on lit torches, firepits, forges, pit kilns, etc.
	</li>
	<li>
		Feature: <strong>World Edit upgrades</strong>
		<ul>
			<li>
				Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes
			</li>
			<li>
				Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value.
			</li>
			<li>
				New option for Paint brush: Placement %
			</li>
			<li>
				Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only
			</li>
			<li>
				New constraint system. "<em>/we constrain selection</em>" constrains all World Edit operations to the current selection only. "<em>/we constrain none</em>" to return to default behavior
			</li>
			<li>
				New flip system: "<em>/we flip (n|e|s|w|u|d|l|x|y|z)</em>" flips selected area in-place in given direction (cardinal, look direction or axis)
			</li>
			<li>
				Fixed chisel brush icon black instead of white
			</li>
			<li>
				Fixed major derps happening on block entities when using undo/redo after certain operations
			</li>
			<li>
				Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant
			</li>
			<li>
				Added a couple of aliases to /we marked commands
			</li>
		</ul>
	</li>
	<li>
		Feature: Added capability for server owners to <strong>compact savegames</strong>
		<ul>
			<li>
				<em>/db vacuum</em>: Recreate savegame to minimize disk space
			</li>
			<li>
				<em>/db prune [threshold] confirm</em>: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that <strong>this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas</strong>
			</li>
			<li>
				A full compact process looks like this:
				<ul>
					<li>
						<em>/wgen autogen 0</em>    (disable generation of chunks)
					</li>
					<li>
						<em>/db prune 5 confirm</em>    (delete all chunks with less than 5 edits)
					</li>
					<li>
						<em>/db vacuum</em>         (compact database)
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Feature: All <strong>Treasure chests</strong> have now <strong>more valuable loot </strong>in them
	</li>
	<li>
		Feature: More <strong>streamlined introduction</strong> into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching the game for the first time, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial.
	</li>
	<li>
		Feature: Added a stack randomizer for all Jonas items
	</li>
	<li>
		Tweak: Can now shift+left click armor and wearables into the character inventory
	</li>
	<li>
		Tweak: Show appreciation where it's due: new <em>petseraph</em> animation (untested)
	</li>
	<li>
		Tweak: Entities standing on a rotating Quern now rotate as well
	</li>
	<li>
		Tweak: Added tarnished steel beams
	</li>
	<li>
		Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
	</li>
	<li>
		Tweak: World info hover box now only shows the differences from the default configuration
	</li>
	<li>
		Tweak: Game text fine tuning
		<ul>
			<li>
				Fixed: Liquid containers showing only first decimal place and thus rounding the value
			</li>
			<li>
				Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
			</li>
			<li>
				Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
			</li>
			<li>
				Tweak: Renamed 3 blocks: Crimson King maple=&gt;Crimson maple, Green Spire cypress=&gt;Mediterranean cypress, Stone bricks =&gt;Ashlar blocks
			</li>
			<li>
				Tweak: Oiled hides mention a bit more on how curing them works
			</li>
			<li>
				Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
			</li>
			<li>
				Tweak: Multiplayer server screens: don't show the server password in clear text
			</li>
			<li>
				Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room
			</li>
		</ul>
	</li>
	<li>
		Tweak: Audio fine tuning
		<ul>
			<li>
				Improved soundscape for glider gliding and Creative-mode flying
			</li>
			<li>
				Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
			</li>
			<li>
				The Resonator Music is now affected by the music slider, instead of the ambient slider
			</li>
			<li>
				New eating sound for large animals
			</li>
		</ul>
	</li>
	<li>
		Handbook tweaks
		<ul>
			<li>
				Tweak: Handbook search now ignores diacritics in the search text  (and the same change for searching the Creative inventory)
			</li>
			<li>
				Tweak: Now also displays if an item can be obtained by harvesting a creature
			</li>
			<li>
				Tweak: Handbook entry for alum gives some details of where to find it
			</li>
			<li>
				Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook
			</li>
			<li>
				Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
			</li>
			<li>
				Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
			</li>
		</ul>
	</li>
	<li>
		Tweak: Improved command help
		<ul>
			<li>
				Add client-side <em>.help</em> command
			</li>
			<li>
				Improved formatting of the help output in chat
			</li>
		</ul>
	</li>
	<li>
		Additional command tweaks:
		<ul>
			<li>
				 Added ability to individually enable world maps (in games where the map is normally disabled) using <em>/player playername grant allowMap</em>
			</li>
			<li>
				Added commands<em> .debug plrattr [path]</em> and <em>/entity cmd [selector] attr [path]</em> to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability
			</li>
			<li>
				In the <em>/entity</em> command, added a new "id" entity selector, e.g. <em>/entity remove e[id=1234]</em>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game
	</li>
	<li>
		Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
	</li>
	<li>
		Tweak: When privilege <em>allowcharselonce</em> was not granted, show the player an error message instead of opening the dialog to reduce confusion
	</li>
	<li>
		Tweak: Removed unused workbench block from game
	</li>
	<li>
		Tweak: Don't show &lt; &gt; buttons on books with only 1 page
	</li>
	<li>
		Fixed: Pixelated background on the Download Mods screen
	</li>
	<li>
		Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
	</li>
	<li>
		Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode
	</li>
	<li>
		Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab
	</li>
	<li>
		Tweak: Added "Macro Editor" button to the Controls settings tab
	</li>
	<li>
		Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime
	</li>
	<li>
		Fixed: Butterflies now manage to fly away eventually after getting stuck in water
	</li>
	<li>
		Fixed: Reduce cases of endlessly jumpy dropped items
	</li>
	<li>
		Fixed: Should now properly sync edge sitting animations on players
	</li>
	<li>
		Fixed: Player body pitched awkwardly after landing with a glider
	</li>
	<li>
		Fixed: Unable to complete the Resonance Archives while in immersive first person mode
	</li>
	<li>
		Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center
	</li>
	<li>
		Fixed: Gates sometimes missing collision and selection box <span style="font-size:14px;">[detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block]</span>
	</li>
	<li>
		Fixed: Glider also functioning if inside a backpack (thanks korobya)
	</li>
	<li>
		Fixed: Some trader carts did not fully generate
	</li>
	<li>
		Fixed: Should fix watered farmland not updating for other players
	</li>
	<li>
		Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines
	</li>
	<li>
		Fixed: GUI alignment issues when references to hotkeys are mixed in with other text
	</li>
	<li>
		Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button)
	</li>
	<li>
		Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard
	</li>
	<li>
		Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest
	</li>
	<li>
		Fixed: <em>.charsel</em> command leaving changed class on the client side if the player did not have permission to change it in the first place
	</li>
	<li>
		Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered
	</li>
	<li>
		Fixed: Incorrect position matching in the /entity command selector (e.g. in <em>/entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]</em>)
	</li>
	<li>
		Fixed: Running server with <em>--standby</em> argument crashes if serverconfig.json does not exist
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: On some systems (MacOS) the sky would load color inverted (red) <span style="font-size:12px;">[Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU]</span>
	</li>
	<li>
		Fixed: Linux Wayland freezing on start up issue
	</li>
</ul>

<p>
	<br />
	<strong>Vintagehosting</strong>
</p>

<ul>
	<li>
		Feature: Added ability to delete the complete hosting setup, improved logging
	</li>
	<li>
		Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt)
	</li>
	<li>
		Fixed: Timeout issues when changing server version
	</li>
	<li>
		Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size)
	</li>
	<li>
		(Internal: Significant progress towards Vintagehosting mod support)
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Mod API</strong>
</p>

<ul>
	<li>
		Feature: Mini Dimensions initial support. For technical details see <a class="ipsAttachLink" data-fileext="txt" data-fileid="16406" href="https://www.vintagestory.at/applications/core/interface/file/attachment.php?id=16406&amp;key=93b6ec6758d603d1f79aa19e8a50b293" rel="">movchunks public notes.txt</a>
	</li>
	<li>
		Feature: Support for <strong>connected textures</strong> for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json)
	</li>
	<li>
		Feature: Eliminated all <strong>texture atlas limitations</strong>, i.e. mods that add a lot of blocks no longer have glitched graphics
	</li>
	<li>
		Feature: Added <strong>Block randomizer</strong>. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location
	</li>
	<li>
		Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material
	</li>
	<li>
		Feature: <strong>Wearable gear animations support. </strong>Models configured with a step parent and backdrop shape can now be animated in VSMC
	</li>
	<li>
		Feature: Added a somewhat more Blender-compatible animations mode (via <em>version:1 </em>attribute for each animation)
	</li>
	<li>
		Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite
	</li>
	<li>
		Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file
	</li>
	<li>
		Tweak: Can use stack randomizers to get resolved when used as a mob drop
	</li>
	<li>
		Tweak: Allow shipping of .dll files inside a mod's <em>native/</em> folder
	</li>
	<li>
		Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set
	</li>
	<li>
		Tweak: Added api.Event.OnEntityLoaded event
	</li>
	<li>
		Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes
	</li>
	<li>
		Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around
	</li>
	<li>
		Tweak: Game will now print a warning on duplicate animation codes
	</li>
	<li>
		Tweak: Avoid game crashing from improperly configured liquid containers
	</li>
	<li>
		Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file:
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">[....]
	eyeHeight: 1.7,
	attributes: {
		inventory: [
			{ type: "item", code: "blade-blackguard-iron" },
			{ type: "item", code: "armor-body-improvised-wood" }
		],
[...]</span></pre>
	</li>
	<li>
		Tweak: Added "ServerIdentifier" GUID to serverconfig.json
	</li>
	<li>
		Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions
	</li>
	<li>
		Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility
	</li>
	<li>
		Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there
	</li>
	<li>
		Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=&gt;MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh()
	</li>
	<li>
		Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract
	</li>
	<li>
		Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt
	</li>
	<li>
		Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info
	</li>
	<li>
		Refactor: Fox entity types now in one file instead of six.
	</li>
	<li>
		Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these
	</li>
	<li>
		Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null
	</li>
	<li>
		Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones
	</li>
	<li>
		Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
	</li>
	<li>
		Fixed: IServerAPI.ServerIp property crashing on dedicated servers
	</li>
	<li>
		Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm:
	</li>
	<li>
		Fixed: Call to unload chunks did not trigger UnloadChunk event
	</li>
	<li>
		Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range)
	</li>
	<li>
		Fixed: MaxAnimatedElements setting not set to 46 (was 36)
	</li>
	<li>
		Fixed: Modded sky.png not getting loaded
	</li>
	<li>
		Fixed: Clutter block crashing game if a texture was missing, now prints an error
	</li>
	<li>
		Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox
	</li>
	<li>
		Fixed: When on IServerPlayer.Disconnect() is called it would crash the client
	</li>
	<li>
		Fixed: Multiple instance detection by using a named mutex (since net7)
	</li>
	<li>
		Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">367</guid><pubDate>Sat, 28 Oct 2023 14:11:00 +0000</pubDate></item><item><title><![CDATA[v1.18.14/15 - Leaky server plug & community meetup]]></title><link>https://www.vintagestory.at/blog.html/news/v1181415-leaky-server-plug-community-meetup-r368/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.14/15, a stable release, can now be downloaded in the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>.<br />
	<br />
	[Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f383.png" class="ipsEmoji" alt="🎃"><br />
	<br />
	As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f389.png" class="ipsEmoji" alt="🎉"><br />
	That means, we might be a bit <strong>slow processing support tickets from 12th to 15th</strong> of October. But also, if you are in the London area, you can <strong>come say hello IRL</strong> on October 13th, 2.00 to 3.00 pm, we will gather on east side of <a href="https://maps.app.goo.gl/siJSimJdCKnWfDTe7" rel="external nofollow">Royal Victoria Square</a>! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX.  In the morning on this day we will also be hanging around EGX ourselves!
</p>

<p>
	In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this.<br />
	<br />
	The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="16127" href="//media.vintagestory.at/monthly_2023_10/2023-10-02_13-22-30.png.48b0d8a0f7a01b550989089da5d7b165.png" rel=""><img alt="2023-10-02_13-22-30.thumb.png.4f0121f10c6685645b58534676f7593a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="16127" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_10/2023-10-02_13-22-30.thumb.png.4f0121f10c6685645b58534676f7593a.png" /></a><br />
	<span style="font-size:12px;">Secret attic research room by anyanana, shared on discord</span>
</p>

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

<ul>
	<li>
		Fixed: Liquid contents in buckets invisible
	</li>
	<li>
		Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux
	</li>
</ul>
]]></description><guid isPermaLink="false">368</guid><pubDate>Tue, 03 Oct 2023 17:09:00 +0000</pubDate></item><item><title>v1.18.11/12/13 - Leaky world reload plug</title><link>https://www.vintagestory.at/blog.html/news/v118111213-leaky-world-reload-plug-r366/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.11/12/13, a stable release, can now be downloaded in the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>.
</p>

<p>
	In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the <a href="https://account.vintagestory.at/" rel="external nofollow">client area</a>. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game.<br />
	<br />
	<strong>[Edit:]</strong> Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges.<br />
	<strong>[Edit:]</strong> Also released 1.18.13 to fix 2 bugs with the Windows installer
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15969" href="//media.vintagestory.at/monthly_2023_09/2023-08-24_17-46-47.png.5e19f58a9e4386972ab79cfaf64dde3a.png" rel=""><img alt="2023-08-24_17-46-47.thumb.png.294b32c82f4e874dec15b2d9b8889d97.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15969" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_09/2023-08-24_17-46-47.thumb.png.294b32c82f4e874dec15b2d9b8889d97.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Jet, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

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

<ul>
	<li>
		Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default.  Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use.
	</li>
	<li>
		Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows
	</li>
	<li>
		Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game
	</li>
	<li>
		Fixed: Wooden club and spear link not clickable in the Starter Guide
	</li>
	<li>
		Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync
	</li>
	<li>
		Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental!
	</li>
</ul>
]]></description><guid isPermaLink="false">366</guid><pubDate>Mon, 18 Sep 2023 15:37:00 +0000</pubDate></item><item><title>v1.18.9/1.18.10 - Stable Idle Server RAM Saver</title><link>https://www.vintagestory.at/blog.html/news/v118911810-stable-idle-server-ram-saver-r365/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.9, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	[Edit:] Also released 1.18.10 to fix an issue with the installers and removed a untested fix.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15796" href="//media.vintagestory.at/monthly_2023_09/2023-08-25_23-58-09.png.af0dfa26fadc6672243c209e923f0276.png" rel=""><img alt="2023-08-25_23-58-09.thumb.png.21bd7826e8b7d906a95a24cf01e02c01.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15796" data-ratio="62.50" width="1000" src="//media.vintagestory.at/monthly_2023_09/2023-08-25_23-58-09.thumb.png.21bd7826e8b7d906a95a24cf01e02c01.png" /></a><br /><span style="font-size:12px;">Screenshot by Galejro, shared in #screenshots on Discord</span><br />
	 
</p>

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

<ul><li>
		New since 1.18.9-rc.1
		<ul><li>
				Tweak: Minor held item info tweaks. (Removed Light absorption info, added clutter notice to clutter block)
			</li>
			<li>
				Fixed: Should fix a rare crash with lightning strikes in creative worlds
			</li>
			<li>
				Fixed: Support beam placement derp when used on chiseled blocks
			</li>
			<li>
				Fixed: Rafts sinking while moving (caused by the speed changes in 1.18.9-rc.1)
			</li>
			<li>
				Fixed: All liquids in container no longer halftransparent
			</li>
			<li>
				Fixed: Not able to read current value via /worldconfig if its one created via /worldconfigcreate
			</li>
		</ul></li>
	<li>
		Feature: Game servers can now be launched in <strong>standby mode</strong> (via command line argument <em>-s</em>). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -&gt; 25 MB). This can be used in conjunction with the "Players last online" counter of the <em>/stats</em> command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands <em>/stop</em> and <em>/stats</em> are available.
	</li>
	<li>
		Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use <em>/worldconfig droppedItemsTimer</em> command and specifying the time in seconds
	</li>
	<li>
		Tweak: Increased raft speed by 33%
	</li>
	<li>
		Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present)
	</li>
	<li>
		Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060)
	</li>
	<li>
		Fixed: More farmland moisture level oddities
	</li>
	<li>
		Fixed: Weird visual artifacts in the foliage tinting during certain times of year
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: Massive lag spikes when loading or searching in the public servers list
	</li>
	<li>
		Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028)
	</li>
	<li>
		Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060)
	</li>
	<li>
		Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issues
	</li>
</ul>]]></description><guid isPermaLink="false">365</guid><pubDate>Fri, 01 Sep 2023 09:17:00 +0000</pubDate></item><item><title>v1.18.9-rc.1 - Idle Server RAM Saver</title><link>https://www.vintagestory.at/blog.html/news/v1189-rc1-idle-server-ram-saver-r364/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.9-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Work on v1.19 is underway! It will likely be a smaller update than usual, but also completed sooner than usual. In the mean time, there are more important changes that we would like to release as part of 1.18 still.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15764" href="//media.vintagestory.at/monthly_2023_08/silos.png.e4cfd36e69fb0aed5ec5f7eb72e7557b.png" rel=""><img alt="silos.thumb.png.7c9cdab65b3eb8d0f122077a6cf6b7b2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15764" data-ratio="52.90" width="1000" src="//media.vintagestory.at/monthly_2023_08/silos.thumb.png.7c9cdab65b3eb8d0f122077a6cf6b7b2.png" /></a><br /><span style="font-size:12px;">Functional silos by ElvisAlligator, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Feature: Game servers can now be launched in <strong>standby mode</strong> (via command line argument <em>-s</em>). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -&gt; 25 MB). This can be used in conjunction with the "Players last online" counter of the <em>/stats</em> command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands <em>/stop</em> and <em>/stats</em> are available.
	</li>
	<li>
		Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use <em>/worldconfig droppedItemsTimer</em> command and specifying the time in seconds
	</li>
	<li>
		Tweak: Increased raft speed by 33%
	</li>
	<li>
		Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present)
	</li>
	<li>
		Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060)
	</li>
	<li>
		Fixed: More farmland moisture level oddities
	</li>
	<li>
		Fixed: Weird visual artifacts in the foliage tinting during certain times of year
	</li>
	<li>
		Fixed: <em>--port</em> arg not applying to master server advertising
	</li>
	<li>
		Fixed: Massive lag spikes when loading or searching in the public servers list
	</li>
	<li>
		Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028)
	</li>
	<li>
		Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060)
	</li>
	<li>
		Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issue
	</li>
</ul>]]></description><guid isPermaLink="false">364</guid><pubDate>Mon, 28 Aug 2023 09:08:00 +0000</pubDate></item><item><title>v1.18.8 - net7 migration completed</title><link>https://www.vintagestory.at/blog.html/news/v1188-net7-migration-completed-r363/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.8, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	As mentioned in the previous <a href="https://www.vintagestory.at/blog.html/news/v1188-rc1-the-plunge-to-net7-r362/" rel="">devlog post</a> we are migrating from the .net4 to the .net7 framework. It was a half year long parallel project that is now finally ready. Thank you to everyone who tested our net7 testing releases, that was immensely helpful!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15623" href="//media.vintagestory.at/monthly_2023_08/2023-08-08_16-17-55.png.2e085e2d3ea50a0b53f4d8e33bdba8fc.png" rel=""><img alt="2023-08-08_16-17-55.thumb.png.126bcbce3ea382cf6f08e1b6493dd402.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15623" data-ratio="52.90" width="1000" src="//media.vintagestory.at/monthly_2023_08/2023-08-08_16-17-55.thumb.png.126bcbce3ea382cf6f08e1b6493dd402.png" /></a><br /><span style="font-size:12px;">Screenshot by ElvisAlligator, shared in #screenshots on Discord </span><br />
	 
</p>

<p>
	<strong>Game updates (compared to 1.18.7)</strong>
</p>

<ul><li>
		Changes in 1.18.8.rc.1
		<ul><li>
				Feature: VS now runs under the .net7 framework, improving overall performance
			</li>
			<li>
				Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game)
			</li>
			<li>
				Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server
			</li>
			<li>
				Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21])
			</li>
		</ul></li>
	<li>
		Changes since 1.18.8-rc.1
		<ul><li>
				Fixed: Able to refuel the terminus teleporter by breaking and placing it (thanks korobya)
			</li>
			<li>
				Fixed: Able to freely transport boiling water from hotsprings. Will now turn into normal water instead.
			</li>
			<li>
				Fixed: Should fix water not rendering on AMD cards with dynamic shadows disabled
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">363</guid><pubDate>Wed, 09 Aug 2023 10:48:00 +0000</pubDate></item><item><title>v1.18.8-rc.1 - The plunge to net7</title><link>https://www.vintagestory.at/blog.html/news/v1188-rc1-the-plunge-to-net7-r362/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.8-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	As mentioned in the previous devlog we've decided to push forward the .net7 migration of our game. To recap, .net (also written .NET but we think lowercase looks nicer!) is the software framework that we use to create the game and its latest incarnation, .net7, brings wide ranging performance optimizations that we are looking to capitalize on. This update 1.18.8 is functionally nearly identical to game version 1.18.7 except we have upgraded from net4 to net7.  Players running this have been reporting large performance boosts... Note that it may require a download of the latest .net from Microsoft (<a href="https://dotnet.microsoft.com/en-us/download/dotnet/7.0" rel="external nofollow">https://dotnet.microsoft.com/en-us/download/dotnet/7.0</a>) if you do not have that already. <s><span><span>Vintagehosting (our server hosting service) does not yet support 1.18.8 but we hope to get that ready in a day or two. </span></span></s>Vintagehosting support for 1.18.8 is also in testing phase. If you run into issues please downgrade to 1.18.7.
</p>

<p>
	This .net7 project had its roots in a proof-of-concept made in a couple of days by some of our community members. One of them now works for Anego Studios overseeing the net7 migration! I estimate it took us roughly 450 man hours to fully support it. One software library the modding community depended on wasn't even available for net7 until late this spring. As always, the devil is in the detail<span><span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f41b.png" class="ipsEmoji" alt="🐛"><br />
	You would not believe how many issues we ran into when preparing this for public release. Glad to have this mostly complete now - let's squeeze out every last bit of performance from this engine!</span></span><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15550" href="//media.vintagestory.at/monthly_2023_07/Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.png.44d5fa2e6c0943ebac6015750023d651.png" rel=""><img alt="Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.thumb.png.b75ff857d6124d901d08e7c8d7bc85be.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15550" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_07/Vintagestory_Screenshot_2023_07.25_-_16.26_07_62.thumb.png.b75ff857d6124d901d08e7c8d7bc85be.png" /></a><br /><span style="font-size:12px;">Screenshot by -=Kai=- (Conquest of Blocks), shared in #screenshots on Discord </span><br />
	 
</p>

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

<ul><li>
		Feature: VS now runs under the .net7 framework, improving overall performance
	</li>
	<li>
		Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game)
	</li>
	<li>
		Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server
	</li>
	<li>
		Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21])
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">362</guid><pubDate>Mon, 31 Jul 2023 12:45:00 +0000</pubDate></item><item><title>v1.18.7 - That'll buff it out</title><link>https://www.vintagestory.at/blog.html/news/v1187-thatll-buff-it-out-r361/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.7, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	This update contains a number of high priority fixes that make another 1.18 release worthwhile.
</p>

<p>
	<strong>Anego Studios Status update</strong><br />
	After the hectic release of 1.18 most off us went off the gas pedal, took some time off to recharge and enjoy the summer days. Most of the team has now returned from their holidays and activity is picking up again. As for me personally, there are a number of loose ends that I need to tie up before I can fully focus on actual game content again. I started on some updates on our <a href="https://github.com/anegostudios/vsmodelcreator" rel="external nofollow">model creator</a> so that our artists can work to the best of their abilities, as well as some improvements to our world edit commands for Elvas, our builder. At the same time th3Dilli is finishing up the .net7 version of the game and so we are looking into perhaps making the plunge to .net7 as a minor update to 1.18. The release is however tightly coupled to also supporting .net7 on our Vintagehosting servers which is now in testing phase, while (again) at the same time we are in the final phases having principal mod support for Vintagehosting, which also requires a couple of updates on the game client for convenient mod management.
</p>

<p>
	On another front I am currently attempting to delegate more work that I have been doing so far, which is also a time intensive process. The first step in that direction was to promote Vallen to community manager and disabling my direct messages on discord, as about 50% of all DMs were things that can be handled via support tickets. I'm also looking into handing over development of Vintagehosting as well as a potential rewrite of the model creator.<span> Redram has been churning out some very interesting mechanical power and animal models, but we don't know yet into which release those will go.</span> Radfast has embarked on a grand journey deep into the game engine code, possibly never to be seen again <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f602.png" class="ipsEmoji" alt="😂">. Should he re-emerge on the other side then the game engine will have an epic new feature that I shall not disclose for now <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f61b.png" class="ipsEmoji" alt="😛"><br />
	Elvas is currently doing a full rework on our existing surface ruins, but I also cannot tell when that will make it into the game - soon or later for sure <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></p>

<p>
	The next story event is in planning phase as well, I personally hope we can prepare some of it already as part of the 1.19 update - we still need to figure out what to prioritize, as we already have a gigantic list of things we would want to address as part of a dejank update.
</p>

<p>
	And lastly, most of the team, including myself, will meet for the first time in real life in London this October. We'll also take a peek at the EGX Event that happens around that time, and we'll likely also invite every one of you to come say hello. More information on that later. While taking quite some time organize, I believe it will greatly benefit us in the long term.<br /><br />
	In short, lots of things happening!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15504" href="//media.vintagestory.at/monthly_2023_07/image-58(1).png.326395ec440206a489aab06eba47d597.png" rel=""><img alt="image-58(1).thumb.png.3bf29d22577da48aca27f2297fc6f8e9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15504" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_07/image-58(1).thumb.png.3bf29d22577da48aca27f2297fc6f8e9.png" /></a><br /><span style="font-size:12px;">Screenshot by Ave_Maria, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Tweak: Can now eat honey comb directly
	</li>
	<li>
		Tweak: Added logging to identify issue with missing textures on toolracks
	</li>
	<li>
		Tweak: Show all processes on Linux and Mac too with /debug threadpoolstate
	</li>
	<li>
		Fixed: Completely broken visuals on some items stored on the ground, such as shoes
	</li>
	<li>
		Fixed: Block ticking not working at all in some cases in large worlds
	</li>
	<li>
		Fixed: Do not spawn massive amounts of threads during worldgen on CPUs with high core count. Should fix high cpu usage on CPUs with 20+ cores (and my game servers running at the same time)
	</li>
	<li>
		Fixed: .reload textures command not working and producing invisible chunks on redraw
	</li>
	<li>
		Fixed: Farmland had incorrect moisture level calculation from rainfall (thanks Amzd!)
	</li>
	<li>
		Fixed: Game server freezing completely on certain chunks from old savegames
	</li>
	<li>
		Fixed: Landform scale world config missing translation entries and using wrong default values
	</li>
	<li>
		Fixed: Able to build a coke oven from any material
	</li>
	<li>
		Fixed: Copying positions to clipboard should be disallowed if allowCoordinateHud is off and not with allowMap being off
	</li>
	<li>
		Fixed: /time add command result message only returning invalid language key
	</li>
	<li>
		Fixed: Coal burning only in layers (2 items) instead of per single coal
	</li>
	<li>
		Fixed: When only one coal was left in a coal pile you could not pick it up
	</li>
	<li>
		Fixed: .charsel leaving changed class on the client side if the player did not have permission to change it in the first place
	</li>
</ul>]]></description><guid isPermaLink="false">361</guid><pubDate>Mon, 24 Jul 2023 07:46:00 +0000</pubDate></item><item><title>v1.18.6 Stable security patch</title><link>https://www.vintagestory.at/blog.html/news/v1186-stable-security-patch-r360/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Hopefully the last release for 1.18.x unless something is critical enough to fix.
</p>

<p>
	Optionally, a .NET 7.0 build of this version is also available on <a href="https://info.vintagestory.at/v118-net7#1.18.6" rel="external nofollow">info.vintagestory.at</a>. It offers better and smoother performance and - in the vanilla game - no disadvantages that we are aware of.  If you play a modded game, a very small number of the available mods for 1.18.6 will currently not load in the .NET 7.0 version, try your favourite mods and see! Gameplay in single player and multiplayer is identical between the .NET 7.0 build and the regular stable release. There are micro-differences in startup and shutdown which are hardly noticeable, for example in the way that it switches in and out of fullscreen mode.<br />
	Modders: if your mod is coded and uses any GUI, please see the API Tweak mentioned below, this should help you to create a 1.18.6 version of your mod which works in the same way under both stable and .NET 7.0 releases.
</p>

<p>
	In future, we plan for upcoming 1.19.x and later versions of Vintage Story to be released in .NET 7.0 only, so this .NET 7.0 build can be seen as a sneak preview of that!<br /><span>As a reminder, .NET is the software framework that players must have installed to run the game. Its latest incarnation, .NET 7.0, provides us with noticeable performance and stability gains for the game. Our .NET 7.0 page provides a link where you can download .NET 7.0 from Microsoft if you don't have it already. NET 7.0 also greatly helps Mac and Linux compatibility, we are pleased to see large performance benefits on Linux, and we are working on getting back to the game being fully playable on Mac OS as well.</span>
</p>

<p>
	<span>As for 1.19 - we still plan that one to be focused on De-jank. That means finishing up some loose ends, adding a few small new features and one major new feature (which will be a surprise!), as well as reworking a few of the not yet optimally designed mechanics. Stay tuned!</span>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15287" href="//media.vintagestory.at/monthly_2023_06/2023-06-23_20-35-11.png.81a60466e18a4e996b32de7bf73a24fa.png" rel=""><img alt="2023-06-23_20-35-11.thumb.png.10ec3f03a210ac23da71208a66f81091.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15287" data-ratio="48.00" width="1000" src="//media.vintagestory.at/monthly_2023_06/2023-06-23_20-35-11.thumb.png.10ec3f03a210ac23da71208a66f81091.png" /></a><br /><span style="font-size:12px;">Screenshot by alostgrue, shared in #screenshots on Discord</span>
</p>

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

<ul><li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Added a number of missing translation entries
	</li>
	<li>
		Fixed: Avoid a rift ward crash
	</li>
	<li>
		Fixed: Sign/Label typing oddities (text didnt autobreak)
	</li>
	<li>
		Fixed: Using 1-click mod install while a game world is loaded caused undefined behavior. Now gracefully exits the game world first.
	</li>
</ul><p>
	 
</p>

<p>
	Also includes all the fixes from 1.18.6-rc.1 and 1.18.6-rc.2:
</p>

<ul><li>
		Tweak: Polar bears now cannot climb, but can swim faster than other bears
	</li>
	<li>
		Tweak: Polar bears visually lower in the water when swimming
	</li>
	<li>
		Tweak: (cosmetic) Bear respiratory rate slower when sleeping, sitting or standing still, depending on size of bear
	</li>
	<li>
		Tweak: Handbook display of baking result now shows "(in oven)" not "(in firepit)"Tweak: Additional optional parameter for command<span> </span><em>/debug logticks</em><span> </span>to include off-thread data in results
	</li>
	<li>
		Tweak: Changed command<span> </span><em>/entity cmd [selector] wipeall</em> to<span> </span><em>/entity wipeall</em> as it does not require a selector
	</li>
	<li>
		Tweak: v1.18.5 had fixed the server privileges escalation issue only by ~90%. This version should be 100% secure now on that aspect. 1.18.6 clients require servers to be on 1.18.6 as well.<span> </span><span style="font-size:12px;">(Technical info: Completely reworked client&lt;-&gt;server handshake)</span>
	</li>
	<li>
		Tweak: Added capability to disable player-2-player collisions (<em>/worldconfigcreate bool player2PlayerCollisions false</em>)
	</li>
	<li>
		Tweak: Added frameprofiling capability for server threads to help find a performance leak likely in one of the threads. Add command<span> </span><em>/debug threadpoolstate</em>
	</li>
	<li>
		<strong>Fixed: Crocks, bowls, and other food containers were losing cellar protection if picked up in 1.18.5</strong>
	</li>
	<li>
		Fixed: Stone, wood and brick slabs placed vertically adjacent to snow could show Unknown (?) texture
	</li>
	<li>
		Fixed: Bears stuck in running animation forever (when chasing a creature which is in a hole the bear cannot fit into)
	</li>
	<li>
		Fixed: Electrum plate could not be smithed
	</li>
	<li>
		Fixed: Drifter drops are no longer affected by weight; drifter info no longer shows Low Weight (or any weight at all!) - so you should generally now receive more loot (on average) from killing drifters
	</li>
	<li>
		Fixed: Bees not being aggressive since 1.18.2
	</li>
	<li>
		Fixed: Night Vision Mask duplication by putting in more then one gear as fuel
	</li>
	<li>
		Fixed: Decor blocks and also sometimes entities (armor stands etc.) were missing from any structures rotated by worldgen prior to placement
	</li>
	<li>
		Fixed: Axe breaking while felling a tree left floating leaves
	</li>
	<li>
		Fixed: Bucket with alcohol portion showing up in handbook
	</li>
	<li>
		Fixed: Player in bed rotation being backwards
	</li>
	<li>
		Fixed: Raft animations getting broken when pressing too many keys
	</li>
	<li>
		Fixed: Metal parts not centered in GUI
	</li>
	<li>
		Fixed: When unmounting a mountable (raft/bed) placed by someone else, the server did not unmount the using player, when seen by others
	</li>
	<li>
		Fixed: It was possible to read coordinates in other ways in games with worldmap disabled
	</li>
	<li>
		Fixed: Prospecting Pick results (and other chat window output localised to the individual player) are now shown in English if the player's own language is missing the translation
	</li>
	<li>
		Fixed: Extended picking range when mouse is not grabbed (thanks to @noelle-lavenza) [details: Github issue #42]
	</li>
	<li>
		Fixed: Log spam from EntityPhysics after a mod caused an exception in called entity code (for example, if an entity died during physics ticking due to walking into fire or lava, and a mod could not interpret that death reason)
	</li>
	<li>
		Fixed: Rare crash in Clay Oven
	</li>
	<li>
		Fixed:<span> </span><em>/land claim grant|revoke</em><span> </span>crashing the game if the claim had not yet been loaded
	</li>
	<li>
		Fixed: Rare client crash in CullVisibleFacesWithDecor due to multithreading
	</li>
	<li>
		Fixed:<span> </span><em>/wgen testmap rockstrata</em><span> </span>not working
	</li>
	<li>
		<strong>API Tweak: Deprecate methods in GuiElement with Bitmap parameters, please use equivalent overloads with BitmapExternal</strong>  (this helps to prepare your mod for .NET 7.0, so that re-coding a mod for .NET 7.0 may then not be necessary: note that System.Drawing.Bitmap does not exist in .NET 7.0)
	</li>
	<li>
		API Feature: IServerAPI.AddServerThread() allows mods to create ServerThreads: advantages are that thread pause, shutdown and tick profiling are managed by the server
	</li>
	<li>
		API Tweak: IContainedMeshSource can now return a null mesh to ask the caller to make a default mesh instead; and the container block may be smarter about drawing the textures of IContainedMeshSource items (needs testing!)
	</li>
	<li>
		API Fixed: Some icons no longer centered in GUI dropdown (#2645)
	</li>
	<li>
		API Fixed: Game could crash if a mod uses OnTestBlockAccess with any result other than Granted (Github issue #2761)
	</li>
</ul>]]></description><guid isPermaLink="false">360</guid><pubDate>Wed, 28 Jun 2023 18:53:00 +0000</pubDate></item><item><title>v1.18.6-rc.2 - hunting the performance leak</title><link>https://www.vintagestory.at/blog.html/news/v1186-rc2-hunting-the-performance-leak-r359/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	We are currently hunting down a small-ish performance leak on the loose, which should not impact most players, but has a significant impact on our Vintagehosting servers, as the problem is multiplied hundredfolds there. That is the reason I am a bit wary of going stable still.
</p>

<p>
	This is probably also a good opportunity to give you a small update on the current state of the game. Th3Dilli and radfast have been tirelessly working on 1.18.6 bugfixes, further performance tweaks, .NET 7.0 preparations as well as developing a new build pipeline for .NET 7.0 releases.  Meanwhile the rest of the team is starting to work on 1.19.  It is very likely that 1.19 will become the version where we fully migrate to .NET 7.0 and drop the .Net 4 builds.  As a reminder, .NET is the software framework that players use to run the game and its latest incarnation, .NET 7.0, will provide us with noticeable performance and stability gains for the game. It will also help Mac and Linux compatibility, we are pleased to see that the .NET 7.0 test builds appear to be back to being fully playable on Mac OS, and have large performance benefits on Linux.
</p>

<p>
	As for myself, I had to take some time off to visit family, tend after my attention-hungry garden and to generally go touch some nature after spending a long cold Latvian winter in front the screen <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">. That being said though, I've been itching to get back into some coding again!
</p>

<p>
	As for 1.19 - we still plan that one to be focused on De-jank. That means finishing up some loose ends, adding a few small new features, as well as reworking a few of the not yet optimally designed mechanics. Stay tuned!<br /><br />
	In other news, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/3988-vallen/?do=hovercard" data-mentionid="3988" href="https://www.vintagestory.at/profile/3988-vallen/" rel="">@Vallen</a> has made an excellent series on YouTube explaining <a href="https://www.youtube.com/playlist?list=PLQzDSnrhrcyyThLgOYs0HE_TM5fvkHdnq" rel="external nofollow">Vintage Story Bit by Bit</a> - check it out!
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/M5nNUnOZKSc?list=PLQzDSnrhrcyyThLgOYs0HE_TM5fvkHdnq" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

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

<ul><li>
		Tweak: Handbook display of baking result now shows "(in oven)" not "(in firepit)"
	</li>
	<li>
		Tweak: Polar bears visually lower in the water when swimming
	</li>
	<li>
		Tweak: Polar bears now cannot climb, but can swim faster than other bears
	</li>
	<li>
		Tweak: (cosmetic) Bear respiratory rate slower when sleeping, sitting or standing still, depending on size of bear
	</li>
	<li>
		Tweak: Additional optional parameter for command <em>/debug logticks</em> to include off-thread data in results
	</li>
	<li>
		Tweak: Changed command <em>/entity cmd [selector] wipeall</em> to <em>/entity wipeall</em> as it does not require a selector
	</li>
	<li>
		Fixed: Bears stuck in running animation forever (when chasing a creature which is in a hole the bear cannot fit into)
	</li>
	<li>
		Fixed: It was possible to read coordinates in other ways in games with worldmap disabled
	</li>
	<li>
		Fixed: <em>/land claim grant|revoke</em> crashing the game if the claim had not yet been loaded
	</li>
	<li>
		Fixed: Rare client crash in CullVisibleFacesWithDecor due to multithreading
	</li>
	<li>
		Fixed: Axe breaking while felling a tree left floating leaves
	</li>
	<li>
		Fixed: Extended picking range when mouse is not grabbed (thanks to @noelle-lavenza) [details: Github issue #42]
	</li>
	<li>
		Fixed: Night Vision Mask duplication by putting in more then one gear as fuel
	</li>
	<li>
		Fixed: Metal parts not centered in GUI
	</li>
	<li>
		Fixed: Bucket with alcohol portion showing up in handbook
	</li>
	<li>
		Fixed: Player in bed rotation being backwards
	</li>
	<li>
		Fixed: Raft animations getting broken when pressing too many keys
	</li>
	<li>
		Fixed: Drifter drops are no longer affected by weight; drifter info no longer shows Low Weight (or any weight at all!)
	</li>
	<li>
		Fixed: <em>/wgen testmap rockstrata</em> not working
	</li>
	<li>
		API Feature: IServerAPI.AddServerThread() allows mods to create ServerThreads: advantages are that thread pause, shutdown and tick profiling are managed by the server
	</li>
	<li>
		API Tweak: Deprecate methods in GuiElement with Bitmap parameters, please use equivalent overloads with BitmapExternal  (might help to prepare your mod for .NET 7.0 already, so that re-coding for .NET 7.0 may then not be necessary: note that System.Drawing.Bitmap does not exist in .NET 7.0)
	</li>
	<li>
		API Tweak: IContainedMeshSource can now return a null mesh to ask the caller to make a default mesh instead; and the container block may be smarter about drawing the textures of IContainedMeshSource items (needs testing!)
	</li>
	<li>
		API Fixed: Some icons no longer centered in GUI dropdown (#2645)
	</li>
	<li>
		API Fixed: Game could crash if a mod uses OnTestBlockAccess with any result other than Granted (Github issue #2761)
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">359</guid><pubDate>Sat, 24 Jun 2023 06:00:00 +0000</pubDate></item><item><title>v1.18.6-rc.1 Security patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1186-rc1-security-patch-2-r358/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.6-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	Slightly overdue update, apologies for the delay.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15087" href="//media.vintagestory.at/monthly_2023_06/2023-05-31_08-33-17.png.328ed055e62b3b430f99de4af2bbd284.png" rel=""><img alt="2023-05-31_08-33-17.thumb.png.79583a10fa2069b239f14d54014f9d9a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15087" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2023_06/2023-05-31_08-33-17.thumb.png.79583a10fa2069b239f14d54014f9d9a.png" /></a><br /><span style="font-size:12px;">Screenshot/Build by Belmont#8652</span><br />
	 
</p>

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

<ul><li>
		Tweak: v1.18.5 fixed the server privileges escalation issue only by ~90%. This version should be 100% secure now on that aspect. 1.18.6 clients require servers to be on 1.18.6 as well. <span style="font-size:12px;">(Technical info: Completely reworked client&lt;-&gt;server handshake)</span>
	</li>
	<li>
		Tweak: Added frameprofiling capability for server threads to help find a performance leak likely in one of the threads. Add command <em>/debug threadpoolstate</em>
	</li>
	<li>
		Tweak: Added capability to disable player-2-player collisions (<em>/worldconfigcreate bool player2PlayerCollisions false</em>)
	</li>
	<li>
		Fixed: Crocks, bowls, and other food containers losing cellar protection if picked up in 1.18.5
	</li>
	<li>
		Fixed: Stone, wood and brick slabs placed vertically adjacent to snow could show Unknown texture
	</li>
	<li>
		Fixed: When unmounting a mountable (raft/bed) placed by someone else, the server did not unmount the using player when seen by others
	</li>
	<li>
		Fixed: Log spam from EntityPhysics after a mod caused an exception in called entity code (for example, if an entity died during physics ticking due to walking into fire or lava, and a mod could not interpret that death reason)
	</li>
	<li>
		Fixed: Rare crash in Clay Oven
	</li>
	<li>
		Fixed: Bees not being aggressive since 1.18.2
	</li>
	<li>
		Fixed: Prospecting Pick results (and other chat window output localised to the individual player) are now shown in English if the player's own language is missing the translation
	</li>
	<li>
		Fixed: Electrum plate could not be smithed
	</li>
	<li>
		Fixed: Decor blocks and also sometimes entities (armor stands etc.) were missing from any structures rotated by worldgen prior to placement
	</li>
</ul>]]></description><guid isPermaLink="false">358</guid><pubDate>Thu, 01 Jun 2023 07:57:46 +0000</pubDate></item><item><title>v1.18.4/1.18.5 Security patch, further server perf tweaks</title><link>https://www.vintagestory.at/blog.html/news/v11841185-security-patch-further-server-perf-tweaks-r357/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.4&amp;5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:] </strong>Also released 1.18.5 to fix issues isolated to some players.<br /><br />
	Dear players, please update to this version, it fixes a number of issues in 1.18.3.
</p>

<p>
	<strong>Multiplayer games:  </strong>There is a server privileges security issue in 1.18.3 (and earlier game versions) which can affect especially the admins and other staff of multiplayer servers. It will not affect anything outside the multiplayer game and so far we have not gotten reports that this security issue has actually been abused by anyone, but even so we now advise everyone playing multiplayer to update to 1.18.5.  Will tell more info about the issue in a couple of days.  Note: a 1.18.5 client will require a 1.18.5 server to connect to.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14985" href="//media.vintagestory.at/monthly_2023_05/SPOILER_image.png.6b82d40a38856a0424cfc5ebfa859997.png" rel=""><img alt="SPOILER_image.thumb.png.636dbe3606fd09047247e6dc34bf8b81.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14985" data-ratio="72.30" width="1000" src="//media.vintagestory.at/monthly_2023_05/SPOILER_image.thumb.png.636dbe3606fd09047247e6dc34bf8b81.png" /></a><br /><span style="font-size:12px;">Screenshot by Mercatto#6367</span>
</p>

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

<ul><li>
		v1.18.5
		<ul><li>
				Tweak: Improve server connect failure message when connecting to a v1.18.3 server or older
			</li>
			<li>
				Fixed: Occasional berry bush crashes on the client, in 1.18.4
			</li>
			<li>
				Fixed: /serverconfig MaxChunkRadius and certain other config commands not working in 1.18.4 (reports a hosted mode error)
			</li>
		</ul></li>
	<li>
		v1.18.4 and 1.18.5:
	</li>
	<li>
		Tweak: Barrel HUD info better formatted
	</li>
	<li>
		Tweak: More performance improvements, mainly affecting server performance for each game tick
		<ul><li>
				Greatly improve chest, crate, storage jar, barrel and other containers (<span style="font-size:11px;">details: skip perishable checks on empty containers or containers holding only non-perishables, retrieve climate data only once per container instead of once per contents item</span>)
			</li>
			<li>
				Improve WeatherSystem updates
			</li>
			<li>
				Improve BEBerryBush (<span style="font-size:11px;">details: cache a number of block attribute values</span>)
			</li>
			<li>
				Improve BEFarmland slightly
			</li>
			<li>
				Fruit tree ticking substantially faster (especially at chunk-loading)
			</li>
			<li>
				For 1000+ dropped items, items go into a dormant state unless a player is nearby (<span style="font-size:11px;">you may notice distant items being a bit "sleepy" if many items have been dropped</span>)
			</li>
			<li>
				Improve entitypartitioning
			</li>
			<li>
				Improve entityspawner: now better especially for butterflies (<span style="font-size:11px;">faster rejection of unsuitable spawn blocks: butterflies like flowers!</span>)
			</li>
			<li>
				Entity physics: improve trigger-insideblock
			</li>
			<li>
				Entity physics: improve locomotors (<span style="font-size:11px;">skip some player-specific code for non-player creatures</span>)
			</li>
		</ul></li>
	<li>
		Tweak: Fruit trees in Dormant state can tolerate 3 degrees more cold without dying
	</li>
	<li>
		Tweak: Peach trees fruit slightly earlier (normally between cherry and pear)
	</li>
	<li>
		Tweak: Instead of always being "low" weight or full weight, newly spawned wild creatures spawn with random weight, usually "decent" weight then adjusted for one week worth of potential hunger so typically "low" weight in winter/arctic regions
	</li>
	<li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Attempt to resolve player ghosting issue in multiplayer, or at least provide warnings in client log to help track this issue
	</li>
	<li>
		Tweak: Add more debug tools for ticking blocks / grass growth to debug issues with grass not growing
	</li>
	<li>
		Fixed: Barrel HUD info with rot or other non-liquid contents always showed as Empty in 1.18.3
	</li>
	<li>
		Fixed: Barrel now correctly redrawn on client as unsealed as soon as the sealed period finishes
	</li>
	<li>
		Fixed: Items dropped by the player on death did not always have the correct timer as set in <em><strong>droppedItemsOnDeathTimer</strong></em>, until the chunk was unloaded and reloaded
	</li>
	<li>
		Fixed: Dropped cattails and other floating items drift sideways in water in 1.18.2 and 1.18.3
	</li>
	<li>
		Fixed: Players not taking damage from standing in fire in 1.18.3
	</li>
	<li>
		Fixed: Writing to books and parchment could crash the game when cursor moved right when already at the end of the last page
	</li>
	<li>
		Fixed: Books duplicating newlines when additional text pasted
	</li>
	<li>
		Fixed: Coke oven door losing its lock and reinforcement, if opened/closed
	</li>
	<li>
		Fixed: Torch holder losing reinforcement, if a torch is added or removed
	</li>
	<li>
		Fixed: Blocks generally losing reinforcement, if water flowed through them
	</li>
	<li>
		Fixed: Very rare crash when creating coal pile or charcoal pile rapidly
	</li>
	<li>
		Fixed: Linux: run.sh not getting executed on some Linux distros without running the script inside a shell
	</li>
	<li>
		Fixed: Linux: Move mesa_glthread to the install.sh and prompt if the user wants to enable it
	</li>
	<li>
		Fixed: Rare crash in /player role command and certain other commands instead of an error response in chat
	</li>
	<li>
		Fixed: When using tutorial sub commands without a selected tutorial it crashed the game
	</li>
	<li>
		Fixed: Phantom errors being reported after Cancel / Force Quit button pressed during game startup, for example "<em>Mods must not get assets before AssetsLoaded stage</em>" error
	</li>
	<li>
		Fixed: Crash when running .blockitempngexport for certain new clutter items
	</li>
	<li>
		Fixed: When building beams and the build was cancelled due to not enough beams it would overwrite the initial block with a empty beam block
	</li>
	<li>
		Fixed: Replaceable blocks are not replaced by a beam (like grass)
	</li>
	<li>
		Fixed: Damage log, death messages and killed-by info now show the player name instead of the projectile like for example throwable stone or by creature
	</li>
	<li>
		Fixed: Fancy bed opened/closed appearance now the correct way round
	</li>
	<li>
		Fixed: Mushroom soup and stew no longer invisible in bowls and cooking pots, and mushroom ingredients named correctly
	</li>
	<li>
		Fixed: Obscure bug where farmland moisture levels did not always reflect recent rainfall
	</li>
</ul><p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">357</guid><pubDate>Thu, 18 May 2023 10:04:00 +0000</pubDate></item><item><title><![CDATA[v1.18.2 & 1.18.3 Lore Update: The Resonance Archives - stable server perf tweaks]]></title><link>https://www.vintagestory.at/blog.html/news/v1182-1183-lore-update-the-resonance-archives-stable-server-perf-tweaks-r356/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2/3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:] </strong>Also release 1.18.3 to fix a few critical issues.<br /><br />
	The recent performance changes look to be stable enough, here's a stable release!  This also includes fixes to a few longer-standing issues. Should you run into serious issues please report them to us. Thanks!    [<span style="font-size:12px;">Known issue in 1.18.3: barrels holding rot / compost / preserved foods or other solid contents may show "Empty" on the HUD: the barrel contents are actually still there if you right-click on the barrel</span>]
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14970" href="//media.vintagestory.at/monthly_2023_05/cosmos.png.ca0959a6cfc0f2462a0f903328fec991.png" rel=""><img alt="cosmos.thumb.png.f24f2e9963fc2e1a8b2b4b40c1523aef.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14970" data-ratio="60.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/cosmos.thumb.png.f24f2e9963fc2e1a8b2b4b40c1523aef.png" /></a><br /><span style="font-size:12px;">Screenshot by KORMOT, EATER OF COSMOS#9983</span>
</p>

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

<ul><li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1182-rc1rc2-lore-update-the-resonance-archives-server-perf-tweaks-r354/" rel="">rc.1/2 release notes</a> and <a href="https://www.vintagestory.at/blog.html/news/v1182-rc3rc4-lore-update-the-resonance-archives-server-perf-tweaks-ctd-r355/" rel="">rc.3/4 release notes</a> (except the minor Resonance Archives fixes, those will return in a future update)
	</li>
	<li>
		Tweak: Configurable timer for dropped inventory on death, default 10 minutes, editable in /assets/game/entities/humanoid/player.json entry droppedItemsOnDeathTimer
	</li>
	<li>
		Tweak: Block Interaction Help displays only permitted interactions when looking at claimed blocks [example: don't show wrench interactions for clutter blocks in the Resonance Archives]
	</li>
	<li>
		Tweak: Smelting temperature of Nickel reduced to 1325°C  (within the capability of coke)
	</li>
	<li>
		Tweak: For Electrum and Cupronickel, smelting properties added to ingots, metalbits, and metalplates
	</li>
	<li>
		Tweak: Bucket contents localization in English lang file uses our new pluralisation format, other languages could too <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
	</li>
	<li>
		Fixed: Occasional crash on collecting resin for players who chose the Tailor or Blackguard classes - thanks to @NoelleLavenza for contribution
	</li>
	<li>
		Fixed: Butterflies generally never spawning in previous 1.18 game versions (except perhaps in high summer)
	</li>
	<li>
		Fixed: Rare client crash with System.IO.FileNotFoundException when connecting to a game with large numbers of modded blocks
	</li>
	<li>
		Fixed: Crashes when writing to parchment or book if cursor moved to the end of the page
	</li>
	<li>
		Fixed: Very rare crash when creating coal pile or charcoal pile rapidly
	</li>
	<li>
		Fixed: No more logged BETransient errors for tallgrass-eaten-snow
	</li>
	<li>
		Fixed: Coke oven door losing its lock and reinforcement, if opened/closed
	</li>
	<li>
		Fixed: Torch holder losing reinforcement, if a torch is added or removed
	</li>
	<li>
		Fixed: Wrench orientable blocks do not lose reinforcement when rotated
	</li>
	<li>
		Fixed: Water and other weak/non-solid blocks being unintentionally reinforcable (this also fixes the issue where water flowing through a reinforced block removed the reinforcement)
	</li>
	<li>
		Fixed: Correct Block Interaction Help for buckets, including reinforcement info if relevant
	</li>
	<li>
		Fixed: Barrels now display block reinforcement info if reinforced
	</li>
	<li>
		Fixed: Pluralisation format now works correctly in strings with multiple parameters
	</li>
	<li>
		Fixed: Serious lag during clayforming (especially in multiplayer or with relevant mods)
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">356</guid><pubDate>Fri, 12 May 2023 14:13:00 +0000</pubDate></item><item><title>v1.18.2-rc.3/rc.4 Lore Update: The Resonance Archives - server perf tweaks ctd.</title><link>https://www.vintagestory.at/blog.html/news/v1182-rc3rc4-lore-update-the-resonance-archives-server-perf-tweaks-ctd-r355/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2-rc.3 &amp; rc.4, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br /><strong>[Edit:]</strong> Also release rc.4 to fix a multiplayer crash issue and add some missing localization.<br /><br />
	This update focusses some more on server performance and should fix one or two significant issues introduced in rc.1 / 2.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14947" href="//media.vintagestory.at/monthly_2023_05/winterhuntingb.png.742a87cefa27b1e101971e23943c2cae.png" rel=""><img alt="winterhuntingb.thumb.png.45a263dd8ce166c46e722dac67e6f559.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14947" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/winterhuntingb.thumb.png.45a263dd8ce166c46e722dac67e6f559.png" /></a><br /><span style="font-size:12px;">"winter hunting", shared by outlaw#9502 on discord</span>
</p>

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

<ul><li>
		Tweak: Added ability for server owners to blacklist client side mods. Add "ModIdBlackList": ["modid1","modid2"], to server config.
	</li>
	<li>
		Tweak: Further performance tweaks for large numbers of entities / large numbers of item drops.  Cumulatively these <em>approximately </em>half the overall amount of time per tick spent on ticking entities:
		<ul><li>
				Entity ticking: improve dropped items and other passive entities (details: these now use a CachingCollisionTester as well, and various minor tweaks)
			</li>
			<li>
				Entity ticking: significant reduction in tick time for dropped items
			</li>
			<li>
				Significant reduction in server tick time when large numbers of entities (e.g item drops) have to be despawned
			</li>
			<li>
				Entity AI ticking: no performance drop when large numbers of dropped items are nearby creatures
			</li>
			<li>
				Entity AI ticking: improvement to task-startexecute-idle and task-startexecute-stayclosetoentity
			</li>
			<li>
				Entity ticking: reduce general ticking overhead (~3-10ms average for 10k entities on average hardware, occasionally more)
			</li>
			<li>
				Entity ticking: greatly reduce time for behavior-timeddespawn and behavior-floatupwhenstuck
			</li>
			<li>
				Entity physics: improvements in locomotors (details: refactor EntityPlayer-only code into a new locomotor PlayerEntityInAir)
			</li>
			<li>
				Entity physics: Stats "walkspeed" checks are now checked only by player entities
			</li>
		</ul></li>
	<li>
		Tweak: Despawn time of dropped items can now be reduced by editing the asset file item.json without affecting the timer for dropped items during player death (the timer for dropped items on death is now hardcoded to 10 minutes)
	</li>
	<li>
		Tweak: Added missing English-language localizations for the trait names and various aged chests
	</li>
	<li>
		Tweak: Added new localization keys for gamemode settings, seed growth in days, beehive population size, lantern linings, and various hotkeys
	</li>
	<li>
		Tweak: Mouse scroll on number input fields works now in the same direction as the buttons (up = Turn the wheel upward (away from you) =&gt; increases the number)
	</li>
	<li>
		Fixed: Number input fields could mess up the output when using mouse scroll + (SHIFT/CTRL)
	</li>
	<li>
		Fixed: Client-side trader dialogue crashes in 1.18.2-rc1 and rc2
	</li>
	<li>
		Fixed: Client-side crashes for some players joining multiplayer after other players are already present on the server, in 1.18.2-rc3
	</li>
	<li>
		Fixed: Very rare crash with charcoal and other art pigments in hand
	</li>
	<li>
		Fixed: Handbook links to Display Cases now work (link shown on items which can be stored in Display Cases)
	</li>
	<li>
		Api Tweak: Added onshelfTransform to '.tfedit' for the Shelf and Bookshelfs
	</li>
	<li>
		Api Tweak: Display case, shelf, bookshelf, ground storage, tool/mold rack now update live when editing in the transform editor
	</li>
	<li>
		Api Tweak: When switching tabs in tfedit the applied transforms are now reset: only clicking Close &amp; Apply retains the changes
	</li>
</ul><ul><li>
		Api Technical notes for code modders (1):   For performance, the <strong><em>EntityPartitioning</em></strong> system now holds only Interactable entities in partitions.  GetNearestEntity() and WalkEntities() deprecated and replaced with GetNearestInteractableEntity() and WalkInteractableEntities() to make this clear.  Player GameMode or NoClip changes therefore now require the EntityPlayer's partition be updated because its IsInteractable state may have changed, for example if the mode was changed to / from Spectator mode.  Changes to GameMode settings therefore now have to call EntityPlayer.UpdatePartitioning().  If your mod creates an entity whose IsInteractable status depends on the entity's current properties then you may need to implement a similar method in your entity, when those properties change.
	</li>
	<li>
		Api Technical notes for code modders (2):  <strong><em>server.LoadedEntities</em></strong> is now a CachingConcurrentDictionary instead of a ConcurrentDictionary and is now marked internal, not intended to be directly accessed by mods.  If your code directly accesses server.LoadedEntities (unlikely) then you may need to recompile your code for 1.18.2-rc3.  In any case we recommend not accessing server fields directly, instead use the API, specifically IServerWorldAccessor.LoadedEntities.   <strong>There is no API change.  Mods which are already using the API as intended should be unaffected and will not need to recompile.  </strong>For more details see the updated XML documentation for IServerWorldAccessor.LoadedEntities.  An example of intended use of the API by mods to access the loaded entities, this example code will still work and is unaffected by the change discussed here: 
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">        ICollection</span><span class="tag">&lt;Entity&gt;</span><span class="pln"> entities;
        if (api.Side == EnumAppSide.Server) entities = (api as ICoreServerAPI).World.LoadedEntities.Values;
        else entities = (api as ICoreClientAPI).World.LoadedEntities.Values;</span></pre>
	</li>
	<li>
		<p>
			Api Technical notes for code modders (3):  "walkspeed" stats relate to the armor and character class changes to a player's walking speed.  If your coded mod uses <em><strong>Entity.Stats "walkspeed"</strong></em> for a non-player entity, for example NPCs, you might need to make changes similar to the code changes to EntityPlayer in this update.  For example override Entity.GetWalkSpeedMultiplier in your entity.  Example code:
		</p>

		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">        public override double GetWalkSpeedMultiplier(double groundDragFactor = 0.3)
        {
            double mul = base.GetWalkSpeedMultiplier(groundDragFactor);
            mul *= Stats.GetBlended("walkspeed");

            return mul;
        }</span></pre>

		<p>
			 
		</p>
	</li>
</ul>]]></description><guid isPermaLink="false">355</guid><pubDate>Tue, 09 May 2023 06:37:00 +0000</pubDate></item><item><title>v1.18.2-rc.1/rc.2 Lore Update: The Resonance Archives - server perf tweaks</title><link>https://www.vintagestory.at/blog.html/news/v1182-rc1rc2-lore-update-the-resonance-archives-server-perf-tweaks-r354/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.2-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	[Edit:] Also release rc.2 to address multiple issues
</p>

<p>
	The large influx of active players has put 1.18 servers under heavy load - in this update we have tried to reduce the load by using more optimal algorithms and optionally utilize use more CPU cores. Server owners that suffer from bad tickrates - do try this version, open your servermagicnumbers.json and set <em>"MaxPhysicsThreads: 4", </em>or similar (suggested range 2-8, depending on the number of CPU threads available).
</p>

<p>
	Players still on game version 1.18.1 <em>should</em> be able to play normally on a 1.18.2-rc.1 or 1.18.2-rc.2 server - they connect OK and we have not received reports of any issues in this configuration.
</p>

<p>
	If you experience unusually wonky physics or entity spawning, do let us know!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14928" href="//media.vintagestory.at/monthly_2023_05/2023-04-29_21-40-18.png.5abacf5a8ee82cdce739a40a84b0d0c4.png" rel=""><img alt="2023-04-29_21-40-18.thumb.png.cad000f704b1519172b01dee7625b812.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14928" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_05/2023-04-29_21-40-18.thumb.png.cad000f704b1519172b01dee7625b812.png" /></a><br /><span style="font-size:12px;">Screenshot by Credones#5878</span>
</p>

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

<ul><li>
		rc.2 changes
		<ul><li>
				Tweak: Landform scale is now a configurable parameter in the customize world screen
			</li>
			<li>
				Tweak: "Standard Survival" Playstyle default value changes: Reduce upheaval rate (40%-&gt;30%), Reduce landform scale (120%-&gt;100%). This will affect new worlds only.  Existing worlds should remain unaffected.
			</li>
			<li>
				Tweak: Linux: Enable mesa_glthread on systems that should support it via run.sh (AMD/Intel GPUs)
			</li>
			<li>
				Tweak: Graceful server shutdown and exit in almost all situations. ?May improve dark chunks issue
			</li>
			<li>
				Fixed: Rotation of ground storable when using WorldEdit rotate (included schematics placed rotated by worldgen)
			</li>
			<li>
				Fixed: Rare TreasureMap crash
			</li>
		</ul></li>
	<li>
		Tweak: Tongs recipe uses rope instead of twine
	</li>
	<li>
		Tweak: Metal plaques now material metal, and not combustible.
	</li>
	<li>
		Tweak: Ink and Quill can be ground stored
	</li>
	<li>
		Tweak: Improved in-game guidance on understanding prospecting results
	</li>
	<li>
		Tweak: Seaweed bends and sways nicely
	</li>
	<li>
		Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping
	</li>
	<li>
		Tweak: Lit torches placed below water (by player or by worldgen) will be extinguished
	</li>
	<li>
		Tweak: Water in 2-deep (or more) lakes can flow sideways (similar to 1-deep ponds) if a bank is broken
	</li>
	<li>
		Tweak: Holes in water below the surface of lakes can normally now heal, if enough source blocks are around
	</li>
	<li>
		Tweak: Re-added flavor text for Hunter class.
	</li>
	<li>
		Tweak: If Resonance Archives entrance would be below sea-level, raise it up to sea-level
	</li>
	<li>
		Tweak: Added extra check for a privilege <em>"ignoremaxclients"</em> that can be added to let privileged players (for example, staff) join multiplayer servers despite the max clients limit
	</li>
	<li>
		Tweak: For commands, more informative error message if wrong subcommand typed in a command which can also be used with no subcommands, such as /time
	</li>
	<li>
		Tweak: Performance tweaks
		<ul><li>
				<strong>Added Multithreading support to entity physics</strong>. Experimental, server-side only. Can enable up to 8 physics threads in total (including the main thread), default is 1, i.e. multithreading disabled. Enable by setting <em>"MaxPhysicsThreads"</em> in servermagicnumbers.json to 2 or higher.  (The game will ignore settings higher than 8.)   Related to this change, <em>/logticks </em>output for controlled physics is formatted differently now.
			</li>
			<li>
				Server: Significantly improve server entityspawner performance
			</li>
			<li>
				Server and client: reduce entity tick time for task-startexecute-fleeentity, and seekentity and stayclosetoentity tasks
			</li>
			<li>
				Server and client: entity physics: improve per-tick time for knockback check and trigger-insideblock
			</li>
			<li>
				Small improvement in multiplayer server-side tick performance generally, when sending blockEntity updates to many clients
			</li>
			<li>
				Small improvement in server and client-side performance, when spawning each entity
			</li>
			<li>
				Reduce the lag-spike on creating new ground-storage piles
			</li>
			<li>
				Grass block updates slightly improved [details: use ExchangeBlock in place of SetBlock]
			</li>
		</ul></li>
	<li>
		Fixed: Support beams deleting existing blocks
	</li>
	<li>
		Fixed: Beams sometimes disappearing from sight if their base block is behind the player
	</li>
	<li>
		Fixed: Gravel/sand falling when placing ruins and other schematics (leading to a falling gravel sound when entering new world areas)
	</li>
	<li>
		Fixed: Rotations for crate, anvil, chute, display case, trunk, labeled chest, doors, and <strong>chiselled blocks</strong> when used in schematics and worldedit - this includes when these blocks are used in Trader caravans, because caravans can be randomly rotated when worldgen places them
	</li>
	<li>
		When chiselled blocks are rotated in a schematic, their materials textures (for example, log textures) should also now be correctly rotated <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
	</li>
	<li>
		Fixed: Player underwater was not suffocating if lanterns or ladders in same space
	</li>
	<li>
		Fixed: Manually placing water will now place correctly if placed in the same space as an existing partial solid block
	</li>
	<li>
		Fixed: Wording mistake in a short story.
	</li>
	<li>
		Fixed: Missing name for aged chests
	</li>
	<li>
		Fixed: Might mitigate the fruit tree crash? :shrug:
	</li>
	<li>
		Fixed: On client shutdown, very rare ThreadAbortException in chunkTesselator thread
	</li>
	<li>
		Fixed: "/help we" now lists out the directional subcommands correctly
	</li>
	<li>
		Fixed: Potential rare bug with blockEntities removed on server not being removed client-side
	</li>
	<li>
		Fixed: Setting player roles did not sync to client
	</li>
	<li>
		Fixed: Missing translations in the moddb util
	</li>
	<li>
		Fixed: Able to circumvent drunkenness / low stability chat text distortion
	</li>
	<li>
		Fixed: "The Invention" music track never playing
	</li>
	<li>
		Fixed: Unknown block in some clutter handbook pages
	</li>
	<li>
		Fixed: Unknown blocks in some chests in the Resonance Archives
	</li>
	<li>
		Fixed: World edit command results sent to the wrong player
	</li>
	<li>
		Fixed: A new crash in BehaviorPillar? :shrug:
	</li>
	<li>
		Fixed: Server side exception that kicks the player when talking to traders
	</li>
	<li>
		Fixed: Multiple visual issues with the new seraph clothing pieces
	</li>
	<li>
		Fixed: Unused herbs (angelica.png, ...) trying to resolve images and causing errors on startup
	</li>
	<li>
		Fixed: server.sh not showing command results
	</li>
	<li>
		Fixed: Multiple minor issues with the Resonance Archives
	</li>
	<li>
		Api Tweak: Behaviors and AITasks now have an optional AfterInitialize() method, can be used to fetch info from other behaviors for the same entity after the other behaviors are guaranteed initialized
	</li>
	<li>
		Api Fixed: Typo in MultiBlock.OnBlockInteractStop() called *Step methods instead of *Stop
	</li>
</ul><p>
	 
</p>

<ul><li>
		Api Technical Notes for modders:  Entity physics, including updates to <em>entity.OnGround</em> and <em>.Swimming</em> flags, now happens after all other entity behaviors have been ticked but before the next entity tick.  Entity physics can be multithreaded: several threads will process entity physics in parallel, at the appropriate time in the overall game tick.  Please ensure that your implementations of <em>Entity.OnFallToGround()</em>, <em>Entity.OnCollideWithLiquid()</em>, <em>Entity.OnExitedLiquid()</em> are all globally threadsafe.  "Globally" threadsafe means, changes to the fields or properties of the calling entity itself are OK (for one single entity, these methods cannot be called at the same time for the same entity on different threads, and other entity behavior code will not be running during physics updates).  But global data stored in a non-threadsafe way (for example, a single <em>Dictionary</em> in your mod holding all swimming entities, unless it is a <em>ConcurrentDictionary</em>) should not be modified inside these physics methods, on a server.  Likewise setting blocks, spawning new entities or entityItems (drops) or other changes with global effects on the server in these physics methods (or in any other code which extends entity physics) is not a good idea.  If necessary, use <em>server.EnqueueMainThreadTask()</em> to safely set blocks, spawn new entities or to change global data, if your mod's code is currently taking these kinds of actions in entity physics methods.
	</li>
	<li>
		Api Technical Notes for modders (2):  In the unlikely event that your mod's code replaces or extends <em>EntityBehaviorControlledPhysics.OnGameTick()</em> or .<em>OnPhysicsTick()</em> it may not work correctly with the new multithreaded system, please contact the devs for specific help.
	</li>
	<li>
		API Technical Notes for modders (3):  If your coded mod uses multithreading - either TyronThreadPool queuing or creating its own threads on a server - then <em>ServerMain.FrameProfiler</em> will now be <em>null</em> on threads which are not the main thread and not ServerThreads created in the vanilla game engine.  This may trigger null reference exceptions in your code if the FrameProfiler is used in your own threads.  This is intended behavior: your code should not meaningfully write to the FrameProfiler except on the main thread.  If in doubt, in your code use <em>ServerMain.FrameProfiler?.Mark()</em> or similar code.
	</li>
</ul>]]></description><guid isPermaLink="false">354</guid><pubDate>Thu, 04 May 2023 08:51:00 +0000</pubDate></item><item><title>v1.18.1 Lore Update: The Resonance Archives - Stable(r) release!</title><link>https://www.vintagestory.at/blog.html/news/v1181-lore-update-the-resonance-archives-stabler-release-r353/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	This should address some of the issues newly encountered in 1.18, beyond that, the update looks to be in pretty good shape!<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14830" href="//media.vintagestory.at/monthly_2023_04/island.png.680730641cec18130614454d60cd3443.png" rel=""><img alt="island.thumb.png.bbf3c422da145c18d3a8baf088cca081.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14830" src="//media.vintagestory.at/monthly_2023_04/island.thumb.png.bbf3c422da145c18d3a8baf088cca081.png" /></a><br /><span style="font-size:12px;">Screenshot by C0ffo#5899</span>
</p>

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

<ul><li>
		Fixed: Mudbrick slab crafting - both clay types can now be seen in the recipe
	</li>
	<li>
		Fixed: Earthball item model now looks like the block model (as opposed to looking like the puffball model)
	</li>
	<li>
		Fixed: Mitigate a crash related to doors
	</li>
	<li>
		Fixed: Major issue preventing progression in the main story event
	</li>
	<li>
		Fixed: Some oddities when opening a previously written book
	</li>
	<li>
		Fixed: Should fix a startup crash happening in some cases
	</li>
	<li>
		Fixed: Carpets not showing up in handbook
	</li>
	<li>
		Fixed: Meteoric Iron cleaver did not have attack power or tier
	</li>
	<li>
		Fixed: Some items that should float, did not (axle, waterlily, fruitpress, henbox, wooden pan, layer of sticks, firestarter)
	</li>
	<li>
		Fixed: larch saplings showing wrong wood textures
	</li>
	<li>
		Fixed: Rushmat broken and logging an error on startup
	</li>
	<li>
		Fixed: Potential endless crash loop with the crucible on modded content
	</li>
	<li>
		Fixed: Grass blocks orange/brown coloration issue (bug introduced in 1.18)
	</li>
</ul>]]></description><guid isPermaLink="false">353</guid><pubDate>Sat, 22 Apr 2023 10:49:00 +0000</pubDate></item><item><title>v1.18.0 Lore Update: The Resonance Archives - Stable release!</title><link>https://www.vintagestory.at/blog.html/news/v1180-lore-update-the-resonance-archives-stable-release-r352/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	At long last! We're happy to release a stable build of 1.18 to our fantastic community. And while it took over 7 months and around 500 individual features, tweaks and fixes we did manage to cram a lot of stuff into this update. Honestly, I did not expect the main story event to turn out so well as it did in the end. I believe there is immense potential to tell a truly compelling story if we keep at it. As always, we're immensely grateful to everyone that tested the test builds and provided us with bug reports and other feedback. We hope you will enjoy this update! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br /><br /><strong>What about the .net7 build?</strong><br />
	We announced a proposed update to .net7 to improve perfomance - it is currently on hold. We are waiting for a 3rd party library to fully support net7, which should be pretty soon.<br /><br /><strong>Whats next?</strong><br />
	For 1.19 we would like to refocus on the topic of dejank - a dejank redux so to speak. We'd like to playtest with the VS team and iron out inconsistencies and annoyances where we find them, but we already have a long list of things we'd like to look at. We hoped to also rework the surface and underground ruins for 1.18 - which will need to be pushed back to 1.19. We also hope to work on the second main story event in parallel when feasible.
</p>

<p>
	<strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/zD_Ui1dq-FU?feature=oembed" title="v1.18 - Lore update: The resonance archives" width="200"></iframe>
	</div>
</div>

<p>
	<span> </span><br /><strong>Screenshots &amp; Gifs</strong>
</p>

<p>
	Added first main <strong>story event: The Resonance Archives</strong>. A vast underground structure for you to explore, master its challenges and loot rare treasures.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14457" href="//media.vintagestory.at/monthly_2023_02/storyevent.png.afcfab186f883e4f1a0f9124840a0d1a.png" rel=""><img alt="storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14457" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" /></a>
</p>

<p>
	Added <strong>NPC Dialogue</strong>. You can now have conversations with traders<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14410" href="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.png.e195d43960756a39fdc899dbaea9f9a0.png" rel=""><img alt="2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14410" data-ratio="29.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" /></a><br /><br />
	Added <strong>Glider</strong>: Descend elegantly from tall mountains. Added <strong>rift wards</strong> to defuse treacherous rifts near your base.<br /><img alt="glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14371" data-ratio="88.46" width="312" src="//media.vintagestory.at/monthly_2023_02/glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" />  <img alt="riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14407" data-ratio="102.61" style="width:269px;height:auto;" width="410" src="//media.vintagestory.at/monthly_2023_02/riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" /><br /><br />
	Added <strong>rafts</strong>. Stay dry when traversing the seas.<br /><img alt="teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14372" data-ratio="63.35" width="513" src="//media.vintagestory.at/monthly_2023_02/teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" /><br /><br /><strong>New gadgetry</strong>: Night vision device, Single-use base return teleporter and a death point return teleporter can be crafted from rare exotic parts (WIP)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14795" href="//media.vintagestory.at/monthly_2023_04/jonasgadgets.png.6df998199b8b5040a11ce8c05922dc5f.png" rel=""><img alt="jonasgadgets.thumb.png.073fcc6f9261d26f31208872d3175c48.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14795" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_04/jonasgadgets.thumb.png.073fcc6f9261d26f31208872d3175c48.png" /></a><br /><br /><strong>Oceans: </strong>You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14384" href="//media.vintagestory.at/monthly_2023_02/oceans.png.4b295994eae73c3d217811dccab486b9.png" rel=""><img alt="oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14384" data-ratio="39.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" /></a><br /><br />
	More diverse world generation, such as the <strong>new upheaval system</strong>, which creates large-scale mountainous areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14365" href="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.jpg.124c594deb1f912c8ccf8a0f188452cc.jpg" rel=""><img alt="2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14365" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" /></a><br /><br /><strong>Geologic activity system</strong>. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14366" href="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.jpg.f26accefae09b31d145b4f3dbd6981b4.jpg" rel=""><img alt="2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14366" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" /></a><br /><br /><strong>Overhauled poles</strong>. Instead of massive mountains, there are now windswept glaciers and desolate valleys<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14367" href="//media.vintagestory.at/monthly_2023_02/desolateglaciers.png.15a70d963d798b8186a1dc2003796e2c.png" rel=""><img alt="desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14367" data-ratio="37.30" width="1000" src="//media.vintagestory.at/monthly_2023_02/desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" /></a><br /><br /><strong>Rocktyped ruins</strong>: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14412" href="//media.vintagestory.at/monthly_2023_02/rocktypedruins.jpg.cf95e1e2facc8ba5c59d9279e2156019.jpg" rel=""><img alt="rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14412" data-ratio="47.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" /></a>
</p>

<p>
	<br /><strong>New landforms: </strong>You will fall in love with the new terraced mountains and super flat areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14368" href="//media.vintagestory.at/monthly_2023_02/ledged.png.8ab76288f13142693632497424c74a36.png" rel=""><img alt="ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14368" data-ratio="23.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" /></a><br /><br />
	Moss now grows on trees<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14369" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.png.063703b27225a6e687672068ab7c65f4.png" rel=""><img alt="2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14369" data-ratio="32.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" /></a><br /><br />
	Added veins of cracked rock<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14370" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.png.7b3b796289e164f68b64ce1e7f152fc2.png" rel=""><img alt="2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14370" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" /></a><br /><br /><br />
	Added <strong>writing system </strong>and interactable <strong>bookshelves.</strong> 1.18 is also "your lore update" \o/<br /><img alt="writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14373" data-ratio="117.12" style="width:332px;height:auto;" width="516" src="//media.vintagestory.at/monthly_2023_02/writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" /><img alt="bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14374" data-ratio="70.55" style="width:550px;height:auto;" width="723" src="//media.vintagestory.at/monthly_2023_02/bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" /><br /><br /><strong>160+ new types of butterflies</strong> and a butterfly net to catch them. Caught butterflies can be placed in display cases.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14385" href="//media.vintagestory.at/monthly_2023_02/butterflies.png.43745664e87d336293f67d5732a5970f.png" rel=""><img alt="butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14385" data-ratio="69.60" width="1000" src="//media.vintagestory.at/monthly_2023_02/butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" /></a><br /><br /><strong>Door overhaul</strong>: Added much larger doors/gates, as well as wood-typed doors, and door animations<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_02/doorsdoorsdoors.gif.658d4e23c37ba9c5c22ae350babae4e1.gif" rel="external nofollow"><img alt="doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14376" data-ratio="35.22" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2023_02/doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" /></a><br /><img alt="3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14377" data-ratio="137.73" style="width:220px;height:auto;" width="414" src="//media.vintagestory.at/monthly_2023_02/3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" />  <img alt="2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14378" data-ratio="96.50" width="314" src="//media.vintagestory.at/monthly_2023_02/2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" /></p>

<p>
	<br /><strong>Sign block overhaul: </strong>Can now change font size, improved writing experience and added metal plaques<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14379" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.png.bd0736f5697d333e343bd6dedc9d650b.png" rel=""><img alt="2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14379" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" /></a>
</p>

<p>
	<strong>Angled beams system</strong>: A wholly different placement system for wooden beams<br /><img alt="beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14411" data-ratio="94.12" width="442" src="//media.vintagestory.at/monthly_2023_02/beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" /><br /><br /><strong>Improved chiseling</strong>: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14391" href="//media.vintagestory.at/monthly_2023_02/seamlessglass.png.a23c5868d8ab17e8b0eecf7ff981bc1e.png" rel=""><img alt="seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14391" data-ratio="47.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" /></a>
</p>

<p>
	Added <strong>treasure maps</strong>. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee<br /><img alt="2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14409" data-ratio="60.25" style="width:400px;height:auto;" width="562" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" /><br /><br />
	Reworked most flower models<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14415" href="//media.vintagestory.at/monthly_2023_02/flowers.png.ae06b5b4e8bc72f56f5cd756c6243355.png" rel=""><img alt="flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14415" data-ratio="45.50" width="1000" src="//media.vintagestory.at/monthly_2023_02/flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" /></a><br /><br />
	Improved reeds model<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14418" href="//media.vintagestory.at/monthly_2023_02/reeds.png.2cce84905b2c31e4651d51b4ea75a2c6.png" rel=""><img alt="reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14418" data-ratio="30.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" /></a><br /><br />
	Visible fertilizer. You can now see how much fertilizer you applied to farmland<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14419" href="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.png.099eaa1a89dfee1a396e768d3f0dd9e9.png" rel=""><img alt="2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14419" data-ratio="42.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" /></a><br /><br />
	Reworked firewood and orientable firewood piles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14416" href="//media.vintagestory.at/monthly_2023_02/firewood.png.872540192d19b3f9981126cf10ecb023.png" rel=""><img alt="firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14416" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" /></a><br /><br /><strong>Improved handbook</strong>: Now shows output quantities and other QOL changes<br /><img alt="2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14380" data-ratio="81.78" style="width:214px;height:auto;" width="388" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" />  <img alt="2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14381" data-ratio="48.48" width="361" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" /><br /><br />
	Overhauled the command system.  New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically<br /><img alt="commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14413" data-ratio="137.56" width="426" src="//media.vintagestory.at/monthly_2023_02/commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" /><br /><br />
	Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14414" href="//media.vintagestory.at/monthly_2023_02/landclaimdownload.png.e0272a5a2ffaff109618b96fdfbcc4d4.png" rel=""><img alt="landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14414" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" /></a><br /><br />
	Added a tutorial mode (WIP)<br /><img alt="tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14417" data-ratio="69.08" width="511" src="//media.vintagestory.at/monthly_2023_02/tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" /><br /><br />
	Auto updater for Windows users<br /><img alt="update.gif.bb77518492325a4a34acf6c23c31df0e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14420" data-ratio="40.53" width="607" src="//media.vintagestory.at/monthly_2023_02/update.gif.bb77518492325a4a34acf6c23c31df0e.gif" /><br /><br />
	Mods can now be installed with a single click from our <a href="https://mods.vintagestory.at/" rel="external nofollow">mod database</a>.<br /><img alt="1clickinstall.png.e273ce9b99f8328318d036d22621a46a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14796" data-ratio="45.00" style="width:500px;height:auto;" width="843" src="//media.vintagestory.at/monthly_2023_04/1clickinstall.png.e273ce9b99f8328318d036d22621a46a.png" /><br /><br />
	Added ability to swap textures, limited to clutter blocks only<br /><img alt="textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14421" data-ratio="66.32" width="674" src="//media.vintagestory.at/monthly_2023_02/textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" /><br /><br />
	Added wearable spectacles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14464" href="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.png.2c050cd52bd33232c78a5df428299a6a.png" rel=""><img alt="2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14464" data-ratio="49.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" /></a>
</p>

<p>
	Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders<br /><img alt="resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14465" data-ratio="125.53" width="333" src="//media.vintagestory.at/monthly_2023_02/resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" /><br /><br /><br /><strong>All game updates since 1.17.12</strong>
</p>

<ul><li>
		Feature: <strong>The first main story event</strong>. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!)
	</li>
	<li>
		Feature: <strong>Improved world generation</strong>
		<ul><li>
				<strong>Added Oceans system</strong>. Disabled by default but can be set up in the World Configuration screen. Added <strong>saltwater</strong> whe playing with oceans.
			</li>
			<li>
				<strong>Added vertical upheavel system</strong>. Very large scale mountainous regions, and flattened plains regions. Configurable.
			</li>
			<li>
				<strong>Geologic activity system</strong>. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable.
			</li>
			<li>
				<strong>Overhauled polar regions</strong>. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block.
			</li>
			<li>
				<strong>Added 6 new landforms</strong>: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20%
			</li>
			<li>
				Feature: Chunk border smoothing system. Should greatly mitigate jarring world borders when opening a 1.17 world in 1.18, and future versions where worldgen changes
			</li>
			<li>
				Feature: Cracked rock now spawns like quartz veins
			</li>
			<li>
				Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) <span style="font-size:12px;">(Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations)</span>
			</li>
			<li>
				Feature: Surface ruins are now rocktyped based on local rock strata.
			</li>
			<li>
				Feature: Surface ruins and trees in wet&amp;warm climates now have moss on their logs
			</li>
			<li>
				Feature: Improved support for ruin/building generation, most notable for mods that add these. <span style="font-size:12px;">(Structures placed by worldgen now accurately use local grass/soil/sand/gravel, Sometimes ruins could be placed overlapping near the edges of mapregions, this should no longer occur, Underground schematics which included water were sometimes filled with stone in place of the water, Rivulets (waterfalls) can no longer generate in 1-thickness stone ceilings including the roofs of ruins, Ground storage items, wall leaning tools, and interactable bookshelves should now rotate properly, Structures (in structures.json) can now have suppressTrees and suppressWaterfalls bool settings: these prevent the stated worldgen feature from being able to spawn anywhere within the structure's bounding box (trees includes shrubs))</span>
			</li>
			<li>
				Tweak: Tree foliage fine tuning. Each individual tree is now slightly ahead or behind the season tinting, and chopping a tree is now more likely to only fell the targeted tree
			</li>
			<li>
				Tweak: Added gravel coverage &amp; loose rock to mountain peaks to mitigate large empty areas with exposed rock
			</li>
			<li>
				Tweak: Added smoother terrain noise generator by K.Jpg, reduces artifacting that some terrain experienced before
			</li>
			<li>
				Tweak: Improved support for large world heights
				<ul><li>
						Reduce rivulet spam high in the mountains, most apparent on large world heights
					</li>
					<li>
						Ore deposits now scale with world height (except surface copper)
					</li>
					<li>
						Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights.
					</li>
				</ul></li>
			<li>
				Tweak: Added slight vertical variation to block layers y-values
			</li>
			<li>
				Tweak: Increased ruined village size variability
			</li>
			<li>
				Tweak: Reduced trees at the north/south pole
			</li>
			<li>
				Tweak: Fewer floating islands (20 block size cull threshold -&gt; 40 block size threshold)
			</li>
			<li>
				Tweak: Added another soil layer
			</li>
			<li>
				Tweak: Reduced spawn depth of treasure chests
			</li>
			<li>
				Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn
			</li>
			<li>
				Tweak: Prevent generation of loose boulders and loose stone on snow and ice
			</li>
			<li>
				Fixed: Water lily no longer generates in very deep water
			</li>
			<li>
				Fixed: Loose patches of rusty gears not spawning underground
			</li>
			<li>
				Fixed: Floating sand generating on water in cold areas
			</li>
		</ul></li>
	<li>
		Feature: <strong>Added Glider</strong>. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event.
	</li>
	<li>
		Feature: <strong>Added Rafts</strong>. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand.
	</li>
	<li>
		Feature: <strong>Jonas devices</strong> - Night vision device, Single-use base return teleporter and a death point return teleporter can be crafted from rare exotic parts found in ruins and other source. (Work in progress still)
	</li>
	<li>
		Feature: Added <strong>rift ward</strong>, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears.
	</li>
	<li>
		Feature: Added <strong>treasure maps</strong>. They add waypoints on your world map pointing towards treasures or give you directions if the worldmap is disabled. Sold by traders.
	</li>
	<li>
		Feature: <strong>New music track </strong>for when you are travelling, titled "Radiance and Rust"
	</li>
	<li>
		Feature: <strong>Writing system and Bookshelves</strong>
		<ul><li>
				Can now write in books and parchments. Books can be signed to make then non-editable
			</li>
			<li>
				Added ink and quill item, required for writing in books
			</li>
			<li>
				Added fully interactable bookshelves, lets you store and remove up to 14 books in each one
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>160+ new types of butterflies</strong>. Butterflies can now be caught with a butterfly net &amp; can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation.
	</li>
	<li>
		Feature: <strong>More collectibles!</strong> Clutter blocks can now drop at a 50% chance. Added over 100 more clutter blocks.
	</li>
	<li>
		Feature: <strong>Doors overhaul</strong>
		<ul><li>
				Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates.
			</li>
			<li>
				Doors crafted from boards are now wood-typed and no longer have a sleek look
			</li>
			<li>
				The old sleek looking door can be purchased at the trader instead
			</li>
			<li>
				The opening and closing sequence of doors is now animated
			</li>
		</ul></li>
	<li>
		Feature: <strong>Sign block overhaul</strong>
		<ul><li>
				Signs and labeled chests text font size is now configurable and more easily moddable
			</li>
			<li>
				Sign text editor text area more accurately represents how the actual text is displayed on the sign
			</li>
			<li>
				Added writeable metal plaques that use a new medieval font
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved Handbook</strong>
		<ul><li>
				Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items)
			</li>
			<li>
				The handbook now displays output quantities for crafting and barrel recipes
			</li>
			<li>
				Added growing properties of fruit trees to the handbook
			</li>
			<li>
				New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook
			</li>
			<li>
				Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved display cases</strong>. Added tall display case. Can now center-place items in display cases. Placing direction now affects the placed item rotation
	</li>
	<li>
		Feature: Added <strong>angled beams system</strong>. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative
	</li>
	<li>
		Feature: <strong>Tutorial system</strong>. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial.
	</li>
	<li>
		Feature: Large amounts of new seraph clothing, found in underground ruins
	</li>
	<li>
		Feature: <strong>Visible fertilizer. </strong>Fertilizer applied to farmland is now visually shown on the farm land
	</li>
	<li>
		Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e)
	</li>
	<li>
		Feature: Can now <strong>download land claims </strong>using command <strong><em>/land claim download [index]</em></strong>
	</li>
	<li>
		Feature: The game now attempts to <strong>download unsatisfied mod dependencies</strong> from the Vintage Story ModDB
	</li>
	<li>
		Feature: Added <strong>auto-updater </strong>for the Windows client (not available on Linux/Mac)
	</li>
	<li>
		Feature: Added <strong>1-click mod installer</strong> support for our mod database
	</li>
	<li>
		Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP.
	</li>
	<li>
		Feature: Dialogs and main menu now have a <strong>textured background</strong>
	</li>
	<li>
		Feature: Added 50 wearable butterfly pins (creative mode only currently)
	</li>
	<li>
		Feature: Added glasses face accessory for seraph
	</li>
	<li>
		Feature: <strong>Added ruined weapons</strong>. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere.
	</li>
	<li>
		Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive".
	</li>
	<li>
		Feature: <strong>New (survival mode) construction options</strong>
		<ul><li>
				Feature: Parchment can now be crafted
			</li>
			<li>
				Feature: Added <strong>sod roofs</strong> and <strong>debarked logs</strong>, survival craftable
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved chiseling!</strong>
		<ul><li>
				Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich)
			</li>
			<li>
				Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example
			</li>
			<li>
				Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material.
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved world maps!</strong>
		<ul><li>
				Improved shading to better visualize the steepness of the terrain
			</li>
			<li>
				Waypoints are now more visible against the map background
			</li>
			<li>
				Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color
			</li>
			<li>
				By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig <em><strong>allowDeathwaypointing</strong></em> or per player via <strong><em>/waypoint deathwp false</em></strong>
			</li>
		</ul></li>
	<li>
		Feature: Added <strong> /land claim export</strong>  to allow players on multiplayer servers to export their claim to be saved on the server. Disabled by default, requires privilege "exportclaims" to run. It is up to server owners to determine what to do with these exports - they are in the server data folder. Useful for migrating to a 1.18 world via worldedit.
	</li>
	<li>
		Feature: Added ability for players to generate the main story event from 1.18 - the Resonance Archives - at a chosen location through commands. This is for players and server owners that would like to have the main story event also in their old worlds. Instructions:<br />
		1. Find a suitable location where there are no chunks that you want to keep, in a large area around<br />
		2. Look at a block for the desired center location. Run command  /setstorystrucpos resonancearchive l[]<br />
		3. Then standing at the same center location, use either command  /wgen regen 6  to generate the terrain on even ground, which might expose parts of the structure on the world surface in some instances, or use command  /wgen regenf 7  to generate hilly terrain which will better cover the full extent of the Resonance Archives, but might create some chunk borders.
	</li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul><li>
				Feature: Player can no longer hold hot items above 300°C in hands directly - requires wooden tongs in off-hand now.
			</li>
			<li>
				Feature: Bows now have accuracy modifiers. High end bows are now more accurate
			</li>
			<li>
				Feature: Hunters now have 20% increased bow drawing strength
			</li>
			<li>
				Tweak: Added coyote timer to player jumps (i.e. you can still jump up to 0.15 seconds later after falling off a block)
			</li>
			<li>
				Tweak: Increased min charge time for bows from 0.35s to 0.65s
			</li>
			<li>
				Tweak: Animal harvesting no longer yields bones, but breaking the carcass does
			</li>
			<li>
				Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses.
			</li>
			<li>
				Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6)
			</li>
			<li>
				Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days
			</li>
			<li>
				Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity)
			</li>
			<li>
				Tweak: Player can no longer place blocks directly in Lava
			</li>
			<li>
				Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly.
			</li>
			<li>
				Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s
			</li>
			<li>
				Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed
			</li>
			<li>
				Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack
			</li>
			<li>
				Tweak: Increased steel chisel durability (5000 -&gt; 6000)
			</li>
			<li>
				Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass.
			</li>
			<li>
				Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed
			</li>
			<li>
				Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1.  You will generally, on average, get one crushed unit for every 3 nuggets.
			</li>
			<li>
				Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed)
			</li>
			<li>
				Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas
			</li>
			<li>
				Tweak: In single player, the game now fully pauses during character creation
			</li>
			<li>
				Tweak: Alum deposits can now also spawn surface ores
			</li>
			<li>
				Tweak: Reduced chance of calm rift weather
			</li>
			<li>
				Tweak: Bighorn sheep hitbox and wander speed fine tuning
			</li>
			<li>
				Tweak: Meals now get lost when a pot or bowl with a meal is dropped in water
			</li>
			<li>
				Tweak: All stone-age knives now produce just 1 knife from the knapping recipe but have their durabilities doubled
			</li>
			<li>
				Tweak: Clean bandages can now be used to heal for +3 hp
			</li>
			<li>
				Tweak: Made sand storms a bit less common
			</li>
			<li>
				Fixed: Bears drowning in water
			</li>
			<li>
				Fixed: Hunger exploit when eating a meal while full
			</li>
			<li>
				Fixed: Damage taken from inserting a temporal gear was absorbed by armor
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Visual fine tuning</strong>
		<ul><li>
				Feature: New 3d model for reeds
			</li>
			<li>
				Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well
			</li>
			<li>
				Feature: Added underwater Sediment disturbance particle effect
			</li>
			<li>
				Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like.
			</li>
			<li>
				Tweak: Increased overall scene brightness on sunny days
			</li>
			<li>
				Tweak: Desert storm fog no longer appears when it recently rained
			</li>
			<li>
				Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges.
			</li>
			<li>
				Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled,
			</li>
			<li>
				Tweak: Snowfall is now more dense
			</li>
			<li>
				Tweak: Harvesting berries now spawns some particles
			</li>
			<li>
				Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction
			</li>
			<li>
				Tweak: Seraph now also adjusts its torso when looking around
			</li>
			<li>
				Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick
			</li>
			<li>
				Feature: Seraph can now wear spectacles
			</li>
			<li>
				Tweak: Text on sign blocks is now a bit sharper
			</li>
			<li>
				Tweak: Reduced see-through effect of water near the player
			</li>
			<li>
				Tweak: Made rain drip particles wind affected
			</li>
			<li>
				Tweak: Creature step pitching visual fine tuning
			</li>
			<li>
				Tweak: Reduced shiny effect for blocks that are in shade
			</li>
			<li>
				Tweak: Temporal stability twitching now disabled when not in survival mode
			</li>
			<li>
				Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Performance optimizations</strong>
		<ul><li>
				New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (<span style="font-size:12px;">Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas</span>)
			</li>
			<li>
				Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (<span style="font-size:12px;">Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors</span>)
			</li>
			<li>
				Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -&gt; no lag spike)
			</li>
			<li>
				Improve world startup speed by ~2.0 seconds.<span style="font-size:12px;"> (Technical info: Make Lang system lock-free)</span>
			</li>
			<li>
				Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game)
			</li>
			<li>
				Much improved overall FPS when dropping thousands of items.<span style="font-size:12px;"> (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower)</span>
			</li>
			<li>
				Slightly optimize dropped item despawn behavior as well
			</li>
			<li>
				Slightly increased overall FPS <span style="font-size:12px;">(Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2</span>)
			</li>
			<li>
				Slightly increased overall FPS #2<span style="font-size:12px;"> (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values)</span>
			</li>
			<li>
				Tweak: Improve FPS by up to 23% when at max view distance. <span style="font-size:12px;">(Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS =&gt; 16 FPS / 17mil tris =&gt; 12 mil tris at max view distance in a heavily forested area)</span>
			</li>
			<li>
				Tweak: Improve FPS with many falling blocks
			</li>
			<li>
				Tweak: Small creatures should now no longer trigger falling block avalanches
			</li>
			<li>
				Tweak: Mitigated a few sources of lag spikes on client and server (Technical info: Reduced lock contention, removed some unnecessary bits of code)
			</li>
			<li>
				Fixed: Client side slow memory leak<span style="font-size:12px;"> (Technical info: map regions were never unloaded on the client)</span>
			</li>
		</ul></li>
	<li>
		Feature: <strong>Full rewrite of the command system</strong> to be more powerful, more flexible, self-documenting and more everything.
		<ul><li>
				Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax.
			</li>
			<li>
				Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release.  For now, please use the in-game <strong><em>/help </em></strong>command, it should be able to provide full help for the commands which use the new Command API.  For example, <em><strong>/help tp</strong></em>
			</li>
			<li>
				Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt
			</li>
			<li>
				/tp now uses the new entity and target location selector systems. Examples:
				<ul><li>
						/tp 0 150 0           - Teleport yourself to 0 150 0
					</li>
					<li>
						/tp s[] Saraty        - Teleport yourself to saraty
					</li>
					<li>
						/tp Tyron Saraty   - Teleport tyron to saraty
					</li>
					<li>
						/tp p[] Saraty        - Teleport all players to saraty
					</li>
					<li>
						/tp p[range=12] ~ ~10 ~      - Teleport all players within a 12 block range 10 blocks in the air
					</li>
					<li>
						/tp l[] Tyron           - Teleport the currently looked at entity/player to Tyron
					</li>
					<li>
						/tp Tyron l[]           - Teleport Tyron to the currently looked at entity/player
					</li>
				</ul></li>
			<li>
				When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link
			</li>
			<li>
				Feature: New command <strong><em>/setblock &lt;code&gt; &lt;position&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/executeas &lt;entityselector&gt; &lt;command&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/activate &lt;position&gt; [arguments]</em></strong>. For supported blocks, it should be similar to a player right-clicking or activating the block.  Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch
			</li>
			<li>
				Feature: New command <strong><em>/entity setattr</em></strong> command to set attributes on an entity
			</li>
			<li>
				Tweak: Removed /clearentities, replaced with <strong><em>/entity wipeall &lt;entityselector&gt;</em></strong>
			</li>
			<li>
				Tweak: <em><strong>/entity count</strong></em> and <strong><em>/entity countg</em></strong> now accept an entity selector argument
			</li>
			<li>
				Tweak: <strong><em>/entity remove</em></strong> now requires an entity selector, e.g. <em><strong>e[type=drifter*]</strong></em>
			</li>
			<li>
				Tweak: Commands <em><strong>/cit</strong></em> and <em><strong>/chunkunload</strong></em> are now respectively <em><strong>/chunk cit</strong></em> and <em><strong>/chunk unload</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug cr</em></strong> is now <em><strong>/debug chunk relight</strong></em>
			</li>
			<li>
				Tweak: Command <em><strong>/debug delplr</strong></em> is now <em><strong>/player [playername] wipedata</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug clrplrinv</em></strong> is now <strong><em>/player [playername] clearinv</em></strong>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setgen</em></strong> is now <em><strong>/entity setgen</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setlact</em></strong> is now <em><strong>/entity setlact</strong></em>
			</li>
			<li>
				Tweak: Changed syntax of <em><strong>/giveitem</strong></em> and <strong><em>/giveblock</em></strong>:
				<ul><li>
						Before: <strong><em>/giveitem type quantity toplayername {attributes}</em></strong>
					</li>
					<li>
						Now: <strong><em>/giveitem type{attributes} quantity entityselector</em></strong>
					</li>
				</ul></li>
			<li>
				<em><strong>/weather</strong></em> command tweaks
			</li>
			<li>
				Tweak: /autosavenow and /genbackup: Can now be run from server console
			</li>
			<li>
				Fixed <em><strong>/setblock</strong></em> not respecting block attributes argument
			</li>
			<li>
				Tweak: <strong><em>/we mark</em></strong> now requires '=' prefix for absolute positions
			</li>
			<li>
				Tweak: The <strong><em>/kill</em></strong> command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it.
			</li>
			<li>
				Tweak: Disable <strong><em>.debug</em></strong> commands for non-admins in multiplayer
			</li>
		</ul></li>
	<li>
		Feature: <strong>More creative mode content</strong>
		<ul><li>
				Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making
			</li>
			<li>
				Feature: <strong>Much more Clutter</strong>. Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc..
			</li>
			<li>
				Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader.
			</li>
			<li>
				Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel
			</li>
			<li>
				Feature: New Aged bricks block
			</li>
			<li>
				Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks.
			</li>
			<li>
				Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands
			</li>
			<li>
				Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (<span style="font-size:12px;">see technical info in API changelog below</span>)
			</li>
			<li>
				Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams
			</li>
			<li>
				Tweak: Added several more features to the Spawner meta block
			</li>
			<li>
				Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory
			</li>
		</ul></li>
	<li>
		Tweak: WorldEdit changes
		<ul><li>
				Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1"
			</li>
			<li>
				Feature: Flood fill tool: Can now separately ignore water or plants
			</li>
			<li>
				Feature: New chisel brush world edit tool paint in voxels
			</li>
			<li>
				Feature: Added <em><strong>/we mpacifywater</strong></em>. Pacifies water in selected area - i.e. turns all flowing water into still water
			</li>
			<li>
				Feature: Added <em><strong>/we mdeletewater</strong></em>. Deletes all water in selected area
			</li>
			<li>
				Tweak: Added "ignore water and plants" switch for the flood fill tool
			</li>
			<li>
				Tweak: Added chiselable collider meta block
			</li>
			<li>
				Tweak: World edit selection tools now have a more intuitive selection behavior
			</li>
			<li>
				Tweak: Air brush mode has a new "replace only selected block" mode
			</li>
			<li>
				Tweak: Added <em><strong>/we cx</strong></em>, <em><strong>/we cy</strong></em> and <em><strong>/we cz</strong></em> to change the selection in x,y and z axis
			</li>
			<li>
				Fixed: Imported and placed Schematics now place Decor blocks correctly
			</li>
			<li>
				Fixed: Worldedit Undo/Redo not working with decor blocks
			</li>
			<li>
				Fixed: Worldedit Undo/Redo borked with liquids
			</li>
			<li>
				Fixed: <em><strong>/wgen regen</strong></em> sometimes not sending chunks properly
			</li>
		</ul></li>
	<li>
		Feature: Textareas now support word automatic wrapping
	</li>
	<li>
		Tweak: Game now starts at year 0
	</li>
	<li>
		Tweak: Improved wonky hitbox on bells, bells no longer spawn surface drifters and try harder to spawn a mob nearby. A dead bell now remains on death.
	</li>
	<li>
		Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face)
	</li>
	<li>
		Tweak: All wrench-rotatable blocks now show this in their block interaction help
	</li>
	<li>
		Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise
	</li>
	<li>
		Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig
	</li>
	<li>
		Tweak: Made butterflies not flee from you when you sneak
	</li>
	<li>
		Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy)
	</li>
	<li>
		Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold
	</li>
	<li>
		Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously)
	</li>
	<li>
		Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously)
	</li>
	<li>
		Tweak: Fish AI fine tuning
	</li>
	<li>
		Tweak: Nails and strips can now also be used for block reinforcement
	</li>
	<li>
		Tweak: Echo chamber is now renamed to Resonator
	</li>
	<li>
		Tweak: Added our moderators to the credits screen
	</li>
	<li>
		Tweak: Better auto-guessing for the right window size and GUI scale on first startup
	</li>
	<li>
		Tweak: The game is now more robust against removing/re-adding mods or blocktypes <span style="font-size:12px;">(Technical info: Block entity data on missing blocks was lost upon save&amp;reload, it's now preserved in case the block is later re-added)</span>
	</li>
	<li>
		Tweak: Various dejanks / Quality-of-live changes
		<ul><li>
				Tweak: Fine tuned camera position time step, might reduce frame jitter
			</li>
			<li>
				Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models
			</li>
			<li>
				Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki
			</li>
			<li>
				Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph
			</li>
			<li>
				Tweak: Vines no longer drop "end" sections
			</li>
			<li>
				Tweak: Hide reticle in spectator mode
			</li>
			<li>
				Tweak: Snappier plate armor step sound
			</li>
			<li>
				Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling
			</li>
			<li>
				Tweak: Prevent creatures from stepping on stalagmites/ctites
			</li>
			<li>
				Tweak: Breaking soil under ferns now removes the fern
			</li>
			<li>
				Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch.
			</li>
			<li>
				Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N).  Our intention is to save new players from accidentally switching off this useful help
			</li>
			<li>
				Tweak: Torches are no longer "Material: Other"
			</li>
			<li>
				Tweak: Removed butter from creative menu &amp; handbook. Removed unused "Crank" item from the game
			</li>
			<li>
				Tweak: Parchment and books are now groundstorable
			</li>
		</ul></li>
	<li>
		Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets
	</li>
	<li>
		Tweak: Added mod name to held item info if it's not a vanilla block
	</li>
	<li>
		Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north)
	</li>
	<li>
		Tweak: The creative only rhodium items are now nickel
	</li>
	<li>
		Tweak: The world config fertilityRecoverySpeed no longer affects fertility recovery from fertilizer
	</li>
	<li>
		Tweak: More strongly attenuate lightning and thunder sounds while underground
	</li>
	<li>
		Tweak: /gm sp now puts the player back in 1st person mode if they were in 3rd person mode
	</li>
	<li>
		Tweak: Better positioning of the hover item info box when it moves out of the window area
	</li>
	<li>
		Tweak: Creatures now avoid walking into fire or boiling water
	</li>
	<li>
		Tweak: Added lots of missing translation entries. Updated community translations. Added Dutch translations.
	</li>
	<li>
		Tweak: Added many more translator credits and organized them alphabetically. If your name is in the credits and you don't want it to be, please contact us through email, support ticket, or Discord.
	</li>
	<li>
		Tweak: Worldgen errors are now logged to a separate, permanent log file, server-worldgen.txt for later inspection
	</li>
	<li>
		Tweak/Fixed: Added "sudo sysctl -w vm.max_map_count=262144" to install.sh to fix RAM issues on Linux
	</li>
	<li>
		Removed: Instanced grass/flower rendering. Fixes flower rendering bugs.
	</li>
	<li>
		Fixed: Changing sound output device broke many sounds
	</li>
	<li>
		Fixed: Game crashing on world load when the installation path contained curly braces
	</li>
	<li>
		Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error.
	</li>
	<li>
		Fixed: Game crashing in multiple locations when the survival mod assets were not loaded
	</li>
	<li>
		Fixed: Sun rising in the evening when the survival mod was disabled
	</li>
	<li>
		Fixed: Using wrench in creative mode consumed durability
	</li>
	<li>
		Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry
	</li>
	<li>
		Fixed: Link text alignment issues with centered fonts
	</li>
	<li>
		Fixed: Hacked locusts were despawning when out of player range
	</li>
	<li>
		Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots
	</li>
	<li>
		Fixed: Gui derp when right clicking a clay form twice
	</li>
	<li>
		Fixed: Potential crashes when knapping with stones that were also suitable for cave art
	</li>
	<li>
		Fixed: "Meta (Spawner)" gui creature selection derps
	</li>
	<li>
		Fixed: z-fighting on seraph hand when holding a forlon estoc
	</li>
	<li>
		Fixed: Group invite notification not received by players
	</li>
	<li>
		Fixed: A crash related to cloth sim
	</li>
	<li>
		Fixed: Wrong texture on part-baked and charred sunflower bread
	</li>
	<li>
		Fixed: No linebreak made by the text editor if there were no spaces to linebreak at
	</li>
	<li>
		Fixed: Wrong texture on the aged basket, added ruined basket as well
	</li>
	<li>
		Fixed: Able to overfill troughs using chutes
	</li>
	<li>
		Fixed: Should fix a server-side exception when a client crashes during connect
	</li>
	<li>
		Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point
	</li>
	<li>
		Fixed: Incorrect particle collisions with clutter blocks
	</li>
	<li>
		Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs
	</li>
	<li>
		Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting
	</li>
	<li>
		Fixed: Issues with saving macros
	</li>
	<li>
		Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side
	</li>
	<li>
		Fixed: Chest animations borked
	</li>
	<li>
		Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing
	</li>
	<li>
		Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture.
	</li>
	<li>
		Fixed: New world not starting if it can't find a suitable spawn location
	</li>
	<li>
		Fixed: Multiple issues when importing a schematic from a previously modded world
	</li>
	<li>
		Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame
	</li>
	<li>
		Fixed: Armorstands not having their items when placed from story schematics
	</li>
	<li>
		Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks
	</li>
	<li>
		Fixed: Multiple usability issues with display cases.
		<ul><li>
				Added a line on its purpose in the handbook
			</li>
			<li>
				Fixed interaction help not displayed
			</li>
			<li>
				Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player
			</li>
		</ul></li>
	<li>
		Fixed: Serious issue with cascaded ore bomb explosions somehow exploding multiple times causing extreme lag. Tweaked explosion smoked particles a bit.
	</li>
	<li>
		Fixed: Can no longer walk through claimed doors (technical info: Land claiming / Privilege testing when breaking, placing or using blocks is now synchronized to client)
	</li>
	<li>
		Fixed: One major cause of dark/unlit chunks (technical detail: fully dark chunks could result from errors (code exceptions) in worldgen in any of the worldgen passes before lighting is reached; now the world generator will normally attempt to continue with later passes including the lighting pass, while logging the error to new log file server-worldgen)
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Fixed: Polar bears spawning in mountains
	</li>
	<li>
		Fixed: Game crashing when failing to connect a server
	</li>
	<li>
		Fixed: 0.5 second interval lag spikes when playing on a server with many players
	</li>
	<li>
		Fixed: Auroras visible where they shouldn't be
	</li>
	<li>
		Fixed: Added missing server side smithing recipe validation
	</li>
	<li>
		Fixed: Creative inventory sometimes not reacting to mouse clicks to pick up an item/block
	</li>
	<li>
		Fixed: Might fix issues with game stuck in the world loading/connecting screen
	</li>
	<li>
		Fixed: Window border settings not remembered after game restart
	</li>
	<li>
		Fixed: Wrong block breaking decals on bookshelves and clutter blocks
	</li>
	<li>
		Fixed: Server side block related commands not behaving correctly with meta blocks around (render meta blocks mode was not synced to server)
	</li>
	<li>
		Fixed: Should avoid a crash related to fruit trees
	</li>
	<li>
		Fixed: 2 server side exceptions near the world border
	</li>
	<li>
		Fixed: Should fix able to interact with claimed firepits, querns and barrels
	</li>
	<li>
		Fixed: Players in spectator mode were emitting light from held torches / respawn glow
	</li>
	<li>
		Fixed: Should fix client desync with ground storage, creating ghost items in the players inventory
	</li>
	<li>
		Fixed: Should fix HUD going invisible on MacOS \o/
	</li>
	<li>
		Fixed: Player stepping sound spam when other player stand on some blocks
	</li>
	<li>
		Fixed: Should fix players sometimes spawning inside blocks in new worlds
	</li>
	<li>
		Fixed: Missing/Incorrect translation entries
	</li>
	<li>
		Fixed: Modloader asking players to download missing dependencies on disabled mods
	</li>
	<li>
		Fixed: Wrong crafting texts on the barrel dialog
	</li>
	<li>
		Fixed: Creativegrass listed in the survival handbook
	</li>
	<li>
		Fixed: Some privileges being listed twice in serverconfig.json
	</li>
	<li>
		Fixed: Extremely old bug in world generation where a jarring climate edge generates near world borders
	</li>
	<li>
		Fixed: Snow accumulation (based on RainHeightMap) wrong if chiseled block atop another chiseled block
	</li>
	<li>
		Fixed: Player affected by wind while indoors with doors or leaded glass
	</li>
	<li>
		Fixed: Mitigate rendering issues with tallgrass against other blocks
	</li>
	<li>
		Fixed: Wrong coords from .copy posi
	</li>
	<li>
		Fixed: Crash in Creative mode if a still water block was placed in a barrel
	</li>
	<li>
		Fixed: Pink glass not coloring lantern light
	</li>
	<li>
		Fixed: Game crashing when displaying empty text links
	</li>
	<li>
		Fixed: Work items displayed in the handbook were invisible and a source of lag
	</li>
	<li>
		Fixed: Various rare crashes (technical info: a rare chunkdbthread crash when 3rd party mods attempt to store data, crash when taking Boiling water with a bucket, random ChunkDataLayer.GetGeneralCase null reference due to a rare race condition during palette compaction; on multiplayer servers EntitySimulation.SendEntitySpawns log spam if the connected client had no entityPlayer; BehaviorDoor accesssing GetLiquidBarrierOnSide during worldgen; BEGroundStorage attach block to side when no StorageProps set)
	</li>
	<li>
		Fixed: Earthball mushroom picked item texture incorrect
	</li>
	<li>
		Fixed: Water lilies blocking specular reflection
	</li>
	<li>
		Fixed: Polar bears spawning on mountains
	</li>
	<li>
		Fixed: 4th slice of pie not stacking
	</li>
	<li>
		Fixed: Mushroom stew in pot invisible
	</li>
</ul><p>
	 
</p>

<p>
	<strong>API Changes</strong>
</p>

<p>
	The most significant change is a <strong>full command system rewrite</strong>. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the <a href="https://en.wikipedia.org/wiki/Fluent_interface" rel="external nofollow">Fluent interface</a> design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/<br />
	I've continued my efforts towards more <strong>behavior-based</strong> programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for <strong>multiblock structures</strong> is also improved, evident by the new large multiblock doors. The <strong>player mounting system </strong>should also be significantly more robust and flexible, see also raft code. Adding Worldmap <strong>waypoint icons</strong> is now dead simple - just drop in an svg file in the right folder.<br />
	When a game world has loaded up, it will now print an <strong>error summary</strong>, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">14.2.2023 12:22:23 [Client Notification] ===============================================================
14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup
14.2.2023 12:22:23 [Client Notification] ===============================================================</span></pre>

<p>
	Beyond that, there is the usual myriad of minor changes. Have a look:
</p>

<ul><li>
		Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks.
	</li>
	<li>
		Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay
	</li>
	<li>
		Feature: All waypoint icons are now loaded from svg files
	</li>
	<li>
		Feature: Story structure generation system. Allows generation of a very large schematic, once per world
	</li>
	<li>
		Feature: New side-agnostic api subsystem: api.ChatCommands
	</li>
	<li>
		Feature: NPC dialogue system
		<ul><li>
				Can now add dialogue to any NPC with pure JSON
			</li>
			<li>
				Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more
			</li>
		</ul></li>
	<li>
		Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order:
		<ul><li>
				1. convo-{charclass}-{personality}.json
			</li>
			<li>
				2. convo-{charclass}.json
			</li>
			<li>
				3. convo.json
			</li>
		</ul></li>
	<li>
		Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on
	</li>
	<li>
		Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks
	</li>
	<li>
		Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area.
	</li>
	<li>
		Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists
	</li>
	<li>
		Feature: Added new OnTestBlockAccess event to override land claiming behavior
	</li>
	<li>
		Feature: Added client side events MapRegionLoaded and MapRegionUnloaded
	</li>
	<li>
		Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior
	</li>
	<li>
		Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability"
	</li>
	<li>
		Feature: WorldgenHook block, triggers the specified worldgen hook (set by command <strong><em>/dev worldgenhook</em></strong>) when this block is placed by a schematic during worldgen
	</li>
	<li>
		Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block
	</li>
	<li>
		The default Worldgen hook is "genHookStructure <em>&lt;assetname&gt;</em>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures
	</li>
	<li>
		Tweak: Added BlockEntity.OnPlacementBySchematic() method
	</li>
	<li>
		Tweak: Added IServerPlayer.InWorldAction event
	</li>
	<li>
		Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class)
	</li>
	<li>
		Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape)
	</li>
	<li>
		Tweak: Json patches now can be disabled via `enabled` property
	</li>
	<li>
		Tweak: Added helper method Block.GetBEBehavior()
	</li>
	<li>
		Tweak: Added helper method IBlockAccessor.GetInterface&lt;T&gt;()
	</li>
	<li>
		Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader
	</li>
	<li>
		Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId"
	</li>
	<li>
		Refactor: Moved away several methods from the Block class
		<ul><li>
				Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace
			</li>
			<li>
				Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again)
			</li>
			<li>
				Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData
			</li>
		</ul></li>
	<li>
		Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block.
	</li>
	<li>
		Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete
	</li>
	<li>
		Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix)
	</li>
	<li>
		Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways.
	</li>
	<li>
		Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args
	</li>
	<li>
		Refactor: Clean up survival textures folder: moved several out of place textures into various folders
	</li>
	<li>
		Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25%
	</li>
	<li>
		Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed
	</li>
	<li>
		Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field
	</li>
	<li>
		Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);"
	</li>
	<li>
		Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover
	</li>
	<li>
		Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs
	</li>
	<li>
		Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues
	</li>
	<li>
		Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry.
	</li>
	<li>
		Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class
	</li>
	<li>
		Refactor: Renamed IBlockEntityRotatable to IRotatable
	</li>
	<li>
		Refactor: Clean up GuiDialogHandbook code in preparation for use in a new command handbook
	</li>
	<li>
		Refactor: Client side world loading code - now all in one file instead of 6 different ones
	</li>
	<li>
		Refactor: Rename block.LiquidBarrierHeightOnSide() to block.GetLiquidBarrierHeightOnSide()
	</li>
	<li>
		Refactor: Renamed the multiblock interfaces again and they no longer inherit from eachother, which made no sense. Renames:
		<ul><li>
				IMultiBlockMonolithicBasic =&gt; IMultiBlockColSelBoxes
			</li>
			<li>
				IMultiBlockNormal =&gt; IMultiBlockInteract
			</li>
			<li>
				IMultiBlockExtensive =&gt; IMultiBlockBlockBreaking
			</li>
			<li>
				New: IMultiBlockBlockProperties
			</li>
		</ul></li>
	<li>
		Refactor: For the server side event ChunkColumnGeneration. Changed delegate method arguments. Now passes on a single IChunkColumnGenerateRequest object containing the previous 4 arguments
	</li>
	<li>
		Tweak: Added guid field to Waypoints
	</li>
	<li>
		Tweak: Added OnHeldInteractCancel to CollectibleBehavior
	</li>
	<li>
		Tweak: All Wildcard matching util methods now accept * as Domain to ignore domain checking. Also works for the SearchItems and SearchBlocks methods. Also fixes spawner block dialog not showing modded creatures
	</li>
	<li>
		Tweak: Added LanguageCode field to TextCommandCallingArgs so its easier to respond with correctly translated strings server side via Lang.GetL()
	</li>
	<li>
		Tweak: BlockLayeredSlowDig class more moddable now
	</li>
	<li>
		Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		Tweak: BlockEntityTeleporterBase.GetTarget() is now public
	</li>
	<li>
		Tweak: Server event CanPlaceOrBreak now comes with an additional claimant argument that must be null when the request is denied
	</li>
	<li>
		Tweak: Added OnBlockBrokenWith and OnBlockBreaking to CollectibleBehavior
	</li>
	<li>
		Tweak: Fixed missing server side verification of auction price
	</li>
	<li>
		Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread.
	</li>
	<li>
		Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer
	</li>
	<li>
		Tweak: Player head control rework. Now simplified code.
	</li>
	<li>
		Tweak: BlockWater now has json configurable ice block code and freezing point
	</li>
	<li>
		Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity &gt; 1
	</li>
	<li>
		Tweak: The game now logs a warning/error summary after startup
	</li>
	<li>
		Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead
	</li>
	<li>
		Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy
	</li>
	<li>
		Tweak: IMountableSupplier interface now requires property MountPoints
	</li>
	<li>
		Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes.
	</li>
	<li>
		Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable
	</li>
	<li>
		Tweak: Transform editor now allows X-axis flipping
	</li>
	<li>
		Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code
	</li>
	<li>
		Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions
	</li>
	<li>
		Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic.
	</li>
	<li>
		Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric"
	</li>
	<li>
		Tweak: Prevent the game crashing from invalid blocks
	</li>
	<li>
		Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null"
	</li>
	<li>
		Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat"
	</li>
	<li>
		Tweak: Added chattype:// link protocol to add text to the clients chatbox
	</li>
	<li>
		Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi)
	</li>
	<li>
		Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet
	</li>
	<li>
		Fixed: Code domain issue in BlockGenericTypedContainer.GetDecal
	</li>
	<li>
		Fixed: Particly registry not available through IClassRegistryAPI
	</li>
	<li>
		Fixed: Cairo graphics system printing not-disposed errors for unowned surfaces
	</li>
	<li>
		Fixed: Finally fixed generic chest blocktype texture oddities
	</li>
	<li>
		Fixed: Entity idleSoundRange not synced to client
	</li>
	<li>
		Fixed: Block Durability property not synced to client
	</li>
	<li>
		Fixed: Renamed container property "transitionSpeedMulByType" to simply "transitionSpeedMul" which should make it work as intended
	</li>
	<li>
		Fixed: Not able to make grid recipes with 2 liquids
	</li>
	<li>
		Fixed: "shelvable: false" showed up as shelvable in the handbook
	</li>
	<li>
		Fixed: Default value arg in player.GetModData() was ignored
	</li>
	<li>
		Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds.
	</li>
	<li>
		Fixed: Entities imported from schematics sometimes had a wrong offset on them
	</li>
	<li>
		Fixed: Fixed StackOverflow in mapregion.SetModData&lt;T&gt;()
	</li>
	<li>
		Fixed: structures.json, Schematics property not respecting mod domains
	</li>
	<li>
		Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition()
	</li>
	<li>
		Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids.
	</li>
</ul><p>
	 
</p>

<p>
	<strong>Updates since rc.8</strong>
</p>

<ul><li>
		Tweak: Added a new property to schematics, EntranceRotation (0,90,180,270) to define where an entrance is, so at worldgen the optimal side is chosen when placing, works only for Surface and SurfaceRuin placement
	</li>
	<li>
		Tweak: mitigate visual borders between low and medium fertility soil during worldgen by reducing the chances it can generate as such
	</li>
	<li>
		Tweak: "Metal parts" model changed.  Metal parts and scrap are now ground-storable.
	</li>
	<li>
		Fixed: Rare crash when right-clicking books and other in-hand items while near doors
	</li>
	<li>
		Fixed: Small oiledhide 2x, 3x and 4x recipes impossible to craft
	</li>
	<li>
		Fixed Omok placement off by 1
	</li>
	<li>
		Fixed "ranged charge time" instead of "ranged charge speed"
	</li>
	<li>
		Fixed: Recipe output showing wrong amounts in handbook
	</li>
	<li>
		Fixed: A crash in the corpse return teleporter
	</li>
	<li>
		Fixed: Z-Fighting on rush mat
	</li>
	<li>
		Fixed: Some parts invisible during animation of the death point return teleporter
	</li>
	<li>
		Fixed: Lava no longer flowing
	</li>
	<li>
		Fixed: Exception thrown when placing red top grass planters (added placeholder texture for now)
	</li>
	<li>
		Fixed: Able to continue gliding when removing the glider mid-flight
	</li>
	<li>
		Fixed: Rare crash introduced in rc8
	</li>
	<li>
		Fixed: Should address /player [name] wipedata not wiping some player data
	</li>
	<li>
		Api Fixed: Lang.HasTranslation() did not recognize some entries
	</li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">352</guid><pubDate>Wed, 19 Apr 2023 16:35:00 +0000</pubDate></item><item><title><![CDATA[v1.17.12 & v1.18.0-rc.7&rc.8  Lore Update: The Resonance Archives]]></title><link>https://www.vintagestory.at/blog.html/news/v11712-v1180-rc7rc8-lore-update-the-resonance-archives-r351/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.7, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	<strong>[Edit:]</strong> Also released rc.8 to fix up a startup issue as well as the Resonance Archives occasionally generating underwater
</p>

<p>
	 
</p>

<p>
	More bugs fixed. Stable release even Sooner™
</p>

<p>
	We are happy to report that you should now be able to play v1.18 on old worlds (worlds created in v1.17 or earlier) without too much sacrifice. To have the main story event in your old world, you do however need to run 2 commands by hand - see below.
</p>

<p>
	We have addressed two very long-standing bugs, one with dark chunks seen sometimes in the world and one with the land claiming system where players could walk through claimed doors with various tricks - this should no longer be possible, but has the potential to introduce new issues - please let us know if that's the case. Thanks!
</p>

<p>
	We have also simultaneously released a 1.17.12 version with the specific fixes below, to ease the process of servers updating from 1.17 to 1.18. Servers with existing maps now have the choice: export player claims and create a fresh map with all the 1.18 features, or retain the existing world and add the main story event to it at a suitably-chosen location (but in that case it will not have other 1.18 features including the new terrain and updated ruins etc., except in newly generated regions of the world)<br /><br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14772" href="//media.vintagestory.at/monthly_2023_04/2023-04-16_09-32-03.png.94b044406976bbb260c5f70e09c06a34.png" rel=""><img alt="2023-04-16_09-32-03.thumb.png.bfcbe316875b9d7b228a8f8a83100d6e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14772" data-ratio="41.30" width="1000" src="//media.vintagestory.at/monthly_2023_04/2023-04-16_09-32-03.thumb.png.bfcbe316875b9d7b228a8f8a83100d6e.png" /></a><br /><span style="font-size:12px;">Screenshot by Cosmic Redshift#7238, shared on Discord</span>
</p>

<p>
	<br /><strong>Game updates 1.17.12</strong>
</p>

<ul><li>
		Fixed: Game crashing when trying to connect to a password protected server without password
	</li>
	<li>
		Tweak: Backported land claim downloading from 1.18. Accessible via
		<ul><li>
				<em>/wec downloadclaim [index]</em>  - download to the player's data folder. Note: In 1.18 the same command is "/land claim download"
			</li>
			<li>
				<em>/wec exportclaim [index]</em>  - save to game server data folder. Note: In 1.18 the same command is "/land claim export"
			</li>
		</ul></li>
</ul><p>
	          Note for this to succeed in 1.17.12, the claimed chunks need to be currently loaded, therefore it is best to travel to each claimed region before running this command.
</p>

<p>
	 
</p>

<p>
	<strong>Game updates 1.18.0-rc.7</strong>
</p>

<ul><li>
		Feature: Items from the new clothing sets can now be found in ruins
	</li>
	<li>
		Feature: Added  <em>/land claim export</em>  to allow players on multiplayer servers to export their claim to be saved on the server. Disabled by default, requires privilege "exportclaims" to run. It is up to server owners to determine what to do with these exports - they are in the server data folder. Useful for migrating to a 1.18 world via worldedit.
	</li>
	<li>
		Feature: Added ability for players to generate the main story event from 1.18 - the Resonance Archives - at a chosen location through commands. This is for players and server owners that would like to have the main story event also in their old worlds. Instructions:<br />
		  1. Find a suitable location where there are no chunks that you want to keep, in a large area around<br />
		  2. Look at a block for the desired center location. Run command  <em>/setstorystrucpos resonancearchive l[]</em><br />
		  3. Then standing at the same center location, use either command  <em>/wgen regen 6 </em> to generate the terrain on even ground, which might expose parts of the structure on the world surface in some instances, or use command  <em>/wgen regenf 7</em>  to generate hilly terrain which will better cover the full extent of the Resonance Archives, but might create some chunk borders.
	</li>
	<li>
		Tweak: Continue work on new gadgetry. Added some initial game juice to the base return teleporter and made it 1-time use, the Rift ward is now grid-craftable, fixed night vision device no longer working, fixed temporal gears adding only 1 hour of fuel.
	</li>
	<li>
		Tweak: Made sand storms a bit less common
	</li>
	<li>
		Tweak: Added command  <em>/wgen regenf</em>  to also regenerate mapregions (<em>/wgen regen</em>  no longer does that)
	</li>
	<li>
		Tweak: Added lots of missing translation entries
	</li>
	<li>
		Tweak: Worldgen errors are now logged to a separate, permanent log file, <em>server-worldgen.txt</em> for later inspection
	</li>
	<li>
		Fixed: One major cause of dark chunks (<span style="font-size:12px;">technical detail: fully dark chunks could result from errors (code exceptions) in worldgen in any of the worldgen passes before lighting is reached; now the world generator will normally attempt to continue with later passes including the lighting pass, while logging the error to new log file <em>server-worldgen</em>)</span>
	</li>
	<li>
		Fixed: Can no longer walk through claimed doors <span style="font-size:12px;">(technical info: Land claiming / Privilege testing when breaking, placing or using blocks is now synchronized to client)</span>
	</li>
	<li>
		Fixed: Work items displayed in the handbook were invisible and a source of lag
	</li>
	<li>
		Fixed: Improved ruin generation system
		<ul><li>
				Revert 1.18.0-rc.6 change that trader caravans could generate in slightly more places since that lets them end up with wheels in more weird places
			</li>
			<li>
				Structures placed by worldgen now accurately use local grass/soil/sand/gravel
			</li>
			<li>
				Sometimes ruins could be placed overlapping near the edges of mapregions, this should no longer occur
			</li>
			<li>
				Underground schematics which included water were sometimes filled with stone in place of the water
			</li>
			<li>
				Rivulets (waterfalls) can no longer generate in 1-thickness stone ceilings including the roofs of ruins
			</li>
			<li>
				Ground storage items, wall leaning tools, and interactable bookshelves should now rotate properly
			</li>
			<li>
				Api Feature: Structures (in structures.json) can now have <em>suppressTrees</em> and <em>suppressWaterfalls</em> bool settings: these prevent the stated worldgen feature from being able to spawn anywhere within the structure's bounding box (trees includes shrubs)
			</li>
		</ul></li>
	<li>
		Fixed: Various rare crashes <span style="font-size:12px;">(technical info: a rare chunkdbthread crash when 3rd party mods attempt to store data, crash when taking Boiling water with a bucket, random ChunkDataLayer.GetGeneralCase null reference due to a rare race condition during palette compaction; on multiplayer servers EntitySimulation.SendEntitySpawns log spam if the connected client had no entityPlayer; BehaviorDoor accesssing GetLiquidBarrierOnSide during worldgen; BEGroundStorage attach block to side when no StorageProps set)</span>
	</li>
	<li>
		Fixed: Earthball mushroom picked item texture incorrect
	</li>
	<li>
		Fixed: Water lilies blocking specular reflection
	</li>
	<li>
		Fixed: Polar bears spawning on mountains
	</li>
	<li>
		Fixed: 4th slice of pie not stacking
	</li>
	<li>
		Fixed: Mushroom stew in pot invisible
	</li>
	<li>
		Fixed: Should address damage taken from inserting a temporal gear absorbed by armor
	</li>
	<li>
		<span>1.18 related changes</span>
		<ul><li>
				Tweak: Updated community translations
			</li>
			<li>
				Fixed: Floating snow on top of support beams
			</li>
			<li>
				Fixed: 1.18 doors are now lockable again, in multiplayer. Thanks to @NoelleLavenza <span><img alt=":)" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/smile.png" srcset="//media.vintagestory.at/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
			</li>
			<li>
				Fixed: Ground storage pickup sound gone
			</li>
			<li>
				Fixed: <em>/land free X confirm</em> not working
			</li>
			<li>
				Fixed: <em>/serverconfig setspawnhere</em> not working
			</li>
			<li>
				Fixed: Crafting recipe output quantity in the handbook wrong
			</li>
			<li>
				Fixed: Chiseled blocks in inventory were invisible
			</li>
			<li>
				Fixed: Gas lamps were named "Luminescent jonas lamp"
			</li>
			<li>
				Fixed: <em>/player name privilege</em>  command no longer allowing use of custom privilege codes
			</li>
			<li>
				Fixed: Reso archive map not giving marking location on map on multiplayer
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">351</guid><pubDate>Mon, 17 Apr 2023 10:44:00 +0000</pubDate></item><item><title>v1.18.0-rc.6 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-rc6-lore-update-the-resonance-archives-r350/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.6, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	More bugs fixed. Stable release very Soon™<br />
	This release includes some optimizations to reduce lag spikes in some areas of the game, which we'd like to test before stable. Also 1.18 had a major impacting on Vintagehosting, due to another performance issue which should be addressed with this one.<br /><br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14755" href="//media.vintagestory.at/monthly_2023_04/image.png.4350ebe98bd605cd08dd7ba600e357aa.png" rel=""><img alt="image.thumb.png.c45769a0127990ae53a94877d24af3c2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14755" data-ratio="57.00" width="1000" src="//media.vintagestory.at/monthly_2023_04/image.thumb.png.c45769a0127990ae53a94877d24af3c2.png" /></a><br /><span style="font-size:12px;">Screenshot by Mercatto#6367</span>
</p>

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

<ul><li>
		Tweak: (Experimental) Trader caravans can now generate in slightly more places (more tolerant towards non-flat terrain) - <em>this is reverted in v1.18.0-rc.7, it tended to put wheels into hillsides</em>
	</li>
	<li>
		Tweak: Mitigated a few sources of lag spikes on client and server (Technical info: Reduced lock contention, removed some unnecessary bits of code)
	</li>
	<li>
		Api Tweak: Added guid field to Waypoints
	</li>
	<li>
		Api Fixed: Renamed container property "transitionSpeedMulByType" to simply "transitionSpeedMul" which should make it work as intended
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak/Fixes: Various fine tuning on the main story event
			</li>
			<li>
				Fixed: Server-side exception when a user tries to break blocks without breaking permissions
			</li>
			<li>
				Fixed: Major server-side performance issue on high end hardware that runs many active servers (Technical info: Game server was spinning up waaaay too many threads on high core cpus)
			</li>
			<li>
				Fixed: Trader caravans, occasional chest and storage vessel placement outside the caravan (1.18-rc1+ issue)
			</li>
			<li>
				Fixed: Should fix metal blocks from 1.17 not remapped correctly to 1.18 metal blocks
			</li>
			<li>
				Api Fixed: Unable to properly format translatable TextCommandResult messages
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">350</guid><pubDate>Thu, 13 Apr 2023 15:29:29 +0000</pubDate></item><item><title>v1.18.0-rc.3-5 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-rc3-5-lore-update-the-resonance-archives-r349/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.3, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	More bugs fixed. Stable release Soon™<br /><strong>[Edit:]</strong> Also released rc4/rc5 to fix tongs.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14747" href="//media.vintagestory.at/monthly_2023_04/2023-04-10_00-55-16.png.4308ee548aead29828469f35d3abba27.png" rel=""><img alt="2023-04-10_00-55-16.thumb.png.0e0489104b0c88cb4f516539085a51f6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14747" data-ratio="55.00" width="1000" src="//media.vintagestory.at/monthly_2023_04/2023-04-10_00-55-16.thumb.png.0e0489104b0c88cb4f516539085a51f6.png" /></a><br /><span style="font-size:12px;">Screenshot by Cophie on disocrd</span>
</p>

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

<ul><li>
		Feature: Large amount of seraph clothing added (creative inventory only, for now)
	</li>
	<li>
		Tweak: /autosavenow command: can now be run from server console
	</li>
	<li>
		Tweak: /time add command: now accepts spans in the plural as well e.g. /time add 2 hours
	</li>
	<li>
		Tweak: Added coyote timer to player jumps
	</li>
	<li>
		Tweak: Improve FPS with many falling blocks, maybe improvements for all entities
	</li>
	<li>
		Tweak: Small creatures should now no longer trigger falling block avalanches
	</li>
	<li>
		Tweak/Fixed: Added "sudo sysctl -w vm.max_map_count=262144" to <em>install.sh</em> to fix RAM issues on Linux
	</li>
	<li>
		Fixed: Should fix HUD going invisible on MacOS \o/
	</li>
	<li>
		Fixed: Player stepping sound spam when other player stand on some blocks
	</li>
	<li>
		Fixed: Should fix players sometimes spawning inside blocks in new worlds
	</li>
	<li>
		Fixed: Missing/Incorrect translation entries
	</li>
	<li>
		Fixed: Modloader asking players to download missing dependencies on disabled mods
	</li>
	<li>
		Fixed: Wrong crafting texts on the barrel dialog
	</li>
	<li>
		Fixed: Creativegrass listed in the survival handbook
	</li>
	<li>
		Fixed: Some privileges being listed twice in serverconfig.json
	</li>
	<li>
		Fixed: Extremely old bug in world generation where a jarring climate edge generates near world borders
	</li>
	<li>
		Fixed: Snow accumulation (based on RainHeightMap) wrong if chiseled block atop another chiseled block
	</li>
	<li>
		Fixed: Player affected by wind while indoors with doors or leaded glass
	</li>
	<li>
		Fixed: Mitigate rendering issues with tallgrass against other blocks
	</li>
	<li>
		Fixed: Wrong coords from .copy posi
	</li>
	<li>
		Fixed: Crash in Creative mode if a still water block was placed in a barrel
	</li>
	<li>
		Fixed: Pink glass not coloring lantern light
	</li>
	<li>
		Fixed: Game crashing when displaying empty text links
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak: More work on still unanounced gadgetry (Added electrum alloy.  Jonas devices now require electrum plates, rather than gold plates.  Locust nests now have a small chance to drop Jonas parts.  Moved night vision device from hat slot to armor head slot)
			</li>
			<li>
				Tweak: Performance: greatly improve tesselation time for 1.18 chiseled blocks, fixes block lag in Resonance Archives
			</li>
			<li>
				Tweak: Tongs are now tool-rackable and lean-able.
			</li>
			<li>
				Tweak: Reduce max glider speed, mitigate dying from using the glider issues
			</li>
			<li>
				Fixed: Knapping flint for a knife should only produce one knife-blade like the other stone types
			</li>
			<li>
				Fixed: Door state syncing issues in multiplayer
			</li>
			<li>
				Fixed: /emote and /announce  chat command missing privilege
			</li>
			<li>
				Fixed: /we ms and /we me sometimes not printing the position in chat
			</li>
			<li>
				Fixed: Crash when trying to mine an invalid block, of which there are some in translocator rooms
			</li>
			<li>
				Fixed: Teleporters spamming exceptions in the logs when they are not linked
			</li>
			<li>
				Fixed: Doors in 1.18 now interact properly with liquids: doors can be placed in liquids; solid doors block water flow on the closed (sealed) side; opening or closing a door triggers a neighbour update across the whole (multiblock) surface of the door
			</li>
			<li>
				Fixed: Fixed an issue with treasure hunter dialogue
			</li>
			<li>
				Fixed: Some server-side exceptions related to worldgen
			</li>
			<li>
				Fixed: Server-side exception related to entity spawner blocks
			</li>
			<li>
				Fixed: Missing bits&amp;bobs on the First Steps tutorial
			</li>
			<li>
				Fixed: Issues with text wrapping in some areas, probably broke more stuff
			</li>
			<li>
				Fixed: Omok placement grid off by one voxel
			</li>
		</ul></li>
	<li>
		Api Tweak: Dialogue system item requests are now more tolerant to spoilage and durability (and now accepts food)
	</li>
	<li>
		Api Tweak: Added field TextCommandResult.MessageParams for formatted results
	</li>
</ul>]]></description><guid isPermaLink="false">349</guid><pubDate>Tue, 11 Apr 2023 11:57:00 +0000</pubDate></item><item><title><![CDATA[v1.18.0-rc.1&rc.2 Lore Update: The Resonance Archives]]></title><link>https://www.vintagestory.at/blog.html/news/v1180-rc1rc2-lore-update-the-resonance-archives-r348/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-rc.2, a release candidate, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.<br /><br />
	Woop! Nearly 500 features, tweaks and fixes later, we are reaching feature freeze territory with 1.18. The mod api should now also remain unchanged unless there is important issues to fix. As usual, the rc.1 blogpost will only list the changes since pre1. The 1.18 stable blog post in the future will contain a complete list of all changes. Further release candidates will now be on our devlog. For more information on what 1.18 is all about, please refer to our <a href="https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/" rel="">pre1 blog post</a>. Thank you everyone for testing the pre-releases! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f389.png" class="ipsEmoji" alt="🎉"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"></p>

<p>
	<strong>Can I finally start playing now?</strong><br />
	That's up to you <img alt="^_^" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/happy.png" srcset="//media.vintagestory.at/emoticons/happy@2x.png 2x" title="^_^" width="20" /><br />
	With 1.18.0-pre we had zero confidence that existing or new worlds will not break. With todays release candidate we have a medium level of confidence that your old and new worlds remain intact. If you want to be on the safe side, wait until stable, where we will have a high level of confidence that your worlds will be alright. With this release, old worlds should upgrade just fine due to the new chunk smoothing system, but the main story event will currently only generate in worlds created in 1.18. As far as the main story event is concerned - it is now pretty much complete albeit still has quite some bugs.<br /><strong>[Edit:] </strong>There is still some major issues with the main story event, recommend waiting for next rc.2 before exploring it<br /><strong>[Edit2:] </strong>Also releaced rc.2 to fix most issues with the main story event, transparent doors as well as issues joining our Vintagehosting servers!<br /><br /><strong>Still unfinished</strong><br />
	Some more gadgetry, gadgetry ruin loot, more work on surface and underground ruins is left to be done, which might or might not make it into 1.18.0 stable. The tutorial system needs finishing. There is still a significant amount of known non-critical bugs that have not been fixed yet. The resonance archive map does not show the exact location of the archive, its roughly 100 blocks further south.<br /><br /><strong>Game update trailer</strong>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/zD_Ui1dq-FU?feature=oembed" title="v1.18 - Lore update: The resonance archives" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

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

<ul><li>
		Everything listed in the <a href="https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/" rel="">pre.1 update</a> + 72 tweaks and fixes to 1.18 content
	</li>
	<li>
		rc.2 changes
		<ul><li>
				Fixed: "Missing mods" title when installing mods from the moddb
			</li>
			<li>
				Fixed: Sieve breaking after one use in crafting
			</li>
			<li>
				Fixed: 2x4 Gate crafting recipe overlapping with 2x2 gate
			</li>
			<li>
				Fixed: Opened doors were transparent
			</li>
			<li>
				Fixed: Multiple minor issues in the main story event
			</li>
			<li>
				Api Tweak: BlockEntityTeleporterBase.GetTarget() is now public
			</li>
			<li>
				Api Tweak: Server event CanPlaceOrBreak now comes with an additional claimant argument that must be null when the request is denied
			</li>
			<li>
				Api Fixed: Block Durability property not synced to client. WTF?
			</li>
		</ul></li>
	<li>
		Feature: Chunk border smoothing system. Should greatly mitigate jarring world borders when opening a 1.17 world in 1.18 (and future versions where world generation changes)
	</li>
	<li>
		Feature: New music track for when you are travelling, titled "Radiance and Rust"
	</li>
	<li>
		Feature: Added tall display case. Can now center-place items in display cases. Placing direction now affects the placed item rotation
	</li>
	<li>
		Feature: Further worldgen fine tuning
		<ul><li>
				Added more noise to geologic upheavel
			</li>
			<li>
				Reduced overall upheavel default amount, more fine gain control in worldconfig
			</li>
			<li>
				Added slight vertical variation to block layers y-values
			</li>
			<li>
				Added gravel coverage &amp; loose rock to mountain peaks to mitigate large empty areas with exposed rock.
			</li>
			<li>
				Added smoother terrain noise generator by K.Jpg. Still in need of an optimization pass
			</li>
		</ul></li>
	<li>
		Feature: 2nd ocean system rewrite.
		<ul><li>
				Added saltwater where oceans appear. Crops on farmland die when exposed to saltwater.
			</li>
			<li>
				More configurability - more control over land/ocean ratios.
			</li>
			<li>
				Fixes main story event spawning underwater
			</li>
		</ul></li>
	<li>
		Feature: Tree foliage fine tuning. Each individual tree is now slightly ahead or behind the season tinting, and chopping a tree is now more likely to only fell the targeted tree
	</li>
	<li>
		Feature: Player can no longer hold in active hand slot or craft with hot items above 300°C. Now requires wooden tongs in off-hand.
	</li>
	<li>
		Tweak: Clutter blocks can now drop at a 50% chance
	</li>
	<li>
		Tweak: Wonky hitbox on bells, bells no longer spawn surface drifters and try harder to spawn a mob nearby
	</li>
	<li>
		Tweak: Fine tune chunk loading system. It now prioritises chunks that are facing the player view direction. General optimization pass over existing chunk sending system.
	</li>
	<li>
		Tweak: The world config fertilityRecoverySpeed no longer affects fertility recovery from fertilizer
	</li>
	<li>
		Tweak: More strongly attenuate lightning and thunder sounds while underground
	</li>
	<li>
		Tweak: Updated community translations. Added Dutch translations.
	</li>
	<li>
		Tweak: Prevent generation of loose boulders and loose stone on snow and ice
	</li>
	<li>
		Tweak: Treasure maps now print the distance to the location when the world map is disallowed
	</li>
	<li>
		Tweak: Added 50+ more clutter shapes
	</li>
	<li>
		Tweak: Added crafting recipe for ink&amp;quill
	</li>
	<li>
		Tweak: Worldgen: Replaced barren soil layer with low fertility soil layer
	</li>
	<li>
		Tweak: Added many more translator credits and organized them alphabetically. If your name is in the credits and you don't want it to be, please contact us through email, support ticket, or Discord.
	</li>
	<li>
		Tweak: Meals now get lost when a pot or bowl with a meal is dropped in water
	</li>
	<li>
		Tweak: Dialogue system tuning. Clear previous dialouge upon selecting an answer (this might change again still). Added text to border padding for better readability.
	</li>
	<li>
		Tweak: Updated /time to new command system and added translation entries for all responses
	</li>
	<li>
		Tweak: /gm sp now puts the player back in 1st person mode if they were in 3rd person mode
	</li>
	<li>
		Tweak: All stone-age knives now produce just 1 knife from the knapping recipe, and their durabilities have been doubled.
	</li>
	<li>
		Tweak: Improved documentation for tongs. Seraph dropping hot items now also displays a hud error "Requires tongs", has an item description and is mentioned in the handbook
	</li>
	<li>
		Tweak: Added display clutter items, added crown and mianguan
	</li>
	<li>
		Tweak: Better positioning of the hover item info box when it moves out of the window area
	</li>
	<li>
		Tweak: Disabled racking of tuning cylinders on vertical racks
	</li>
	<li>
		Tweak: Clean bandages can now be used to heal for +3 hp.
	</li>
	<li>
		Tweak: Prevent creatures from walking into fire or boiling water
	</li>
	<li>
		Tweak: Better crash reporting then tesselating a chunk crashes
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Fixed: Polar bears spawning in mountains
	</li>
	<li>
		Fixed: Game crashing when failing to connect a server
	</li>
	<li>
		Fixed: Serious issue with cascaded ore bomb explosions somehow exploding multiple times causing extreme lag. Tweaked explosion smoked particles a bit.
	</li>
	<li>
		Fixed: 0.5 second interval lag spikes when playing on a server with many players
	</li>
	<li>
		Fixed: Auroras visible where they shouldn't be
	</li>
	<li>
		Fixed: Added missing server side smithing recipe validation
	</li>
	<li>
		Fixed: Creative inventory sometimes not reacting to mouse clicks to pick up an item/block
	</li>
	<li>
		Fixed: Might fix issues with game stuck in the world loading/connecting screen
	</li>
	<li>
		Fixed: Window border settings not remembered after game restart
	</li>
	<li>
		Fixed: Wrong block breaking decals on bookshelves and clutter blocks
	</li>
	<li>
		Fixed: Server side block related commands not behaving correctly with meta blocks around (render meta blocks mode was not synced to server)
	</li>
	<li>
		Fixed: Should avoid a crash related to fruit trees
	</li>
	<li>
		Fixed: 2 server side exceptions near the world border
	</li>
	<li>
		Fixed: Should fix able to interact with claimed firepits, querns and barrels
	</li>
	<li>
		Fixed: Players in spectator mode were emitting light from held torches / respawn glow
	</li>
	<li>
		Fixed: Should fix client desync with ground storage, creating ghost items in the players inventory
	</li>
</ul><p>
	<br /><strong>Api Changes</strong>
</p>

<ul><li>
		Tweak: Added OnHeldInteractCancel to CollectibleBehavior
	</li>
	<li>
		Tweak: Fixed missing server side verification of auction price
	</li>
	<li>
		Tweak: Added OnBlockBrokenWith and OnBlockBreaking to CollectibleBehavior
	</li>
	<li>
		Tweak: All Wildcard matching util methods now accept * as Domain to ignore domain checking. Also works for the SearchItems and SearchBlocks methods. Also fixes spawner block dialog not showing modded creatures
	</li>
	<li>
		Tweak: Added LanguageCode field to TextCommandCallingArgs so its easier to respond with correctly translated strings server side via Lang.GetL()
	</li>
	<li>
		Tweak: BlockLayeredSlowDig class more moddable now
	</li>
	<li>
		Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		Refactor: Clean up GuiDialogHandbook code in preparation for use in a new command handbook
	</li>
	<li>
		Refactor: Client side world loading code - now all in one file instead of 6 different ones
	</li>
	<li>
		Refactor: Rename block.LiquidBarrierHeightOnSide() to block.GetLiquidBarrierHeightOnSide()
	</li>
	<li>
		Refactor: Renamed the multiblock interfaces again and they no longer inherit from eachother, which made no sense. Renames:
		<ul><li>
				IMultiBlockMonolithicBasic =&gt; IMultiBlockColSelBoxes
			</li>
			<li>
				IMultiBlockNormal =&gt; IMultiBlockInteract
			</li>
			<li>
				IMultiBlockExtensive =&gt; IMultiBlockBlockBreaking
			</li>
			<li>
				New: IMultiBlockBlockProperties
			</li>
		</ul></li>
	<li>
		Refactor: For the server side event ChunkColumnGeneration. Changed delegate method arguments. Now passes on a single IChunkColumnGenerateRequest object containing the previous 4 arguments
	</li>
	<li>
		Fixed: Trader dialogue variable names not parsed correctly if they contained a 2nd dot.
	</li>
	<li>
		Fixed: Code domain issue in BlockGenericTypedContainer.GetDecal
	</li>
	<li>
		Fixed: Particly registry not available through IClassRegistryAPI
	</li>
	<li>
		Fixed: Cairo graphics system printing not-disposed errors for unowned surfaces
	</li>
	<li>
		Fixed: Finally fixed generic chest blocktype texture oddities
	</li>
	<li>
		Fixed: Entity idleSoundRange not synced to client<br />
		 
	</li>
</ul><p>
	<strong>Changes since 1.18-pre.8, partially also listed above</strong>
</p>

<ul><li>
		Tweak: Clean bandages can now be used to heal for +3 hp.
	</li>
	<li>
		Tweak: Prevent creatures from walking into fire or boiling water
	</li>
	<li>
		Tweak: Better crash reporting then tesselating a chunk crashes
	</li>
	<li>
		Fixed: Exception when SHIFT clicking item from crafting output into a full inventory
	</li>
	<li>
		Api Tweak: Server now keeps track of player placed or broken blocks for each chunk
	</li>
	<li>
		Api Tweak: Made some AStar stuff public/virtual
	</li>
	<li>
		1.18 related changes
		<ul><li>
				Tweak: Continued work on the resonance archives and technical gadgetry, purposely not further explained here
			</li>
			<li>
				Tweak: Oars can now be placed on tool racks and ground storage.
			</li>
			<li>
				Tweak: Reduced damage from holding a hot item in hands (1hp -&gt; 0.25 hp)
			</li>
			<li>
				Tweak: Beam recipe now yields 3 beams per log instead of 1
			</li>
			<li>
				Tweak: Added placeholder cobbleskull textures for the other rocktypes because Saraty refuses to make those <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60f.png" class="ipsEmoji" alt="😏"></li>
			<li>
				Fixed: Removed Reed Butterfly from spawning
			</li>
			<li>
				Fixed: Door issue with sync in multiplayer
			</li>
			<li>
				Fixed: "/time add 24" no longer working
			</li>
			<li>
				Fixed: Should fix terra preta no longer spawning
			</li>
			<li>
				Fixed: Avoid client side crash with corrupt charcoal pits
			</li>
			<li>
				Fixed: Gap in inner sod roof corner
			</li>
			<li>
				Fixed: Stone knives only producing 1 blade since 2x durability also fixed durability for bone knives
			</li>
		</ul></li>
</ul><p>
	 
</p>
]]></description><guid isPermaLink="false">348</guid><pubDate>Sat, 01 Apr 2023 08:19:00 +0000</pubDate></item><item><title>Sun Ritual event begins NOW</title><link>https://www.vintagestory.at/blog.html/community-spotlight-events/sun-ritual-event-begins-now-r347/</link><description><![CDATA[<p>
	The Sun Ritual event begins in ~~ONE HOUR~~ NOW! Connection information will be posted here when the server is open. For now, please read the following rules and get ready to save the sun!
</p>

<p>
	1) This is a **<strong>cooperative</strong>** event! Either everyone wins or everyone loses. Work together, communicate, and share what you learn using the in-game chat, the event chat channel here on Discord (which will be opened before the event), or whatever other communication methods you have arranged with your friends.
</p>

<p>
	2) Be respectful to other players! Harassment, bullying, hate speech, trolling, or griefing of any kind will not be tolerated. This includes working against the other players during this event and/or trying to make the event fail. Offenders will be banned from this and all future events!
</p>

<p>
	3) The event will last for four hours. You may join at any time. Please note that the server can only accept 30 clients, so if the server is full, you may need to try again later.
</p>

<p>
	4) The event will be run again tomorrow: Sunday, March 5, 2023 at 12:00 EET. (This timestamp automatically adjusts to your time zone.) You may participate in both runs of the event if you wish<br /><br />
	The Sun Ritual event has begun and the server is open! You now have four hours to complete your task before the sun is banished forever and the world doomed to eternal darkness. Good luck, everyone!
</p>

<p>
	<strong>Server Address: </strong>event.vintagestory.at:55538
</p>
]]></description><guid isPermaLink="false">347</guid><pubDate>Sat, 04 Mar 2023 14:13:00 +0000</pubDate></item><item><title>A Message From the Sun Worshippers</title><link>https://www.vintagestory.at/blog.html/community-spotlight-events/a-message-from-the-sun-worshippers-r346/</link><description><![CDATA[<p>
	<span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Greetings, good Seraphs! Thank you for coming to our aid. The light-hating drifters have stolen the four sacred Shrine Pieces, banishing the sun forever. Time is frozen in the middle of the night, in the dead of winter. Because time is frozen, you will not get cold (though oddly, you may still get hungry), but you also cannot cure hides, fire pottery, or do anything else that requires time to pass. Sleep is also impossible. To bring back the sun, you must discover the four drifter caves, retrieve the shrine pieces hidden deep inside, and return them to the sun shrine at the center of the world. Once they are placed on the correct pedestals, the sun should be summoned back to us, and time will resume.</span><br /><br /><span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">We cannot tell you exactly where to look, but we do know a few details. The drifters’ hatred of light is not limited to the sun. We have covered the world in pillars of light, but the drifters have destroyed all the ones within several hundred blocks of their caves. They are not too close to the brilliant white tower of the sun shrine at the center of the world, but they also fear falling off the edge of the world, so they won’t be too close to that either. The drifters are also known to build makeshift roads or paths to their caves, but they normally end before getting too close to any lights. Aside from that, there’s no easy way to find them, but we’ve found that picking a direction and walking in a straight line is often the best way to cover as much ground as possible. Oh, and how will you know when you’ve found one of the caves? Trust us, you’ll know. Just look for the bones…</span><br /><br /><span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Their caves are full of some of their toughest fighters, so go in prepared when you find them. Oh, and there’s one helpful trick we’ve discovered: don’t destroy their corpses when you’ve killed them in their caves. Leaving the corpses will frighten new drifters away from entering the caves. If you remove them, more might appear to take their places!</span><br /><br /><span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">The shrine pieces themselves are not difficult to spot. They are too large to store in a chest, and they glow with some of the stored light of the sun. Of course, the drifters hate light, so they might try to hide the shrine pieces. Be sure to search the caves carefully to find them! Once found, return them to the sun shrine and place them on the correct pedestals to summon the sun back to us again!</span><br /><br /><span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:italic;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Please note that the story of this event is stand-alone and not a canon part of the lore of Vintage Story</span><span style="font-size:11pt;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">.</span>
</p>

<p>
	<img alt="unnamed.png.8379806c64d2d4b2cb3cf208485ea6a6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14515" data-ratio="52.93" width="512" src="//media.vintagestory.at/monthly_2023_03/unnamed.png.8379806c64d2d4b2cb3cf208485ea6a6.png" /></p>
]]></description><guid isPermaLink="false">346</guid><pubDate>Fri, 03 Mar 2023 20:31:00 +0000</pubDate></item><item><title>Sun Ritual event</title><link>https://www.vintagestory.at/blog.html/community-spotlight-events/sun-ritual-event-r345/</link><description><![CDATA[<p>
	<img alt="unnamed.jpg.d89475073b6f24aaf5a418ac81fd5c37.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14512" data-ratio="48.05" width="512" src="//media.vintagestory.at/monthly_2023_03/unnamed.jpg.d89475073b6f24aaf5a418ac81fd5c37.jpg" /><br /><br />
	It’s nearly time for the Sun Ritual event! Here are some details on what to expect so you can prepare yourselves for what awaits you in the darkness…
</p>

<p>
	The event will only be <strong>four hours</strong> long and will occur twice, once on Saturday and once on Sunday. The map will be reset in between these days. The exact start times are:
</p>

<p>
	Saturday, March 4, 2023 at 17:00 EET
</p>

<p>
	Sunday, March 5, 2023 at 12:00 EET
</p>

<p>
	You can still join if you aren’t there at the very start! The longer you can play, the better, but you do not have to be there the whole time. You may also play on both days if you want.
</p>

<p>
	The goal of this event is to complete the challenge together before time runs out. All players are in this together, and PVP will be disabled! Either everyone wins, or everyone loses, so be sure to help each other.
</p>

<p>
	Communication is critical for this event. You will need to talk to the other players to share information in order to succeed before time runs out. There will be a dedicated text channel here on the Discord for those who want to use it, as well as the in-game chat. We are not planning a voice chat channel because there may be too many players talking at once, but if you’re playing with friends, it’s a good idea to set up a voice chat for yourselves before the event begins to make communication easier.
</p>

<p>
	The world map for this event is more than 4500 blocks tall and wide. All of the structures and landmarks you will need for the event are located above-ground, so you <strong>don’t</strong> need to dig underneath anything or explore naturally-generated caves for clues. There are plenty of large structures around the map with useful items, equipment, and food in them, so you needn’t spend too much time worrying about basic supplies. You will keep your inventory when you die, but you might respawn anywhere on the map. The in-game map/minimap and coordinates are disabled, so you will have to find another way to navigate. There is a system for finding your way around if you can decipher it!
</p>

<p>
	More details will be posted tomorrow, so keep your eyes open and get ready! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f31e.png" class="ipsEmoji" alt="🌞"></p>

<p>
	<em>Please note that the story of this event is stand-alone and not a canon part of the lore of Vintage Story.</em><br />
	 
</p>
]]></description><guid isPermaLink="false">345</guid><pubDate>Thu, 02 Mar 2023 18:32:46 +0000</pubDate></item><item><title>v1.18.0-pre.1 Lore Update: The Resonance Archives</title><link>https://www.vintagestory.at/blog.html/news/v1180-pre1-lore-update-the-resonance-archives-r342/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.18.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	Phew, what a journey that was to get here - particularly the last 2 weeks got quite hectic for the team, probably the single largest combined undertaking in the game's history. Our efforts were fruitful - our first main story event is here: <strong>The Resonance Archives</strong>. I believe we've managed to create a magnificent experience - I think most players will be dazzled by the experience <img alt=":D" data-emoticon="" height="20" src="//media.vintagestory.at/emoticons/biggrin.png" srcset="//media.vintagestory.at/emoticons/biggrin@2x.png 2x" title=":D" width="20" /><br /><br />
	To discover the archives, a vast underground structure: create a new world and find a Treasure Hunter trader. He will request from you a bronze tool, and in return will give you a map of the approximate location (he's not necessarily fully reliable on this). Assuming you found it, before you venture in, make sure to be well prepared - with good armor and provisions.<br /><strong>Please note: </strong>In pre.1, some aspects are a <strong>work in progress</strong>. Some things will still get changed notably. Some things will receive more polishing. There is also still a low chance that random world generation elements will prevent you from completing the entire story event, such as stalagmites getting placed at just the wrong spot. In those cases, doing the event in another brand new world should let you finish it.<br /><br /><strong>What do I do in the Resonance Archives?</strong><br />
	For now, we will leave it up to you all to figure out all its inner workings <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">. Feel free to ask for help in the community though, such as #gameplay-help on our <a href="https://discord.gg/CkJjdrB" rel="external nofollow">discord server</a>, but please use spoiler tags. The VS Team would love to see your first reactions on a Let's play or Stream! Also, we highly recommend you <strong>enable music and </strong>stay in <strong>survival mode</strong> <span style="font-size:11px;">(gear up from creative inventory if you must)</span> while exploring the Resonance Archives, to get the full experience. Optionally with earphones/headset for an extra level of immersion.<br /><br /><strong>Is that all?</strong><br />
	Nope, there's also tons of other goodies in this update.
</p>

<ul><li>
		World generation got some massive upgrades. I personally can't get enough of 1.18 world generation and feel myself compelled to do another play session with my family once 1.18 is stable.
	</li>
	<li>
		Rafts and Gliders add new dimensions of movement to the game.
	</li>
	<li>
		The writing system lets you create your own lore
	</li>
	<li>
		Over 1000 new blocks and items added (in Creative mode, 5470 available blocks and items -&gt; 6509)
	</li>
</ul><p>
	There's something for everyone! \o/
</p>

<p>
	<br /><strong>What about mods?</strong><br />
	In this update I was a bit more liberal when it comes to API changes with the potential to break 1.17 (or older) mods. This is for the benefit of more functionality, and future-proofing with a cleaner API and assets structure. Some coded mods may work if simply recompiled against the 1.18 API. For others, we believe that simple multi-file search&amp;replace edits should generally be enough to get your codebase working on 1.18 again (Notepad++ works well for that, btw). I have aimed to list all the API changes in the changelog, as always. Modders, please let me know in the #gamedev channel on Discord if there are significant difficulties in updating your mods to 1.18 - some breaking changes can be expected, it's a preview release, after all.
</p>

<p>
	<strong>What about my old worlds?</strong><br />
	The pre releases have a good chance of breaking existing worlds, so make sure to backup your savegame before trying a pre. Also there will be chunk borders and <strong>no main story event</strong> in existing worlds. The chunk borders part we might be able to mitigate between pre.1 and stable. Due to the significance of the main story event, generally we expect that people updating to 1.18 will want to start new worlds. As mentioned in Discord it should now be easier for players to preserve cherished parts of existing worlds.
</p>

<p>
	(Specifically, the new <strong><em>/land claim download &lt;index&gt;</em></strong> command exports a copy of a player's claimed land to their own PC.  Note for now this is available only if server and client updated to 1.18-pre.1, we are looking at also in future making a new 1.17.12 game version with this command so that 1.17 servers can offer it to their players without a full update to 1.18.x.  Potentially there will be a <em><strong>/land claim backup/restore</strong></em> feature - WIP - so that players can preserve and restore their builds on a server which updates from 1.17 to 1.18 - the server would announce to players generally they should do this, individual players would back up their builds and the server store those backups in a specific folder, then the server starts a new 1.18 world, and players with permission can restore their backed up builds into the new world.)<br /><br /><strong>Please note</strong><br />
	1. This is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> encounter major bugs, incomplete features, performance issues and crashes. In next 1.18 releases, worldgen might also significantly change and therefore produce chunk borders or unknown blocks until rc.1<br />
	2. Further preview releases will only be posted in discord #news and on <a href="https://info.vintagestory.at/" rel="external nofollow">info.vintagestory.at</a> and not on the blog. A new v1.18 blog post will come when the first release candidate (rc.1) is ready<br />
	3. It is strongly advisable to start a new world, for testing 1.18-pre.1.  This will allow testing of the new features without risk.  In any case, most people will probably want to start a new 1.18 world anyhow, because existing 1.17 worlds will lack the main story event, and the terrain generation in 1.18 is very different in terms of large-scale features like mountains, plains, land, water, etc.<br />
	4.  Known issues already:
</p>

<ul><li>
		firewood can't be made into charcoal
	</li>
	<li>
		occasional terrain color blending problem (different color tones of grass / trees / plants either side of a straight line through the map)
	</li>
	<li>
		Resonator model changes orientation if a tuning cylinder is inserted
	</li>
	<li>
		various issues with doors
	</li>
</ul><p>
	<br /><strong>Still planned for rc.1</strong><br />
	A lot of final polishing of the main story event. Even more lore content: the ability to combine transcribed parchments back into a full book possibly more (wearable) gadgetry. Possibly a rewrite of the oceans world generation system resulting in massive terrain changes! Final polishing of all the other new mechanics.
</p>

<p>
	<strong>.NET7</strong><br />
	Concurrently to the work on 1.18 release, we are still refining our transition from .NET Framework 4.6 to .NET7. This will provide smoother performance, some future-proofing, and potentially broader stability on Linux and MacOS. At present, test builds of v.1.17 are available in a .NET7 version for Windows, Linux and MacOS. If all goes well, at some point we will also make a .NET7 build of v.1.18 available.  Though there is no certainty yet, the intention is for that then to become our standard release for 1.18 if it presents no major issues: only time will tell. We are currently interested in feedback from any Windows 7/8 users who have tried the .NET7 test build.<br /><br /><strong>In other news</strong><br />
	Today also marks 1 year since Russia launched an Invasion of Ukraine. One year ago, we launched a fundraiser and were able to donate 5600 eur towards humanitarian aid - we donated to a respectable charity project in our area. I will personally donate another 2800 eur in the coming days.<br /><br /><strong>Screenshots &amp; Gifs</strong>
</p>

<p>
	Added first main <strong>story event: The Resonance Archives</strong>. A vast underground structure for you to explore, master its challenges and loot rare treasures.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14457" href="//media.vintagestory.at/monthly_2023_02/storyevent.png.afcfab186f883e4f1a0f9124840a0d1a.png" rel=""><img alt="storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14457" data-ratio="66.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png" /></a>
</p>

<p>
	Added <strong>NPC Dialogue</strong>. You can now have conversations with traders<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14410" href="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.png.e195d43960756a39fdc899dbaea9f9a0.png" rel=""><img alt="2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14410" data-ratio="29.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png" /></a><br /><br />
	Added <strong>Glider</strong>: Descend elegantly from tall mountains. Added <strong>rift wards</strong> to defuse treacherous rifts near your base.<br /><img alt="glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14371" data-ratio="88.46" width="312" src="//media.vintagestory.at/monthly_2023_02/glide2.gif.8dc452d310ab7002860869953a1cf34f.gif" />  <img alt="riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14407" data-ratio="102.61" style="width:269px;height:auto;" width="410" src="//media.vintagestory.at/monthly_2023_02/riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif" /><br /><br />
	Added <strong>rafts</strong>. Stay dry when traversing the seas.<br /><img alt="teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14372" data-ratio="63.35" width="513" src="//media.vintagestory.at/monthly_2023_02/teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif" /></p>

<p>
	<br /><strong>Oceans: </strong>You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14384" href="//media.vintagestory.at/monthly_2023_02/oceans.png.4b295994eae73c3d217811dccab486b9.png" rel=""><img alt="oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14384" data-ratio="39.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png" /></a><br /><br />
	More diverse world generation, such as the <strong>new upheaval system</strong>, which creates large-scale mountainous areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14365" href="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.jpg.124c594deb1f912c8ccf8a0f188452cc.jpg" rel=""><img alt="2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14365" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg" /></a><br /><br /><strong>Geologic activity system</strong>. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14366" href="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.jpg.f26accefae09b31d145b4f3dbd6981b4.jpg" rel=""><img alt="2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14366" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg" /></a><br /><br /><strong>Overhauled poles</strong>. Instead of massive mountains, there are now windswept glaciers and desolate valleys<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14367" href="//media.vintagestory.at/monthly_2023_02/desolateglaciers.png.15a70d963d798b8186a1dc2003796e2c.png" rel=""><img alt="desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14367" data-ratio="37.30" width="1000" src="//media.vintagestory.at/monthly_2023_02/desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png" /></a><br /><br /><strong>Rocktyped ruins</strong>: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="14412" href="//media.vintagestory.at/monthly_2023_02/rocktypedruins.jpg.cf95e1e2facc8ba5c59d9279e2156019.jpg" rel=""><img alt="rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="14412" data-ratio="47.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg" /></a>
</p>

<p>
	<br /><strong>New landforms: </strong>You will fall in love with the new terraced mountains and super flat areas<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14368" href="//media.vintagestory.at/monthly_2023_02/ledged.png.8ab76288f13142693632497424c74a36.png" rel=""><img alt="ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14368" data-ratio="23.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png" /></a><br /><br />
	Moss now grows on trees<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14369" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.png.063703b27225a6e687672068ab7c65f4.png" rel=""><img alt="2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14369" data-ratio="32.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png" /></a><br /><br />
	Added veins of cracked rock<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14370" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.png.7b3b796289e164f68b64ce1e7f152fc2.png" rel=""><img alt="2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14370" data-ratio="20.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png" /></a><br /><br /><br />
	Added <strong>writing system </strong>and interactable <strong>bookshelves.</strong> 1.18 is also "your lore update" \o/<br /><img alt="writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14373" data-ratio="117.12" style="width:332px;height:auto;" width="516" src="//media.vintagestory.at/monthly_2023_02/writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gif" /><img alt="bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14374" data-ratio="70.55" style="width:550px;height:auto;" width="723" src="//media.vintagestory.at/monthly_2023_02/bookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif" /><br /><br /><strong>160+ new types of butterflies</strong> and a butterfly net to catch them. Caught butterflies can be placed in display cases.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14385" href="//media.vintagestory.at/monthly_2023_02/butterflies.png.43745664e87d336293f67d5732a5970f.png" rel=""><img alt="butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14385" data-ratio="69.60" width="1000" src="//media.vintagestory.at/monthly_2023_02/butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png" /></a><br /><br /><strong>Door overhaul</strong>: Added much larger doors/gates, as well as wood-typed doors, and door animations<br /><a class="ipsAttachLink ipsAttachLink_image" href="https://content.invisioncic.com/r268468/monthly_2023_02/doorsdoorsdoors.gif.658d4e23c37ba9c5c22ae350babae4e1.gif" rel="external nofollow"><img alt="doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14376" data-ratio="35.22" style="width:900px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2023_02/doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif" /></a><br /><img alt="3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14377" data-ratio="137.73" style="width:220px;height:auto;" width="414" src="//media.vintagestory.at/monthly_2023_02/3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif" />  <img alt="2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14378" data-ratio="96.50" width="314" src="//media.vintagestory.at/monthly_2023_02/2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif" /></p>

<p>
	<br /><strong>Sign block overhaul: </strong>Can now change font size, improved writing experience and added metal plaques<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14379" href="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.png.bd0736f5697d333e343bd6dedc9d650b.png" rel=""><img alt="2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14379" data-ratio="22.80" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png" /></a>
</p>

<p>
	<strong>Angled beams system</strong>: A wholly different placement system for wooden beams<br /><img alt="beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14411" data-ratio="94.12" width="442" src="//media.vintagestory.at/monthly_2023_02/beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif" /><br /><br /><strong>Improved chiseling</strong>: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14391" href="//media.vintagestory.at/monthly_2023_02/seamlessglass.png.a23c5868d8ab17e8b0eecf7ff981bc1e.png" rel=""><img alt="seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14391" data-ratio="47.40" width="1000" src="//media.vintagestory.at/monthly_2023_02/seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png" /></a>
</p>

<p>
	Added <strong>treasure maps</strong>. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee<br /><img alt="2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14409" data-ratio="60.25" style="width:400px;height:auto;" width="562" src="//media.vintagestory.at/monthly_2023_02/2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png" /><br /><br />
	Reworked most flower models<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14415" href="//media.vintagestory.at/monthly_2023_02/flowers.png.ae06b5b4e8bc72f56f5cd756c6243355.png" rel=""><img alt="flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14415" data-ratio="45.50" width="1000" src="//media.vintagestory.at/monthly_2023_02/flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png" /></a><br /><br />
	Improved reeds model<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14418" href="//media.vintagestory.at/monthly_2023_02/reeds.png.2cce84905b2c31e4651d51b4ea75a2c6.png" rel=""><img alt="reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14418" data-ratio="30.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png" /></a><br /><br />
	Visible fertilizer. You can now see how much fertilizer you applied to farmland<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14419" href="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.png.099eaa1a89dfee1a396e768d3f0dd9e9.png" rel=""><img alt="2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14419" data-ratio="42.90" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png" /></a><br /><br />
	Reworked firewood and orientable firewood piles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14416" href="//media.vintagestory.at/monthly_2023_02/firewood.png.872540192d19b3f9981126cf10ecb023.png" rel=""><img alt="firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14416" data-ratio="38.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png" /></a><br /><br /><strong>Improved handbook</strong>: Now shows output quantities and other QOL changes<br /><img alt="2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14380" data-ratio="81.78" style="width:214px;height:auto;" width="388" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png" />  <img alt="2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14381" data-ratio="48.48" width="361" src="//media.vintagestory.at/monthly_2023_02/2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png" /><br /><br />
	Overhauled the command system.  New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically<br /><img alt="commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14413" data-ratio="137.56" width="426" src="//media.vintagestory.at/monthly_2023_02/commandblocks.gif.d745b3439461cdd3f66088766945469f.gif" /><br /><br />
	Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14414" href="//media.vintagestory.at/monthly_2023_02/landclaimdownload.png.e0272a5a2ffaff109618b96fdfbcc4d4.png" rel=""><img alt="landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14414" data-ratio="52.00" width="1000" src="//media.vintagestory.at/monthly_2023_02/landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png" /></a><br /><br />
	Added a tutorial mode (WIP)<br /><img alt="tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14417" data-ratio="69.08" width="511" src="//media.vintagestory.at/monthly_2023_02/tutorial.png.a5c25897c9bd161e00659d5111d53f25.png" /><br /><br />
	Auto updater for Windows users<br /><img alt="update.gif.bb77518492325a4a34acf6c23c31df0e.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14420" data-ratio="40.53" width="607" src="//media.vintagestory.at/monthly_2023_02/update.gif.bb77518492325a4a34acf6c23c31df0e.gif" /><br /><br />
	Added ability to swap textures, limited to clutter blocks only<br /><img alt="textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14421" data-ratio="66.32" width="674" src="//media.vintagestory.at/monthly_2023_02/textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif" /><br /><br />
	Added wearable spectacles<br /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="14464" href="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.png.2c050cd52bd33232c78a5df428299a6a.png" rel=""><img alt="2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="14464" data-ratio="49.10" width="1000" src="//media.vintagestory.at/monthly_2023_02/2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png" /></a>
</p>

<p>
	Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders<br /><img alt="resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="14465" data-ratio="125.53" width="333" src="//media.vintagestory.at/monthly_2023_02/resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif" /><br /><br /><br /><strong>Game updates</strong>
</p>

<ul><li>
		Feature: <strong>The first main story event</strong>. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!)
	</li>
	<li>
		Feature: <strong>Improved world generation</strong>
		<ul><li>
				<strong>Added Oceans system</strong>. Disabled by default but can be set up in the World Configuration screen.
			</li>
			<li>
				<strong>Added vertical upheavel system</strong>. Very large scale mountainous regions, and flattened plains regions. Configurable.
			</li>
			<li>
				<strong>Geologic activity system</strong>. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable.
			</li>
			<li>
				<strong>Overhauled polar regions</strong>. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block.
			</li>
			<li>
				<strong>Added 6 new landforms</strong>: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20%
			</li>
			<li>
				Feature: Cracked rock now spawns like quartz veins
			</li>
			<li>
				Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) <span style="font-size:12px;">(Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations)</span>
			</li>
			<li>
				Feature: Surface ruins are now rocktyped based on local rock strata.
			</li>
			<li>
				Feature: Surface ruins and trees in wet&amp;warm climates now have moss on their logs
			</li>
			<li>
				Tweak: Improved support for large world heights
				<ul><li>
						Reduce rivulet spam high in the mountains, most apparent on large world heights
					</li>
					<li>
						Ore deposits now scale with world height (except surface copper)
					</li>
					<li>
						Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights.
					</li>
				</ul></li>
			<li>
				Tweak: Increased ruined village size variability
			</li>
			<li>
				Tweak: Reduced trees at the north/south pole
			</li>
			<li>
				Tweak: Fewer floating islands (20 block size cull threshold -&gt; 40 block size threshold)
			</li>
			<li>
				Tweak: Added another soil layer
			</li>
			<li>
				Tweak: Reduced spawn depth of treasure chests
			</li>
			<li>
				Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn
			</li>
			<li>
				Fixed: Water lily no longer generates in very deep water
			</li>
			<li>
				Fixed: Loose patches of rusty gears not spawning underground
			</li>
			<li>
				Fixed: Floating sand generating on water in cold areas
			</li>
		</ul></li>
	<li>
		Feature: <strong>Added Glider</strong>. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event.
	</li>
	<li>
		Feature: <strong>Added Rafts</strong>. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand.
	</li>
	<li>
		Feature: Added <strong>rift ward</strong>, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears.
	</li>
	<li>
		Feature: Added <strong>treasure maps</strong>. They add waypoints on your world map pointing towards treasures. Sold by traders.  Accuracy unknown(?)
	</li>
	<li>
		Feature: <strong>Writing system and Bookshelves</strong>
		<ul><li>
				Can now write in books and parchments. Books can be signed to make then non-editable
			</li>
			<li>
				Added ink and quill item, required for writing in books
			</li>
			<li>
				Added fully interactable bookshelves, lets you store and remove up to 14 books in each one
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>160+ new types of butterflies</strong>. Butterflies can now be caught with a butterfly net &amp; can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation.
	</li>
	<li>
		Feature: <strong>Doors overhaul</strong>
		<ul><li>
				Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates.
			</li>
			<li>
				Doors crafted from boards are now wood-typed and no longer have a sleek look
			</li>
			<li>
				The old sleek looking door can be purchased at the trader instead
			</li>
			<li>
				The opening and closing sequence of doors is now animated
			</li>
		</ul></li>
	<li>
		Feature: <strong>Sign block overhaul</strong>
		<ul><li>
				Signs and labeled chests text font size is now configurable and more easily moddable
			</li>
			<li>
				Sign text editor text area more accurately represents how the actual text is displayed on the sign
			</li>
			<li>
				Added writeable metal plaques that use a new medieval font
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved Handbook</strong>
		<ul><li>
				Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items)
			</li>
			<li>
				The handbook now displays output quantities for crafting and barrel recipes
			</li>
			<li>
				Added growing properties of fruit trees to the handbook
			</li>
			<li>
				New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook
			</li>
			<li>
				Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook
			</li>
		</ul></li>
	<li>
		Feature: Added <strong>angled beams system</strong>. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative
	</li>
	<li>
		Feature: <strong>Tutorial system</strong>. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial.
	</li>
	<li>
		Feature: <strong>Visible fertilizer. </strong>Fertilizer applied to farmland is now visually shown on the farm land
	</li>
	<li>
		Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e)
	</li>
	<li>
		Feature: Can now <strong>download land claims </strong>using command <strong><em>/land claim download [index]</em></strong>
	</li>
	<li>
		Feature: The game now attempts to <strong>download unsatisfied mod dependencies</strong> from the Vintage Story ModDB
	</li>
	<li>
		Feature: Added <strong>auto-updater </strong>for the Windows client (not available on Linux/Mac)
	</li>
	<li>
		Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP.
	</li>
	<li>
		Feature: Dialogs and main menu now have a <strong>textured background</strong>
	</li>
	<li>
		Feature: Added 50 wearable butterfly pins (creative mode only currently)
	</li>
	<li>
		Feature: Added glasses face accessory for seraph
	</li>
	<li>
		Feature: <strong>Added ruined weapons</strong>. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere.
	</li>
	<li>
		Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive".
	</li>
	<li>
		Feature: <strong>New (survival mode) construction options</strong>
		<ul><li>
				Feature: Parchment can now be crafted
			</li>
			<li>
				Feature: Added <strong>sod roofs</strong> and <strong>debarked logs</strong>, survival craftable
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved chiseling!</strong>
		<ul><li>
				Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich)
			</li>
			<li>
				Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example
			</li>
			<li>
				Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material.
			</li>
		</ul></li>
	<li>
		Feature: <strong>Improved world maps!</strong>
		<ul><li>
				Improved shading to better visualize the steepness of the terrain
			</li>
			<li>
				Waypoints are now more visible against the map background
			</li>
			<li>
				Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color
			</li>
			<li>
				By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig <em><strong>allowDeathwaypointing</strong></em> or per player via <strong><em>/waypoint deathwp false</em></strong>
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Gameplay balancing changes</strong>
		<ul><li>
				Feature: Bows now have accuracy modifiers. High end bows are now more accurate
			</li>
			<li>
				Feature: Hunters now have 20% increased bow drawing strength
			</li>
			<li>
				Tweak: Increased min charge time for bows from 0.35s to 0.65s
			</li>
			<li>
				Tweak: Animal harvesting no longer yields bones, but breaking the carcass does
			</li>
			<li>
				Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses.
			</li>
			<li>
				Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6)
			</li>
			<li>
				Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days
			</li>
			<li>
				Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity)
			</li>
			<li>
				Tweak: Player can no longer place blocks directly in Lava
			</li>
			<li>
				Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly.
			</li>
			<li>
				Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s
			</li>
			<li>
				Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed
			</li>
			<li>
				Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack
			</li>
			<li>
				Tweak: Increased steel chisel durability (5000 -&gt; 6000)
			</li>
			<li>
				Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass.
			</li>
			<li>
				Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed
			</li>
			<li>
				Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1.  You will generally, on average, get one crushed unit for every 3 nuggets.
			</li>
			<li>
				Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed)
			</li>
			<li>
				Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas
			</li>
			<li>
				Tweak: In single player, the game now fully pauses during character creation
			</li>
			<li>
				Tweak: Alum deposits can now also spawn surface ores
			</li>
			<li>
				Tweak: Reduced chance of calm rift weather
			</li>
			<li>
				Tweak: Bighorn sheep hitbox and wander speed fine tuning
			</li>
			<li>
				Fixed: Bears drowning in water
			</li>
			<li>
				Fixed: Hunger exploit when eating a meal while full
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Visual fine tuning</strong>
		<ul><li>
				Feature: New 3d model for reeds
			</li>
			<li>
				Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well
			</li>
			<li>
				Feature: Added underwater Sediment disturbance particle effect
			</li>
			<li>
				Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like.
			</li>
			<li>
				Tweak: Increased overall scene brightness on sunny days
			</li>
			<li>
				Tweak: Desert storm fog no longer appears when it recently rained
			</li>
			<li>
				Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges.
			</li>
			<li>
				Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled,
			</li>
			<li>
				Tweak: Snowfall is now more dense
			</li>
			<li>
				Tweak: Harvesting berries now spawns some particles
			</li>
			<li>
				Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction
			</li>
			<li>
				Tweak: Seraph now also adjusts its torso when looking around
			</li>
			<li>
				Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick
			</li>
			<li>
				Feature: Seraph can now wear spectacles
			</li>
			<li>
				Tweak: Text on sign blocks is now a bit sharper
			</li>
			<li>
				Tweak: Reduced see-through effect of water near the player
			</li>
			<li>
				Tweak: Made rain drip particles wind affected
			</li>
			<li>
				Tweak: Creature step pitching visual fine tuning
			</li>
			<li>
				Tweak: Reduced shiny effect for blocks that are in shade
			</li>
			<li>
				Tweak: Temporal stability twitching now disabled when not in survival mode
			</li>
			<li>
				Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards
			</li>
		</ul></li>
	<li>
		Tweak: <strong>Performance optimizations</strong>
		<ul><li>
				New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (<span style="font-size:12px;">Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas</span>)
			</li>
			<li>
				Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (<span style="font-size:12px;">Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors</span>)
			</li>
			<li>
				Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -&gt; no lag spike)
			</li>
			<li>
				Improve world startup speed by ~2.5 seconds.<span style="font-size:12px;"> (Technical info: Make Lang system lock-free, creation of texture atlas mipmaps now done off-thread)</span>
			</li>
			<li>
				Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game)
			</li>
			<li>
				Much improved overall FPS when dropping thousands of items.<span style="font-size:12px;"> (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower)</span>
			</li>
			<li>
				Slightly optimize dropped item despawn behavior as well
			</li>
			<li>
				Slightly increased overall FPS <span style="font-size:12px;">(Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2</span>)
			</li>
			<li>
				Slightly increased overall FPS #2<span style="font-size:12px;"> (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values)</span>
			</li>
			<li>
				Tweak: Improve FPS by up to 23% when at max view distance. <span style="font-size:12px;">(Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS =&gt; 16 FPS / 17mil tris =&gt; 12 mil tris at max view distance in a heavily forested area)</span>
			</li>
			<li>
				Fixed: Client side slow memory leak<span style="font-size:12px;"> (Technical info: map regions were never unloaded on the client)</span>
			</li>
		</ul></li>
	<li>
		Feature: <strong>Full rewrite of the command system</strong> to be more powerful, more flexible, self-documenting and more everything.
		<ul><li>
				Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax.
			</li>
			<li>
				Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release.  For now, please use the in-game <strong><em>/help </em></strong>command, it should be able to provide full help for the commands which use the new Command API.  For example, <em><strong>/help tp</strong></em>
			</li>
			<li>
				Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt
			</li>
			<li>
				/tp now uses the new entity and target location selector systems. Examples:
				<ul><li>
						/tp 0 150 0           - Teleport yourself to 0 150 0
					</li>
					<li>
						/tp s[] Saraty        - Teleport yourself to saraty
					</li>
					<li>
						/tp Tyron Saraty   - Teleport tyron to saraty
					</li>
					<li>
						/tp p[] Saraty        - Teleport all players to saraty
					</li>
					<li>
						/tp p[range=12] ~ ~10 ~      - Teleport all players within a 12 block range 10 blocks in the air
					</li>
					<li>
						/tp l[] Tyron           - Teleport the currently looked at entity/player to Tyron
					</li>
					<li>
						/tp Tyron l[]           - Teleport Tyron to the currently looked at entity/player
					</li>
				</ul></li>
			<li>
				When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link
			</li>
			<li>
				Feature: New command <strong><em>/setblock &lt;code&gt; &lt;position&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/executeas &lt;entityselector&gt; &lt;command&gt;</em></strong>
			</li>
			<li>
				Feature: New command <strong><em>/activate &lt;position&gt; [arguments]</em></strong>. For supported blocks, it should be similar to a player right-clicking or activating the block.  Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch
			</li>
			<li>
				Feature: New command <strong><em>/entity setattr</em></strong> command to set attributes on an entity
			</li>
			<li>
				Tweak: Removed /clearentities, replaced with <strong><em>/entity wipeall &lt;entityselector&gt;</em></strong>
			</li>
			<li>
				Tweak: <em><strong>/entity count</strong></em> and <strong><em>/entity countg</em></strong> now accept an entity selector argument
			</li>
			<li>
				Tweak: <strong><em>/entity remove</em></strong> now requires an entity selector, e.g. <em><strong>e[type=drifter*]</strong></em>
			</li>
			<li>
				Tweak: Commands <em><strong>/cit</strong></em> and <em><strong>/chunkunload</strong></em> are now respectively <em><strong>/chunk cit</strong></em> and <em><strong>/chunk unload</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug cr</em></strong> is now <em><strong>/debug chunk relight</strong></em>
			</li>
			<li>
				Tweak: Command <em><strong>/debug delplr</strong></em> is now <em><strong>/player [playername] wipedata</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug clrplrinv</em></strong> is now <strong><em>/player [playername] clearinv</em></strong>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setgen</em></strong> is now <em><strong>/entity setgen</strong></em>
			</li>
			<li>
				Tweak: Command <strong><em>/debug setlact</em></strong> is now <em><strong>/entity setlact</strong></em>
			</li>
			<li>
				Tweak: Changed syntax of <em><strong>/giveitem</strong></em> and <strong><em>/giveblock</em></strong>:
				<ul><li>
						Before: <strong><em>/giveitem type quantity toplayername {attributes}</em></strong>
					</li>
					<li>
						Now: <strong><em>/giveitem type{attributes} quantity entityselector</em></strong>
					</li>
				</ul></li>
			<li>
				<em><strong>/weather</strong></em> command tweaks
			</li>
			<li>
				Fixed <em><strong>/setblock</strong></em> not respecting block attributes argument
			</li>
			<li>
				Tweak: <strong><em>/we mark</em></strong> now requires '=' prefix for absolute positions
			</li>
			<li>
				Tweak: The <strong><em>/kill</em></strong> command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it.
			</li>
			<li>
				Tweak: Disable <strong><em>.debug</em></strong> commands for non-admins in multiplayer
			</li>
		</ul></li>
	<li>
		Feature: <strong>More creative mode content</strong>
		<ul><li>
				Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making
			</li>
			<li>
				Feature: <strong>More Clutter</strong>.  Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc..
			</li>
			<li>
				Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader.
			</li>
			<li>
				Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel
			</li>
			<li>
				Feature: New Aged bricks block
			</li>
			<li>
				Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks.
			</li>
			<li>
				Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands
			</li>
			<li>
				Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (<span style="font-size:12px;">see technical info in API changelog below</span>)
			</li>
			<li>
				Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams
			</li>
			<li>
				Tweak: Added several more features to the Spawner meta block
			</li>
			<li>
				Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory
			</li>
		</ul></li>
	<li>
		Tweak: WorldEdit changes
		<ul><li>
				Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1"
			</li>
			<li>
				Feature: Flood fill tool: Can now separately ignore water or plants
			</li>
			<li>
				Feature: New chisel brush world edit tool paint in voxels
			</li>
			<li>
				Feature: Added <em><strong>/we mpacifywater</strong></em>. Pacifies water in selected area - i.e. turns all flowing water into still water
			</li>
			<li>
				Feature: Added <em><strong>/we mdeletewater</strong></em>. Deletes all water in selected area
			</li>
			<li>
				Tweak: Added "ignore water and plants" switch for the flood fill tool
			</li>
			<li>
				Tweak: Added chiselable collider meta block
			</li>
			<li>
				Tweak: World edit selection tools now have a more intuitive selection behavior
			</li>
			<li>
				Tweak: Air brush mode has a new "replace only selected block" mode
			</li>
			<li>
				Tweak: Added <em><strong>/we cx</strong></em>, <em><strong>/we cy</strong></em> and <em><strong>/we cz</strong></em> to change the selection in x,y and z axis
			</li>
			<li>
				Fixed: Imported and placed Schematics now place Decor blocks correctly
			</li>
			<li>
				Fixed: Worldedit Undo/Redo not working with decor blocks
			</li>
			<li>
				Fixed: Worldedit Undo/Redo borked with liquids
			</li>
			<li>
				Fixed: <em><strong>/wgen regen</strong></em> sometimes not sending chunks properly
			</li>
		</ul></li>
	<li>
		Feature: Textareas now support word automatic wrapping
	</li>
	<li>
		Tweak: Game now starts at year 0
	</li>
	<li>
		Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face)
	</li>
	<li>
		Tweak: All wrench-rotatable blocks now show this in their block interaction help
	</li>
	<li>
		Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise
	</li>
	<li>
		Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig
	</li>
	<li>
		Tweak: Made butterflies not flee from you when you sneak
	</li>
	<li>
		Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy)
	</li>
	<li>
		Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold
	</li>
	<li>
		Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously)
	</li>
	<li>
		Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously)
	</li>
	<li>
		Tweak: Fish AI fine tuning
	</li>
	<li>
		Tweak: Nails and strips can now also be used for block reinforcement
	</li>
	<li>
		Tweak: Echo chamber is now renamed to Resonator
	</li>
	<li>
		Tweak: Added our moderators to the credits screen
	</li>
	<li>
		Tweak: Better auto-guessing for the right window size and GUI scale on first startup
	</li>
	<li>
		Tweak: The game is now more robust against removing/re-adding mods or blocktypes <span style="font-size:12px;">(Technical info: Block entity data on missing blocks was lost upon save&amp;reload, it's now preserved in case the block is later re-added)</span>
	</li>
	<li>
		Tweak: Various dejanks / Quality-of-live changes
		<ul><li>
				Tweak: Fine tuned camera position time step, might reduce frame jitter
			</li>
			<li>
				Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models
			</li>
			<li>
				Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki
			</li>
			<li>
				Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph
			</li>
			<li>
				Tweak: Vines no longer drop "end" sections
			</li>
			<li>
				Tweak: Hide reticle in spectator mode
			</li>
			<li>
				Tweak: Snappier plate armor step sound
			</li>
			<li>
				Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling
			</li>
			<li>
				Tweak: Prevent creatures from stepping on stalagmites/ctites
			</li>
			<li>
				Tweak: Breaking soil under ferns now removes the fern
			</li>
			<li>
				Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch.
			</li>
			<li>
				Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N).  Our intention is to save new players from accidentally switching off this useful help
			</li>
			<li>
				Tweak: Torches are no longer "Material: Other"
			</li>
			<li>
				Tweak: Removed butter from creative menu &amp; handbook. Removed unused "Crank" item from the game
			</li>
			<li>
				Tweak: Parchment and books are now groundstorable
			</li>
		</ul></li>
	<li>
		Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets
	</li>
	<li>
		Tweak: Added mod name to held item info if it's not a vanilla block
	</li>
	<li>
		Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north)
	</li>
	<li>
		Tweak: The creative only rhodium items are now nickel
	</li>
	<li>
		Removed: Instanced grass/flower rendering. Fixes flower rendering bugs.
	</li>
	<li>
		Fixed: Changing sound output device broke many sounds
	</li>
	<li>
		Fixed: Game crashing on world load when the installation path contained curly braces
	</li>
	<li>
		Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error.
	</li>
	<li>
		Fixed: Game crashing in multiple locations when the survival mod assets were not loaded
	</li>
	<li>
		Fixed: Sun rising in the evening when the survival mod was disabled
	</li>
	<li>
		Fixed: Using wrench in creative mode consumed durability
	</li>
	<li>
		Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry
	</li>
	<li>
		Fixed: Link text alignment issues with centered fonts
	</li>
	<li>
		Fixed: Hacked locusts were despawning when out of player range
	</li>
	<li>
		Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots
	</li>
	<li>
		Fixed: Gui derp when right clicking a clay form twice
	</li>
	<li>
		Fixed: Potential crashes when knapping with stones that were also suitable for cave art
	</li>
	<li>
		Fixed: "Meta (Spawner)" gui creature selection derps
	</li>
	<li>
		Fixed: z-fighting on seraph hand when holding a forlon estoc
	</li>
	<li>
		Fixed: Group invite notification not received by players
	</li>
	<li>
		Fixed: A crash related to cloth sim
	</li>
	<li>
		Fixed: Wrong texture on part-baked and charred sunflower bread
	</li>
	<li>
		Fixed: No linebreak made by the text editor if there were no spaces to linebreak at
	</li>
	<li>
		Fixed: Wrong texture on the aged basket, added ruined basket as well
	</li>
	<li>
		Fixed: Able to overfill troughs using chutes
	</li>
	<li>
		Fixed: Should fix a server-side exception when a client crashes during connect
	</li>
	<li>
		Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point
	</li>
	<li>
		Fixed: Incorrect particle collisions with clutter blocks
	</li>
	<li>
		Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs
	</li>
	<li>
		Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting
	</li>
	<li>
		Fixed: Issues with saving macros
	</li>
	<li>
		Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side
	</li>
	<li>
		Fixed: Chest animations borked
	</li>
	<li>
		Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing
	</li>
	<li>
		Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture.
	</li>
	<li>
		Fixed: New world not starting if it can't find a suitable spawn location
	</li>
	<li>
		Fixed: Multiple issues when importing a schematic from a previously modded world
	</li>
	<li>
		Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame
	</li>
	<li>
		Fixed: Armorstands not having their items when placed from story schematics
	</li>
	<li>
		Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks
	</li>
	<li>
		Fixed: Multiple usability issues with display cases.
		<ul><li>
				Added a line on its purpose in the handbook
			</li>
			<li>
				Fixed interaction help not displayed
			</li>
			<li>
				Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	<strong>API Changes</strong>
</p>

<p>
	The most significant change is a <strong>full command system rewrite</strong>. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the <a href="https://en.wikipedia.org/wiki/Fluent_interface" rel="external nofollow">Fluent interface</a> design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/<br />
	I've continued my efforts towards more <strong>behavior-based</strong> programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for <strong>multiblock structures</strong> is also improved, evident by the new large multiblock doors. The <strong>player mounting system </strong>should also be significantly more robust and flexible, see also raft code. Adding Worldmap <strong>waypoint icons</strong> is now dead simple - just drop in an svg file in the right folder.<br />
	When a game world has loaded up, it will now print an <strong>error summary</strong>, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">14.2.2023 12:22:23 [Client Notification] ===============================================================
14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup
14.2.2023 12:22:23 [Client Notification] ===============================================================</span></pre>

<p>
	Beyond that, there is the usual myriad of minor changes. Have a look:
</p>

<ul><li>
		Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks.
	</li>
	<li>
		Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay
	</li>
	<li>
		Feature: All waypoint icons are now loaded from svg files
	</li>
	<li>
		Feature: Story structure generation system. Allows generation of a very large schematic, once per world
	</li>
	<li>
		Feature: New side-agnostic api subsystem: api.ChatCommands
	</li>
	<li>
		Feature: NPC dialogue system
		<ul><li>
				Can now add dialogue to any NPC with pure JSON
			</li>
			<li>
				Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more
			</li>
		</ul></li>
	<li>
		Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order:
		<ul><li>
				1. convo-{charclass}-{personality}.json
			</li>
			<li>
				2. convo-{charclass}.json
			</li>
			<li>
				3. convo.json
			</li>
		</ul></li>
	<li>
		Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on
	</li>
	<li>
		Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks
	</li>
	<li>
		Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area.
	</li>
	<li>
		Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists
	</li>
	<li>
		Feature: Added new OnTestBlockAccess event to override land claiming behavior
	</li>
	<li>
		Feature: Added client side events MapRegionLoaded and MapRegionUnloaded
	</li>
	<li>
		Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior
	</li>
	<li>
		Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability"
	</li>
	<li>
		Feature: WorldgenHook block, triggers the specified worldgen hook (set by command <strong><em>/dev worldgenhook</em></strong>) when this block is placed by a schematic during worldgen
	</li>
	<li>
		Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block
	</li>
	<li>
		The default Worldgen hook is "genHookStructure <em>&lt;assetname&gt;</em>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures
	</li>
	<li>
		Tweak: Added BlockEntity.OnPlacementBySchematic() method
	</li>
	<li>
		Tweak: Added IServerPlayer.InWorldAction event
	</li>
	<li>
		Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class)
	</li>
	<li>
		Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape)
	</li>
	<li>
		Tweak: Json patches now can be disabled via `enabled` property
	</li>
	<li>
		Tweak: Added helper method Block.GetBEBehavior()
	</li>
	<li>
		Tweak: Added helper method IBlockAccessor.GetInterface&lt;T&gt;()
	</li>
	<li>
		Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader
	</li>
	<li>
		Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId"
	</li>
	<li>
		Refactor: Moved away several methods from the Block class
		<ul><li>
				Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace
			</li>
			<li>
				Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again)
			</li>
			<li>
				Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData
			</li>
		</ul></li>
	<li>
		Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block.
	</li>
	<li>
		Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete
	</li>
	<li>
		Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix)
	</li>
	<li>
		Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways.
	</li>
	<li>
		Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args
	</li>
	<li>
		Refactor: Clean up survival textures folder: moved several out of place textures into various folders
	</li>
	<li>
		Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25%
	</li>
	<li>
		Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed
	</li>
	<li>
		Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field
	</li>
	<li>
		Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);"
	</li>
	<li>
		Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover
	</li>
	<li>
		Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs
	</li>
	<li>
		Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues
	</li>
	<li>
		Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry.
	</li>
	<li>
		Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class
	</li>
	<li>
		Refactor: Renamed IBlockEntityRotatable to IRotatable
	</li>
	<li>
		Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread.
	</li>
	<li>
		Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer
	</li>
	<li>
		Tweak: Player head control rework. Now simplified code.
	</li>
	<li>
		Tweak: BlockWater now has json configurable ice block code and freezing point
	</li>
	<li>
		Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity &gt; 1
	</li>
	<li>
		Tweak: The game now logs a warning/error summary after startup
	</li>
	<li>
		Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead
	</li>
	<li>
		Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy
	</li>
	<li>
		Tweak: IMountableSupplier interface now requires property MountPoints
	</li>
	<li>
		Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes.
	</li>
	<li>
		Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable
	</li>
	<li>
		Tweak: Transform editor now allows X-axis flipping
	</li>
	<li>
		Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code
	</li>
	<li>
		Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions
	</li>
	<li>
		Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic.
	</li>
	<li>
		Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric"
	</li>
	<li>
		Tweak: Prevent the game crashing from invalid blocks
	</li>
	<li>
		Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null"
	</li>
	<li>
		Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat"
	</li>
	<li>
		Tweak: Added chattype:// link protocol to add text to the clients chatbox
	</li>
	<li>
		Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi)
	</li>
	<li>
		Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet
	</li>
	<li>
		Fixed: Not able to make grid recipes with 2 liquids
	</li>
	<li>
		Fixed: "shelvable: false" showed up as shelvable in the handbook
	</li>
	<li>
		Fixed: Default value arg in player.GetModData() was ignored
	</li>
	<li>
		Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds.
	</li>
	<li>
		Fixed: Entities imported from schematics sometimes had a wrong offset on them
	</li>
	<li>
		Fixed: Fixed StackOverflow in mapregion.SetModData&lt;T&gt;()
	</li>
	<li>
		Fixed: structures.json, Schematics property not respecting mod domains
	</li>
	<li>
		Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition()
	</li>
	<li>
		Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids.
	</li>
</ul>]]></description><guid isPermaLink="false">342</guid><pubDate>Fri, 24 Feb 2023 08:33:00 +0000</pubDate></item></channel></rss>
