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  3. Howdy! I suggest something like auto-corner stairs if there is a stair connection on a 90 degree angle. Minecraft versus current Vintage Story rc.1 version below MC VS
  4. Yesterday
  5. I'd say improve in-game controls first: toggleable sneak and mouse release; rebindable mouse release key; allow mouse scroll when mouse pointer is over GUI window (it is blocked now in 1.12.14); shift+click on items with storage and firepit open should prioritise moving to storage container when not adding more of the same items to cook or fuel slots. Also this UI and shortcut related bug; some actions can be done by right click with no regard of what is being held in hand right now. So once the action completes - the item is instantly used right after. Some kind of pause after such actions is in order; Storage and transport system suggestions: 6x6 slot pushable carts, maybe 8x8 for horses? there must be only one backpack slot (actually 2 is also plausible, if you're ok with wearing 2nd one on your front); any backpack type of item should be placeable in the world and act as storage container that you can carry and put on with sneak+use (like in carry capacity mod); while inventory is open, the backpack should become selected, so no interactions with the world is possible during that; going down from 4 to 1 (or two) backpack slot calls for adjustments in number of slots they give and crafting recepies; this would require for beehives to become normally carriable items though (maybe use left hand for that?), don't know what to do with miner's sack though. World Map asks for few little improvements too: dropdown list for colors; more icons for plants, animals, caves and mineable stuff (from periodic table of elements maybe?); more visually distinctive style for icons, as they really like to blend in with the map. A thicker outline and bigger icon size should suffice; pinned icons tend to pack in corners. Daresso in discord described how to "fix" that; Items durability upgrade (using approximate numbers here): add term "Sharpness" and drain it instead of durability for tools and weapons; once sharpness goes down to zero - tool becomes dull and almost useless (x10 use time), or use some kind of formula based on sharpness; sharpening a dull tool or weapon would exchange % of durability to sharpness in proportions of 1/10 leaving at least 1 durability point so tools with sharpness less than 5-25% drain durability on use, what would eventually break the tool; dull weapons would change damage type from piercing to blunt, or have it proportional (ex.: sharpness at 80% means damage is 80% piercing and 20% blunt, that is also decreased by durability value); bows and other shooting weapons are of course an exception to all this XD But they can have a "Condition" parameter, that would act similar to what I've described. World generation concerning landslides and avalanches (they are so freakin awesome!): falling blocks should crush leaves and plants under them; falling block sometimes keep shaking in one place without settling; major lags and memory consumption spikes happen while landslides are in progress; AVALANCHES! Full snow blocks generated inwinter, should have the same logic as sand and soil, also should have a speed decrease debuff when walking over them; during rain, soil should have higher chances of "taking off". Make snow and soil as dangerous as they should be! non-full blocks should have a parameter of "being under", like water: so plants won't be able to stop the flow; snow: level 1-8, and when over 4 the snow must be dug out first to interact with the block; and maybe even soil: so you'd have to dig stuff up first before interacting with it, making search for treasures and post avalanche/landslide works a little bit harder; New blocks for construction works: scaffolding block, to replace hay stacks while mining/building; wooden and stone "retaining walls" block: would prevent the landslide/avalance and accidents during mining (saw them in other games, but they were purely decorative, but here thay will have meaning). Most of those require major reworking, so I don't have much hope here.. But one thing you can do without much problem and I'd prefer you chose that as top priority: fix bugs, polish what you've got and improve modding tools. That way you'd get an actually stable releases while modders improve the game even more or add new features (like with carrying capacity mod).
  6. Last week
  7. There's always more to do than can be done. These polls come out when Tyron is being pulled in more directions than he can possibly pull off in a reasonable amount of time and so wants community feed back on what the most immediate concerns are.
  8. I like the idea of making mining more dangerous and more interesting. However, in this case, I feel you would need to break from reality to make it not CPU intensive and simple enough for people to pick up fairly quickly without looking it up. So use the concept as inspiration to come with a more simplified problem and ask yourself, is the 100th time annoying?
  9. Released: Version 2.0.0-RC1 For VintageStory 1.13.0-rc1 notes see first post
  10. Slag and Dross should be introduced as part of the metal smelting processes. The crucible should have item output slots added to it. Dross is a solid impurity that forms from a metal being oxidized that forms a very thin layer and floats on the surface of a metal during the smelting process. Slag is a mixture of oxidized metals along with silicates that can be separated when heated hot enough during the smelting process that the impurity's separate and build up and usually float on the surface of your metal in the crucible like layers of oil in water Dross depending upon the metal smelted (forms on lower melting point metals like tin, lead, zinc, aluminum and some alloys) should be created in the crucible and would need to be skimmed off the surface with a spoon to remove it. Slag is similar to dross and would need to be removed by getting your metal hot enough so the impurity's would separate out from the metal where you could skim off the slag with a spoon like in the video to remove it. Slag should be able to be run through the quern or something similar mechanical powered to grind it up to a powder where it could be re smelted to refine it farther to separate out and attempt to recover any remaining metal from it. What remains of it could be used for construction materials.
  11. I just came across this vote and after reading it I realized that I can't choose. Everything on this list I would like to see in the game. Of course, I understand why voting is necessary, so that it is easier to organize development. But I really hope that the other ideas will not be forgotten and will appear in the game sooner or later.
  12. That is good to hear that you can still open the app, one less quirk to worry about
  13. Please add features for RP servers such as vocal, horses, the possibility of making a multiblock boat, power to change the size and face of our player, and others sorry my post was written with google translate
  14. This isn’t true at all, the only places I have been this stated is in the more paranoid forums. If you want to avoid the unsigned binary warning then you have to get a signature however that is the same as it has been for some years now. Catalina didn’t change anything with how it all works from a user perspective. A few things have moved around but right clicking on a binary and manually allowing the binary to run still works (and it still works in the latest betas of the next OS too). It also works forever so you only need to do it once per install. I am more than happy to share the instructions as they have been the same for almost 10 years (ever since Apple started with Gatekeeper) and I have used them on every OS since so they are pretty constant feel free to contact me via email if you’d like them. OpenGL has been deprecated but this happened many years ago now, for a small team with a proprietary library I can understand the pain for this one however hopefully in the future this might be an opportunity if you decide to expand into mobile.
  15. Bring back Cave In's and requiring Wood Mining Support beams to prevent them from Terrafirma Craft (The Minecraft Mod this game is based upon)
  16. Quicksand that you could sink in and get stuck or drown in should be added as a hazard that can be found in game. Usually quicksand is not bottomless like Hollywood shows it to be. In real life you float in quicksand, but it can be quite hard to escape if it's just the right mixture of silt or sand. Some forms of quicksand that could be found in game. Quicksand found on beaches, if it traps you where you can't escape, your doomed until the tide comes in and finishes you off or wildlife or the sun does the dirty work like in real life. Wet Quicksand found in deserts fed by tiny springs, can trap you and the sun does the rest like in the video. peat bog quicksand - Wet peat found near the eye of a bog, You could go down in it and drown very quickly if you struggle. anyone who has jumped into a bog should know how grabby this can be. Mud Volcano - Clay like mud ejected at the surface by a mud volcano, some mud volcanoes are cold and can be bathed in for health benefits. Some are boiling hot like Yellowstone and are two hot to touch and if jumped in would do massive damage like boiling water or lava. This is a must add if adding mud and quicksand. Mud volcanoes are usually found in groups close to each other like in Yellowstone or the middle east or a single one in the middle of nowhere like the ones in Brazil. Hot springs of water with health benefits / Boiling hot springs of water too hot to swim in should be something that comes with the mud volcano too. Mud found in rivers and swamps etc - similar to peat bog quicksand but may be thicker and harder to escape from. Dry Quicksand - Found in deserts very rarely and it can swallow you whole in seconds if you step on top of and disturb it, similar to grain bin quicksand for those who have ever heard of grain bin entrapment. Quick Snow - Deep enough snow with the right fluffiness to it that you can sink in it very quickly like dry quicksand and get trapped and freeze to death. Tarpit - very thick and sticky boiling hot pit of thick petroleum / crude oil that has erupted to the surface. lethal to the touch because its very hard to escape and boiling hot and super toxic. ARTIFICIAL QUICKSAND TYPES Quarry Quicksand - Made from the quarrying process of extracting minerals from a open pit mine / quarry by pumping washout from the dust and fine particles of quarrying into a slurry pond to dry up and harden to be reused as clay and other construction materials that could be recycled. See video of a quarry mud pit below. Quarry slurry pits can be bottomless depending upon size and can be very dangerous if they trap you. Video of someone "Obsessed with Mud" diving into one of these slurry pits. Mixing the materials below could be used to build a artificial quicksand pit in game Powdered clay + Water = Wet Clay Peat + Water = Wet Peat Dirt + Water = Mud Sand + Water = Quicksand Silt + Water = Siltsand Cornstarch + Water = Oobleck
  17. A Idea for a new feature i had for this game that would make mining more realistic and very dangerous like in real life is gases. Some gases that should be added that could be found underground and in mines if not ventilated properly Methane / Firedamp (CH4) (colorless, odorless, explosive) Firedamp is a mining term for a set of explosive gases found in mines. It’s mostly made up of methane and methane is often an interchangeable term when miners talk about firedamp. Methane (CH4) is a colourless, odourless, highly flammable, and highly explosive noxious gas. It occurs naturally in coal seams and shale deposits and is a major component of the natural gas that we burn for energy. Methane gas accumulates in “pockets” of the coal and adjacent strata naturally over millions of years and can be released as the coal is mined. As the pockets are penetrated by the mining machinery the gas seeps into the pit where explosive mixtures of methane can form. Methane has a density relative to air of 0.55. Because it’s much lighter than air it tends to accumulate at higher levels within enclosed spaces where little ventilation exists to disperse it. Methane is only combustible at levels between 4 and 16%. Below that range there isn’t enough to be ignited, and above that range the mixture is too dense to be explosive. The riskiest level of methane in the air is said to be 9.5% where it finds the perilous balance. All it takes is a naked flame or a spark from a machine to cause an explosion when these levels of methane are in the air. Methane in sufficient quantities is also capable of displacing oxygen from the air and can cause asphyxia in humans who breathe it in. When humans do not receive enough oxygen to the brain it can cause headaches, nausea, dizziness, and can ultimately result in death when the oxygen concentration drops below 6%. Hydrogen Sulfide / Stinkdamp (H2S) (colorless, rotten egg smell, explosive and toxic) Stinkdamp is the mining term given to hydrogen sulfide (H2S) due to its characteristic smell of rotten eggs. Hydrogen sulfide is a highly poisonous, flammable, colourless, and as mentioned, pungent-smelling gas. It has only ever been found in trace amounts in mines - but it can be lethal in even small concentrations. It is produced from the decomposition of iron pyrites in a mine due to the presence of water and how they interact. As mentioned H2S is a highly toxic gas capable of causing death in humans via asphyxiation. In lower levels, it will irritate the eyes, nose, and throat, as it increases it has a narcotic effect on the nervous system causing headache, dizziness and difficulty breathing. At higher levels of exposure H2S suppresses oxygen in the blood and tissues resulting in paralysis of the respiratory system and ultimately death in severe cases. Prolonged low exposure can lead to bronchitis, pneumonia, migraine, and loss of motor control. It can also form flammable mixtures in the air in the range of 4.5 - 45% where any sort of ignition would cause an explosion. With a heavy density of 1.9 it can accumulate in low points in the mine that are poorly ventilated. As always, the best way to prevent stinkdamp is proper ventilation and methods to test for the gases. carbon dioxide / Black Damp (CO2) (Colorless, slight acrid smell, toxic) Black damp is the mining term for the suffocating mixture of carbon dioxide and other unbreathable gases that can build-up in mines causing poisoning, asphyxiation, and ultimately death if left untreated. Carbon dioxide (CO2) is a colorless, noxious gas that only gives off a slight acrid smell at higher concentrations making it very hard to identify through human senses. While not toxic in itself, once carbon dioxide is mixed with the air it reduces the available oxygen one can breathe. The early symptoms of black damp (drowsiness, dizziness, and light-headedness) are easily mistaken for simple fatigue however lethal doses will cause asphyxiation that can easily result in death within seconds. If there is 18% carbon dioxide in the air it can kill, levels as low as 3% can cause breathing difficulties with symptoms worsening as the percentage increases. Carbon dioxide forms through the decomposition of organic materials, such as rotting mine timbers, as well as through human and animal respiration. The coal itself, once exposed to the air of a mine, will begin to absorb oxygen and exude carbon dioxide. With a heavier density relative to normal air (1.53) carbon dioxide will accumulate in lower-lying areas within the mine. The accumulation of black damp in a mine is caused predominantly by poor ventilation however other factors can be attributed such as the temperature, the amount of exposed coal, and the type of coal. The fact that black damp will always be present where coal is present and that it is hard to identify and distinguish between fatigue, increases the risk that warning signs will be missed allowing black damp to cause serious harm within seconds. Therefore prevention of black damp and identification of the dangerous gases is essential for mine safety. carbon monoxide / White Damp (CO) (Colorless, odorless, explosive, toxic) White damp is a mixture of poisonous gases found in coal mines and is predominantly made up of carbon monoxide (CO). It is colourless, odourless, and tasteless making it very hard for a human to detect. It is commonly referred to as a “silent killer”. Carbon monoxide is a product of the incomplete combustion of carbon. In coal mines, large quantities of CO is generated during the oxidation of coal, and during mine fires or explosions. It will then be present in what miners call afterdamp - the resulting noxious gases given off by these fires, explosions, or blasting. Carbon monoxide is extremely toxic - it is absorbed by the haemoglobin in the blood blocking the ability of the haemoglobin to absorb and carry oxygen around the body, in turn, the body will begin to shut down. Carbon monoxide is also cumulative meaning that a person can be exposed for a number of short periods to no apparent ill effect, however, with each interaction the person will become more and more susceptible to its effect. If its levels get as high as 0.2%, death will take place within one or two hours. It is also highly flammable and explosive in mixtures with air between 12.5 and 74% with the most explosive concentration being 29%. And flames won’t extinguish in its presence as it would with carbon dioxide. It is therefore one of the most dangerous gases found in a mine, and one of the most difficult to detect. Infamously, the domestic canary was used as an early warning against any noxious gases in the past. This is because carbon monoxide affects small animals more quickly than humans, and when exposed to carbon monoxide the bird would fall from their perch alerting the miners to move to safety. There is now modern equipment that can easily detect carbon monoxide without any cost to life. Bonus: Coal Dust / Black Lung Black lung disease is a common name for any lung disease that develops from inhaling the coal dust that comes from the mining process of extracting coal. This name comes from the fact that those with the disease have lungs that look black instead of pink. Medically, it is a type of pneumoconiosis called coal workers' pneumoconiosis (CWP) Another dangerous feature of coal dust is it is highly flammable and explosive, a single spark can ignite coal dust and cause it to explode like the famous coffee creamer explosion science experiment. Finale - Prevention & Detection Of Mine Gases The most effective, safe, and efficient way of keeping mines free of dangerous gases is done through quality mining ventilation systems. Mine ventilation provides a safe flow of air through the workings of a mine at a measurable volume that dilutes and removes any build-up of dangerous gases and other chemical and physical contaminants that may be present, as well as regulating the temperature. To create a thorough safe mining environment prevention must be supported by detection. Detection of dangerous gases in mines has changed and developed over the years with some techniques becoming traditions ingrained in the mining culture. The use of the canary has become a symbol for gas testing in mines, along with a testing flame, and the further developed flame safety lamps. Did you know? A man, known as a fireman, penitent, or monk would edge forward with a candle on the end of a stick to test for the gases. If there was an explosion he was simply to keep his head down to allow it to pass over him - maybe not the safest means of detection. Some form a ventilation system should be added in game that might be similar to the bellows a bit available early on in the game that could be powered by a windmill or waterwheel or something mechanical like the quern and helve hammer. The device would suck air into a mine from the entrance if it was set up like in the image or it pump air underground through a pipe. It would have to work like the image attached depicts a mine ventilation system.
  18. I don't think that grass is supposed to look like that.
  19. Is this a problem just on my end? The game looks extremely weird, but that's the most noticeable thing.
  20. That sounds like some pretty awful hoops to jump through for apple, hopefully the Vintage story players who rely on apple will understand. Is it possible to dual boot a Linux distro on a mac? That may be a free way to keep playing for people who don't have any other options.
  21. Dear Apple Users, with a heavy heart but also some level of relief I have to announce to you that I will no longer consider Vintage Story officially supporting MacOS. As much as I would like to continue supporting this platform, the lack of stable libraries and frameworks as well as Apples general developer hostile approach makes this goal untenable for me. It has already been a herculean task to get the game working on MacOS and Apple is not making it any easier going forward, particularly in light of recent events. Can you elaborate some more? - The rendering back-end, OpenGL, is officially considered deprecated by Apple, to be replaced by their own proprietary rendering API that only runs on their systems. If OpenGL is officially removed, it would mean I would need to program a completely new rendering back-end just for Mac OS. Not to speak that the OpenGL driver on mac os has a lot of strange quirks one has to take into account during development. - Apple has announced that starting from Mac OS Catalina it wants to quite literally forbid you from launching apps outside the App Store unless the developer goes through some very complicated and non-free certification processes. - It also seems that Mac OS Catalina completely broke the mouse movement API within OpenTK, a library that Vintage Story relies on. - In the near future Apple wants to switch their hardware from Intel to ARM processors, which would mean more drastic changes on how software has to be written for their platforms. In short, Apple is hostile to open, cross-platform software development. What about the future? Can I still play on Mac? I will continue shipping new versions with a Mac OS build for at least 6 months for those players that still run the game on Mac. It is also still possible that official support will come back some day, but for the near term I will de-prioritize Mac OS support. I got the game, what are my options? 1. You are free to request a refund if you got the game and do not wish to await an uncertain future. 2. If you can still run the game on Mac OS and want to continue doing so, I recommend you do not update to Mac OS Catalina. 3. Alternatively, most modern 400 dollar laptops can quite decently run Vintage Story on low settings, in some cases even better than old Macbook pros. Intel. Be sure to look up its graphics card, and that it has at least 1000 benchmark points on videocardbenchmark.net (2000 recommended) Thank you for your understanding, Tyron View full record
  22. Dear Apple Users, with a heavy heart but also some level of relief I have to announce to you that I will no longer consider Vintage Story officially supporting MacOS. As much as I would like to continue supporting this platform, the lack of stable libraries and frameworks as well as Apples general developer hostile approach makes this goal untenable for me. It has already been a herculean task to get the game working on MacOS and Apple is not making it any easier going forward, particularly in light of recent events. Can you elaborate some more? - The rendering back-end, OpenGL, is officially considered deprecated by Apple, to be replaced by their own proprietary rendering API that only runs on their systems. If OpenGL is officially removed, it would mean I would need to program a completely new rendering back-end just for Mac OS. Not to speak that the OpenGL driver on mac os has a lot of strange quirks one has to take into account during development. - Apple has announced that starting from Mac OS Catalina it wants to quite literally forbid you from launching apps outside the App Store unless the developer goes through some very complicated and non-free certification processes. - It also seems that Mac OS Catalina completely broke the mouse movement API within OpenTK, a library that Vintage Story relies on. - In the near future Apple wants to switch their hardware from Intel to ARM processors, which would mean more drastic changes on how software has to be written for their platforms. In short, Apple is hostile to open, cross-platform software development. What about the future? Can I still play on Mac? I will continue shipping new versions with a Mac OS build for at least 6 months for those players that still run the game on Mac. It is also still possible that official support will come back some day, but for the near term I will de-prioritize Mac OS support. I got the game, what are my options? 1. You are free to request a refund if you got the game and do not wish to await an uncertain future. 2. If you can still run the game on Mac OS and want to continue doing so, I recommend you do not update to Mac OS Catalina. 3. Alternatively, most modern 400 dollar laptops can quite decently run Vintage Story on low settings, in some cases even better than old Macbook pros. Intel. Be sure to look up its graphics card, and that it has at least 1000 benchmark points on videocardbenchmark.net (2000 recommended) Thank you for your understanding, Tyron
  23. I can confirm that the game only requires verification the first time you play, and only on startup. I've been playing single player offline for a little over 2 years and have never had it refuse to launch or end the game session in all that time.
  24. Just an idea how to give even more awesomeness to this mod and problems to the developer: ability for other players to access the storage being carried on the back (for teamplay or thievery actions).
  25. Dear Seasonal Community v1.13-rc.1 can now be downloaded through the account manager Sooooo, looks like we managed to pull of some pretty decent seasons system for the game! \o/ This version is a "release candidate", which means it is feature complete and should be free from most game breaking bugs. We're releasing it into the larger community to find any last remaining major (and minor) issues before going full stable release. Julius van Vern made us a great trailer for this update, have a look: Game updates since v1.12 New in rc.1 Tweak: Worldmap waypoint GUI: Flipped the color and name field positions Tweak: Improved torch ignite fp animation Tweak: Locust nests spawn rate now increased, and also randomized per block (for nests in new chunks only) Tweak: Corrupt locust damage increased from 3.5 to 4 Tweak: Increased ruin generation by 15% Fixed: Wind waving motion affected by the players position. Made some fine tuning to the motion as well. Fixed: Low weight animal meat debuff not properly applied Fixed: Armor breaking did not play a breaking sound Fixed: A crash related to the character dialog Fixed: Water streams less awkward looking due to odd transparency Fixed: Mushrooms not shown in cooked meals All the changes in pre.1 All the changes from pre.2 to pre.16 Feature: New flower: Lily of the valley Feature: Can now climb out of 2 blocks deep water Feature: New model for the chisel, upgraded toolhead models Feature: Can now plant barrel cacti in flowerpots and planters. New model for the bamboo sapling Feature: The new chute variants, the clutch, large gear and archimedes screw are now survival craftable Feature: Can now create multimaterial chiseled blocks. Combined chiseled blocks in the crafting grid to add materials. Use chisel tool mode to select material. Capped to 4 materials per block. Feature: Improved support for attaching blocks to chiseled blocks. Blocks with a small attachment area can now also attach to small areas of a chiseled block. Feature: Can now apply gold or silver plates to placed lanterns that have no lining to add lining. Feature: Added world config option "days per month" to set the year length Feature: Snow layer block upgrades Added 2 and 3 layer snowed tallgrass Snow covered topsoil now gets a snowed overlay Players and creatures now sink deeper into the snow Reduced movement speed when in deep snow Now spawn a few snow particles when walking in snow Feature: The farmland moisture level is now shown in the block info hud. High moisture now gives a small growth speed bonus. Fixed various issues related to farmland moisture. Feature: Frost overlay system. Foliage, grass and other plants now will have a frost overlay if the temperature goes below freezing point Feature: Performance improvemens: Improved debug screen performance no longer causes lag spikes on its own. Might break things O_O. (Technical info: Update libcairo to allow multithreaded text rendering, thanks Fulgen!) Improved creature spawn performance another source of lag spikes. (Technical info: Shape tesselation now happens in a seperate thread) Switched to a more efficient noise generator in the shaders, should hopefully give a 1-2 millisecond frame time boost, maybe even more on low end cards (Technical info: Perlin Noise -> Value Noise) Improve world map close and reopen performance (Experimental, technical info: no longer instantly discards chunk images, instead, only discards them 15 seconds of not being used) Should fix lag spikes caused by the cellar system Block place/break delay should now be much reduced around chiseled blocks, but still not instant in some areas Should improve particle performance Slightly improved client side world loading time Tweak: Arrow heads can now be placed in the display case Tweak: Removed all tool heads from the "Tools" creative tab Tweak: Butterflies no longer spawn during low temperatures Tweak: Added hacky multi monitor feature: The ability for dialogs to show up in the center screen by setting a left and right margin for dialogs to appear. e.g. on a 3 HD monitor setup, type this: .clientconfig leftDialogMargin 1920 .clientconfig rightDialogMargin 1920 Tweak: Walking in snow now spawns some snow particles and walking in deep snow will slow you down Tweak: Golden poppies now also rarely spawn in the world Tweak: Deleting a savegame on MS Windows will now move it into the recycle bin instead of permanently deleting it Tweak: Breaking voxels during chiseling now spawns some particles. Slightly more intelligent method of building the selection boxes Tweak: Low to Medium chance of fixing a) Leaving a server sometimes left the player online which then slowly died b) Attempting to connect to a whitelisted or password protected server kicked the client before the reason of the kick arrived Tweak: Green bamboo now drop green bamboo saplings and brown bamboo drops brown bamboo saplings Tweak: Reduced default client connection timeout from 600 seconds to 120. Might slightly mitigate issues where players stay logged in after disconnecting Tweak: Added ability for grid recipes to have variable tool durability costs (modders, use new property: "toolDurabilityCost") Tweak: Added recipe to saw apart plank slabs and plank stairs Tweak/fixed: can now place ingot piles, plate piles, peat piles and firewood piles on chiseled blocks if their upside is fully solid Tweak/Fixed: Snow and ice that is not exposed to the sky never melted. It will do so now Tweak: New texture for the edelweiss flower Tweak: Hail has a wider spawn range, making it look less cut off in the distance, changed hail particle color a bit to look more hail like Tweak: Enabling gl debug mode on an unsupported card should throw a more infromative exception now Tweak: Mining bags now accept saltpeter Tweak: Attacked animals should react a bit faster now Tweak: Animals in low light levels now display that they will despawn in their block info Tweak: Change hail particle color a bit Tweak: Improved client side GetBlock(code) performance Tweak: During winter wolves will seek other creature at increase range (15 -> 25) and become hungry faster (20 min -> 10 min) Tweak: All animals during winter will loose weight and thus yield less meat. Can compensate with trough feeding Tweak: During low temperatures the players hunger rate will increase by up to 50%. Can compensate by going into caves or staying in an enclosed room, the increase is only by 16% then Tweak: Animal reproduction debuff Now also requires males to eat food Pregnant animals now require twice as long to bear young Tweak: Crop debuff when exposed to -4°C or lower temperatures (seed drop rate stays the same) Growing Crops will become growth stunted and yield 50% less produce Ripe crops will become spoiled and yield 75% less produce Tweak: Flowering or ripe berry bushed exposed to -4°C or lower will revert back to empty berry bushes Tweak: The "Winter" music track should now play during winter Tweak: Planks debuff. Logs now yield 12 instead of 16 planks Tweak: Bighorn sheep and Boars will no longer spawn during the months december, january and february Tweak: Sleeping now drains 3 time as much satiety Tweak: Damage inflicted at a higher tier than the armor tier now removes 3 times as much durability from the armor piece Tweak: Added "Harsh Winter" world config which is enabled by default. When disabled it will deactive the following newly added changes: Crop damage from low temperature, Reduced meat from animal harvest during winter and disabled sheep and boar spawning during winter. Fixed: Setting Creative mode in worldconfig was not applied Fixed: Medium carpets could be placed on top of eachother Fixed: Quern progress bar derpiness Fixed: More nugget smelting unit rounding issues Fixed: Farmland not getting moist by nearby water Fixed: Switching to backback slots showed the item info for the off-hand Fixed: Server exception and broken blocks when using the creative mode paint brush with chiseled blocks Fixed: Chiseled blocks not resistant against block mapping changes Fixed: Opening 2 knapping recipe selectors made the other go black Fixed: Able to place rails on top of each other Fixed: Jitter on the water surface effects when flying towards or away from it Fixed: When hovering over an inventory item and then closing the dialog, then doing a left click will no longer take the item out of the inventory Fixed: The server and client tick profiler no longer prints a first wrong result Fixed: Stone bricks no longer survival craftable Fixed: Slab placement mode no longer changeable Fixed: Recipe selector crashing in some instances (when clayforming or smithing) Fixed: Potentially fixed a rare race condition that corrupts the game state, causing players logging off from a server not seen as fully logged off Fixed: Right click with an empty crock on an empty bowl crashing the game Fixed: Game crashing when smithing voxels close to the block edge Fixed: High FoV caused block clipping Fixed: Shift+Left click on a crucible or cooking pot did not prefer the firepit input slot Fixed: .reload textures did not properly reload some textures, amongst others the season and climate color maps. It also leaked memory each reload. Fixed: Mitigate windwave/waterwave jitter, instead of happening every 10 minutes it now happens only every 100 minutes Fixed: Should fix some rare issue where changing the time makes the seraph not sleepy forever Fixed: Game crashing when breaking a scrap pile with the propick Fixed: Some meal ingredients not showing up in cooked meals Fixed: When a trader refreshed its inventory, it did not refresh the prices Fixed: Game crashing with an unclear message when the installed .net framework is below version 4.5.1. It should now crash with a message to update .net Fixed: Potential race condition issue causing all kinds of oddities on the server Fixed: Entities falling below the world never despawned Fixed: Work item rotation oddities on the anvil (now resets the rotation whenever the work item is removed) Fixed: Weird artifacts on snow in the distance (reduced max mipmap level from 4 to 3) Fixed: All json models (e.g. chiseled blocks) were tesselated twice and rendered twice. Zomg. Should improve performance and notably reduce block placing lag Fixed: All creatures becoming invisible if their y-position is below 0 Fixed: /list banned crashing the game Fixed: Crash related to the world map Fixed: Lantern glass not rendered when in off-hand Fixed: Singleplayer world list loading all files instead of only .vcdbs ones Fixed: Moon always fully visible despite fog and clouds Fixed: Falling snow deleted water blocks Fixed: Animals could not pathfind through snow Fixed: "x days until first temporal storm" message was shown in newly created worlds with temporal storms disabled Fixed: Command "/ban player message" only allowed a single word as message Fixed: Wolves falling asleep mid-chase API Feature: The transform editor (.tfedit) now also supports tool rack and display case/shelf transforms (remove and place back block/item again to see updated transforms) API Tweak: Added a patched version of cairo graphics that fixes a bug in multithreaded font rendering API Tweak: Removed Enet library API Tweak: New Property ICoreAPI.Logger API Tweak: world.Blocks and world.Items are now of type IList<T> instead of List<T> API Tweak: world.Blocks now will never return null and never return a Block instance whose id is 0. Non existant blocks will have their Code set to null however (not sure if will keep this behavior) API Tweak: Upon asset loading the game will now reload its shaders so that patched vanilla shaders are loaded API Refactor: Moved sapi.WorldManager.GetBlockAccessor to api.World.GetBlockAccessor. Old methods still there but marked obsolete API Fixed: /wgen regen or by that extend api.WorldManager.BroadcastChunk did not send map chunks causing weird behaviors API Fixed: A Blocks InteractStep methods were only called after the player stopped or canceled the interaction API Refactor: Block.CanAttachBlockAt now has a new optional arg Cuboidi attachmentArea View full record
  26. Dear Seasonal Community v1.13-rc.1 can now be downloaded through the account manager Sooooo, looks like we managed to pull of some pretty decent seasons system for the game! \o/ This version is a "release candidate", which means it is feature complete and should be free from most game breaking bugs. We're releasing it into the larger community to find any last remaining major (and minor) issues before going full stable release. Julius van Vern made us a great trailer for this update, have a look: Game updates since v1.12 New in rc.1 Tweak: Worldmap waypoint GUI: Flipped the color and name field positions Tweak: Improved torch ignite fp animation Tweak: Locust nests spawn rate now increased, and also randomized per block (for nests in new chunks only) Tweak: Corrupt locust damage increased from 3.5 to 4 Tweak: Increased ruin generation by 15% Fixed: Wind waving motion affected by the players position. Made some fine tuning to the motion as well. Fixed: Low weight animal meat debuff not properly applied Fixed: Armor breaking did not play a breaking sound Fixed: A crash related to the character dialog Fixed: Water streams less awkward looking due to odd transparency Fixed: Mushrooms not shown in cooked meals All the changes in pre.1 All the changes from pre.2 to pre.16 Feature: New flower: Lily of the valley Feature: Can now climb out of 2 blocks deep water Feature: New model for the chisel, upgraded toolhead models Feature: Can now plant barrel cacti in flowerpots and planters. New model for the bamboo sapling Feature: The new chute variants, the clutch, large gear and archimedes screw are now survival craftable Feature: Can now create multimaterial chiseled blocks. Combined chiseled blocks in the crafting grid to add materials. Use chisel tool mode to select material. Capped to 4 materials per block. Feature: Improved support for attaching blocks to chiseled blocks. Blocks with a small attachment area can now also attach to small areas of a chiseled block. Feature: Can now apply gold or silver plates to placed lanterns that have no lining to add lining. Feature: Added world config option "days per month" to set the year length Feature: Snow layer block upgrades Added 2 and 3 layer snowed tallgrass Snow covered topsoil now gets a snowed overlay Players and creatures now sink deeper into the snow Reduced movement speed when in deep snow Now spawn a few snow particles when walking in snow Feature: The farmland moisture level is now shown in the block info hud. High moisture now gives a small growth speed bonus. Fixed various issues related to farmland moisture. Feature: Frost overlay system. Foliage, grass and other plants now will have a frost overlay if the temperature goes below freezing point Feature: Performance improvemens: Improved debug screen performance no longer causes lag spikes on its own. Might break things O_O. (Technical info: Update libcairo to allow multithreaded text rendering, thanks Fulgen!) Improved creature spawn performance another source of lag spikes. (Technical info: Shape tesselation now happens in a seperate thread) Switched to a more efficient noise generator in the shaders, should hopefully give a 1-2 millisecond frame time boost, maybe even more on low end cards (Technical info: Perlin Noise -> Value Noise) Improve world map close and reopen performance (Experimental, technical info: no longer instantly discards chunk images, instead, only discards them 15 seconds of not being used) Should fix lag spikes caused by the cellar system Block place/break delay should now be much reduced around chiseled blocks, but still not instant in some areas Should improve particle performance Slightly improved client side world loading time Tweak: Arrow heads can now be placed in the display case Tweak: Removed all tool heads from the "Tools" creative tab Tweak: Butterflies no longer spawn during low temperatures Tweak: Added hacky multi monitor feature: The ability for dialogs to show up in the center screen by setting a left and right margin for dialogs to appear. e.g. on a 3 HD monitor setup, type this: .clientconfig leftDialogMargin 1920 .clientconfig rightDialogMargin 1920 Tweak: Walking in snow now spawns some snow particles and walking in deep snow will slow you down Tweak: Golden poppies now also rarely spawn in the world Tweak: Deleting a savegame on MS Windows will now move it into the recycle bin instead of permanently deleting it Tweak: Breaking voxels during chiseling now spawns some particles. Slightly more intelligent method of building the selection boxes Tweak: Low to Medium chance of fixing a) Leaving a server sometimes left the player online which then slowly died b) Attempting to connect to a whitelisted or password protected server kicked the client before the reason of the kick arrived Tweak: Green bamboo now drop green bamboo saplings and brown bamboo drops brown bamboo saplings Tweak: Reduced default client connection timeout from 600 seconds to 120. Might slightly mitigate issues where players stay logged in after disconnecting Tweak: Added ability for grid recipes to have variable tool durability costs (modders, use new property: "toolDurabilityCost") Tweak: Added recipe to saw apart plank slabs and plank stairs Tweak/fixed: can now place ingot piles, plate piles, peat piles and firewood piles on chiseled blocks if their upside is fully solid Tweak/Fixed: Snow and ice that is not exposed to the sky never melted. It will do so now Tweak: New texture for the edelweiss flower Tweak: Hail has a wider spawn range, making it look less cut off in the distance, changed hail particle color a bit to look more hail like Tweak: Enabling gl debug mode on an unsupported card should throw a more infromative exception now Tweak: Mining bags now accept saltpeter Tweak: Attacked animals should react a bit faster now Tweak: Animals in low light levels now display that they will despawn in their block info Tweak: Change hail particle color a bit Tweak: Improved client side GetBlock(code) performance Tweak: During winter wolves will seek other creature at increase range (15 -> 25) and become hungry faster (20 min -> 10 min) Tweak: All animals during winter will loose weight and thus yield less meat. Can compensate with trough feeding Tweak: During low temperatures the players hunger rate will increase by up to 50%. Can compensate by going into caves or staying in an enclosed room, the increase is only by 16% then Tweak: Animal reproduction debuff Now also requires males to eat food Pregnant animals now require twice as long to bear young Tweak: Crop debuff when exposed to -4°C or lower temperatures (seed drop rate stays the same) Growing Crops will become growth stunted and yield 50% less produce Ripe crops will become spoiled and yield 75% less produce Tweak: Flowering or ripe berry bushed exposed to -4°C or lower will revert back to empty berry bushes Tweak: The "Winter" music track should now play during winter Tweak: Planks debuff. Logs now yield 12 instead of 16 planks Tweak: Bighorn sheep and Boars will no longer spawn during the months december, january and february Tweak: Sleeping now drains 3 time as much satiety Tweak: Damage inflicted at a higher tier than the armor tier now removes 3 times as much durability from the armor piece Tweak: Added "Harsh Winter" world config which is enabled by default. When disabled it will deactive the following newly added changes: Crop damage from low temperature, Reduced meat from animal harvest during winter and disabled sheep and boar spawning during winter. Fixed: Setting Creative mode in worldconfig was not applied Fixed: Medium carpets could be placed on top of eachother Fixed: Quern progress bar derpiness Fixed: More nugget smelting unit rounding issues Fixed: Farmland not getting moist by nearby water Fixed: Switching to backback slots showed the item info for the off-hand Fixed: Server exception and broken blocks when using the creative mode paint brush with chiseled blocks Fixed: Chiseled blocks not resistant against block mapping changes Fixed: Opening 2 knapping recipe selectors made the other go black Fixed: Able to place rails on top of each other Fixed: Jitter on the water surface effects when flying towards or away from it Fixed: When hovering over an inventory item and then closing the dialog, then doing a left click will no longer take the item out of the inventory Fixed: The server and client tick profiler no longer prints a first wrong result Fixed: Stone bricks no longer survival craftable Fixed: Slab placement mode no longer changeable Fixed: Recipe selector crashing in some instances (when clayforming or smithing) Fixed: Potentially fixed a rare race condition that corrupts the game state, causing players logging off from a server not seen as fully logged off Fixed: Right click with an empty crock on an empty bowl crashing the game Fixed: Game crashing when smithing voxels close to the block edge Fixed: High FoV caused block clipping Fixed: Shift+Left click on a crucible or cooking pot did not prefer the firepit input slot Fixed: .reload textures did not properly reload some textures, amongst others the season and climate color maps. It also leaked memory each reload. Fixed: Mitigate windwave/waterwave jitter, instead of happening every 10 minutes it now happens only every 100 minutes Fixed: Should fix some rare issue where changing the time makes the seraph not sleepy forever Fixed: Game crashing when breaking a scrap pile with the propick Fixed: Some meal ingredients not showing up in cooked meals Fixed: When a trader refreshed its inventory, it did not refresh the prices Fixed: Game crashing with an unclear message when the installed .net framework is below version 4.5.1. It should now crash with a message to update .net Fixed: Potential race condition issue causing all kinds of oddities on the server Fixed: Entities falling below the world never despawned Fixed: Work item rotation oddities on the anvil (now resets the rotation whenever the work item is removed) Fixed: Weird artifacts on snow in the distance (reduced max mipmap level from 4 to 3) Fixed: All json models (e.g. chiseled blocks) were tesselated twice and rendered twice. Zomg. Should improve performance and notably reduce block placing lag Fixed: All creatures becoming invisible if their y-position is below 0 Fixed: /list banned crashing the game Fixed: Crash related to the world map Fixed: Lantern glass not rendered when in off-hand Fixed: Singleplayer world list loading all files instead of only .vcdbs ones Fixed: Moon always fully visible despite fog and clouds Fixed: Falling snow deleted water blocks Fixed: Animals could not pathfind through snow Fixed: "x days until first temporal storm" message was shown in newly created worlds with temporal storms disabled Fixed: Command "/ban player message" only allowed a single word as message Fixed: Wolves falling asleep mid-chase API Feature: The transform editor (.tfedit) now also supports tool rack and display case/shelf transforms (remove and place back block/item again to see updated transforms) API Tweak: Added a patched version of cairo graphics that fixes a bug in multithreaded font rendering API Tweak: Removed Enet library API Tweak: New Property ICoreAPI.Logger API Tweak: world.Blocks and world.Items are now of type IList<T> instead of List<T> API Tweak: world.Blocks now will never return null and never return a Block instance whose id is 0. Non existant blocks will have their Code set to null however (not sure if will keep this behavior) API Tweak: Upon asset loading the game will now reload its shaders so that patched vanilla shaders are loaded API Refactor: Moved sapi.WorldManager.GetBlockAccessor to api.World.GetBlockAccessor. Old methods still there but marked obsolete API Fixed: /wgen regen or by that extend api.WorldManager.BroadcastChunk did not send map chunks causing weird behaviors API Fixed: A Blocks InteractStep methods were only called after the player stopped or canceled the interaction API Refactor: Block.CanAttachBlockAt now has a new optional arg Cuboidi attachmentArea
  27. never mind figured it out
  28. Is there a picture of the keyboard layout? I haven't played in a while and can't remember how to do things like sit. And the wiki is down now too.
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