Tyron Posted May 4 Report Share Posted May 4 Dear Extraordinary Survivalists v1.18.2-rc.1, a unstable release, can now be downloaded through the account manager (section "Other Goodies"). [Edit:] Also release rc.2 to address multiple issues 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 "MaxPhysicsThreads: 4", or similar (suggested range 2-8, depending on the number of CPU threads available). Players still on game version 1.18.1 should 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. If you experience unusually wonky physics or entity spawning, do let us know! Screenshot by Credones#5878 Game updates rc.2 changes Tweak: Landform scale is now a configurable parameter in the customize world screen Tweak: "Standard Survival" Playstyle default value changes: Reduce upheaval rate (40%->30%), Reduce landform scale (120%->100%). This will affect new worlds only. Existing worlds should remain unaffected. Tweak: Linux: Enable mesa_glthread on systems that should support it via run.sh (AMD/Intel GPUs) Tweak: Graceful server shutdown and exit in almost all situations. ?May improve dark chunks issue Fixed: Rotation of ground storable when using WorldEdit rotate (included schematics placed rotated by worldgen) Fixed: Rare TreasureMap crash Tweak: Tongs recipe uses rope instead of twine Tweak: Metal plaques now material metal, and not combustible. Tweak: Ink and Quill can be ground stored Tweak: Improved in-game guidance on understanding prospecting results Tweak: Seaweed bends and sways nicely Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping Tweak: Lit torches placed below water (by player or by worldgen) will be extinguished Tweak: Water in 2-deep (or more) lakes can flow sideways (similar to 1-deep ponds) if a bank is broken Tweak: Holes in water below the surface of lakes can normally now heal, if enough source blocks are around Tweak: Re-added flavor text for Hunter class. Tweak: If Resonance Archives entrance would be below sea-level, raise it up to sea-level Tweak: Added extra check for a privilege "ignoremaxclients" that can be added to let privileged players (for example, staff) join multiplayer servers despite the max clients limit 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 Tweak: Performance tweaks Added Multithreading support to entity physics. 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 "MaxPhysicsThreads" in servermagicnumbers.json to 2 or higher. (The game will ignore settings higher than 8.) Related to this change, /logticks output for controlled physics is formatted differently now. Server: Significantly improve server entityspawner performance Server and client: reduce entity tick time for task-startexecute-fleeentity, and seekentity and stayclosetoentity tasks Server and client: entity physics: improve per-tick time for knockback check and trigger-insideblock Small improvement in multiplayer server-side tick performance generally, when sending blockEntity updates to many clients Small improvement in server and client-side performance, when spawning each entity Reduce the lag-spike on creating new ground-storage piles Grass block updates slightly improved [details: use ExchangeBlock in place of SetBlock] Fixed: Support beams deleting existing blocks Fixed: Beams sometimes disappearing from sight if their base block is behind the player Fixed: Gravel/sand falling when placing ruins and other schematics (leading to a falling gravel sound when entering new world areas) Fixed: Rotations for crate, anvil, chute, display case, trunk, labeled chest, doors, and chiselled blocks 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 When chiselled blocks are rotated in a schematic, their materials textures (for example, log textures) should also now be correctly rotated Fixed: Player underwater was not suffocating if lanterns or ladders in same space Fixed: Manually placing water will now place correctly if placed in the same space as an existing partial solid block Fixed: Wording mistake in a short story. Fixed: Missing name for aged chests Fixed: Might mitigate the fruit tree crash? :shrug: Fixed: On client shutdown, very rare ThreadAbortException in chunkTesselator thread Fixed: "/help we" now lists out the directional subcommands correctly Fixed: Potential rare bug with blockEntities removed on server not being removed client-side Fixed: Setting player roles did not sync to client Fixed: Missing translations in the moddb util Fixed: Able to circumvent drunkenness / low stability chat text distortion Fixed: "The Invention" music track never playing Fixed: Unknown block in some clutter handbook pages Fixed: Unknown blocks in some chests in the Resonance Archives Fixed: World edit command results sent to the wrong player Fixed: A new crash in BehaviorPillar? :shrug: Fixed: Server side exception that kicks the player when talking to traders Fixed: Multiple visual issues with the new seraph clothing pieces Fixed: Unused herbs (angelica.png, ...) trying to resolve images and causing errors on startup Fixed: server.sh not showing command results Fixed: Multiple minor issues with the Resonance Archives 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 Api Fixed: Typo in MultiBlock.OnBlockInteractStop() called *Step methods instead of *Stop Api Technical Notes for modders: Entity physics, including updates to entity.OnGround and .Swimming 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 Entity.OnFallToGround(), Entity.OnCollideWithLiquid(), Entity.OnExitedLiquid() 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 Dictionary in your mod holding all swimming entities, unless it is a ConcurrentDictionary) 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 server.EnqueueMainThreadTask() 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. Api Technical Notes for modders (2): In the unlikely event that your mod's code replaces or extends EntityBehaviorControlledPhysics.OnGameTick() or .OnPhysicsTick() it may not work correctly with the new multithreaded system, please contact the devs for specific help. API Technical Notes for modders (3): If your coded mod uses multithreading - either TyronThreadPool queuing or creating its own threads on a server - then ServerMain.FrameProfiler will now be null 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 ServerMain.FrameProfiler?.Mark() or similar code. View full record 8 1 2 Link to comment Share on other sites More sharing options...
Irulana Posted May 4 Report Share Posted May 4 "Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping " I don't understand that you will need at last nine of those tho skip copper age and make bronze anvil. You can do some bronze tools with that but the same you can buy bronze tools at trader, are they will be removed also? And with silver and gold from panning you can easilly make black bronze tools, even easier because bronze chain require first anvil and chisel. Are you going to remove gold and silver from panning too? 1 1 Link to comment Share on other sites More sharing options...
maibock Posted May 4 Report Share Posted May 4 37 minutes ago, Irulana said: "Tweak: Removed bronze chain and lamellae from panning bony soil to avoid age skipping " I don't understand that you will need at last nine of those tho skip copper age and make bronze anvil I honestly feel like that should be kept in as well. Having more choices on how to progress is nice, as long as both are close to the same-ish amount of effort, just with different mechanics and gameplay involved. Perhaps instead of outright removing it, maybe lowering the chance of getting bronze chains and lamellae when panning bony soil? Regardless, I'm a big fan of playing malefactor and simply just looting from ruins, that sort of scrapping gameplay is immensely fun to me. 2 Link to comment Share on other sites More sharing options...
Irulana Posted May 4 Report Share Posted May 4 Yes ruins are fun and you can find there tin to make brozne or just bronze tools I think instead of removing things from panning there should be added more. It get boring with time, same loot over and over. And it's very nice mechanic and it can be fun in late game with expanded loot options. Link to comment Share on other sites More sharing options...
Rhyagelle Posted May 4 Report Share Posted May 4 I also agree that the small chance of getting bronze from boney soil should remain, but overall, a rather minor complaint when you look at the grand scheme of things. Thanks for the update! Link to comment Share on other sites More sharing options...
Jefferzoonn Posted May 4 Report Share Posted May 4 I love that now you can place the ink and quill on the floor Link to comment Share on other sites More sharing options...
Maelstrom Posted May 4 Report Share Posted May 4 Quote Tweak: Improved in-game guidance on understanding prospecting results This SO needed to be done! Thank you Tyron! 2 Link to comment Share on other sites More sharing options...
Rhyagelle Posted May 9 Report Share Posted May 9 (edited) I've just now noticed what those improvements are in-game for prospecting playing online. It makes a really big difference, thanks for implementing it! Edited May 9 by Rhyagelle Link to comment Share on other sites More sharing options...
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