Tyron Posted May 18 Report Share Posted May 18 Dear Extraordinary Survivalists v1.18.4&5, a stable release, can now be downloaded through the account manager (section "Other Goodies").[Edit:] Also released 1.18.5 to fix issues isolated to some players. Dear players, please update to this version, it fixes a number of issues in 1.18.3. Multiplayer games: 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. Screenshot by Mercatto#6367 Game updates v1.18.5 Tweak: Improve server connect failure message when connecting to a v1.18.3 server or older Fixed: Occasional berry bush crashes on the client, in 1.18.4 Fixed: /serverconfig MaxChunkRadius and certain other config commands not working in 1.18.4 (reports a hosted mode error) v1.18.4 and 1.18.5: Tweak: Barrel HUD info better formatted Tweak: More performance improvements, mainly affecting server performance for each game tick Greatly improve chest, crate, storage jar, barrel and other containers (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) Improve WeatherSystem updates Improve BEBerryBush (details: cache a number of block attribute values) Improve BEFarmland slightly Fruit tree ticking substantially faster (especially at chunk-loading) For 1000+ dropped items, items go into a dormant state unless a player is nearby (you may notice distant items being a bit "sleepy" if many items have been dropped) Improve entitypartitioning Improve entityspawner: now better especially for butterflies (faster rejection of unsuitable spawn blocks: butterflies like flowers!) Entity physics: improve trigger-insideblock Entity physics: improve locomotors (skip some player-specific code for non-player creatures) Tweak: Fruit trees in Dormant state can tolerate 3 degrees more cold without dying Tweak: Peach trees fruit slightly earlier (normally between cherry and pear) 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 Tweak: Updated community translations Tweak: Attempt to resolve player ghosting issue in multiplayer, or at least provide warnings in client log to help track this issue Tweak: Add more debug tools for ticking blocks / grass growth to debug issues with grass not growing Fixed: Barrel HUD info with rot or other non-liquid contents always showed as Empty in 1.18.3 Fixed: Barrel now correctly redrawn on client as unsealed as soon as the sealed period finishes Fixed: Items dropped by the player on death did not always have the correct timer as set in droppedItemsOnDeathTimer, until the chunk was unloaded and reloaded Fixed: Dropped cattails and other floating items drift sideways in water in 1.18.2 and 1.18.3 Fixed: Players not taking damage from standing in fire in 1.18.3 Fixed: Writing to books and parchment could crash the game when cursor moved right when already at the end of the last page Fixed: Books duplicating newlines when additional text pasted Fixed: Coke oven door losing its lock and reinforcement, if opened/closed Fixed: Torch holder losing reinforcement, if a torch is added or removed Fixed: Blocks generally losing reinforcement, if water flowed through them Fixed: Very rare crash when creating coal pile or charcoal pile rapidly Fixed: Linux: run.sh not getting executed on some Linux distros without running the script inside a shell Fixed: Linux: Move mesa_glthread to the install.sh and prompt if the user wants to enable it Fixed: Rare crash in /player role command and certain other commands instead of an error response in chat Fixed: When using tutorial sub commands without a selected tutorial it crashed the game Fixed: Phantom errors being reported after Cancel / Force Quit button pressed during game startup, for example "Mods must not get assets before AssetsLoaded stage" error Fixed: Crash when running .blockitempngexport for certain new clutter items 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 Fixed: Replaceable blocks are not replaced by a beam (like grass) 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 Fixed: Fancy bed opened/closed appearance now the correct way round Fixed: Mushroom soup and stew no longer invisible in bowls and cooking pots, and mushroom ingredients named correctly Fixed: Obscure bug where farmland moisture levels did not always reflect recent rainfall View full record 4 1 Link to comment Share on other sites More sharing options...
Ivan Stamenov Posted May 18 Report Share Posted May 18 (edited) Hi @Tyron, a little woopsie: game crashes immediately after loading, here is what is found in client-main.txt: Quote 18.5.2023 17:38:07 [Fatal] Caught unhandled exception in thread 'networkproc'. Exiting game. 18.5.2023 17:38:07 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockEntityBerryBush.UpdateTransitionsFromBlock() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\BlockEntity\BEBerryBush.cs:line 193 at Vintagestory.Client.NoObf.ClientChunk.PreLoadBlockEntitiesFromPacket(Packet_BlockEntity[] blockEntities, Int32 blockEntitiesCount, ClientMain game) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Model\ClientChunk.cs:line 333 at Vintagestory.Client.NoObf.ClientWorldMap.LoadChunkFromPacket(Packet_ServerChunk p) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientWorldMap.cs:line 643 at Vintagestory.Client.NoObf.SystemNetworkProcess.ProcessInBackground(Packet_Server packet) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\NetworkProcess.cs:line 222 at Vintagestory.Client.NoObf.SystemNetworkProcess.TryReadPacket(Byte[] data, Int32 dataLength) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\NetworkProcess.cs:line 159 at Vintagestory.Client.NoObf.SystemNetworkProcess.NetworkProcess() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\NetworkProcess.cs:line 133 at Vintagestory.Client.NoObf.ClientThread.Update() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientThread.cs:line 86 at Vintagestory.Client.NoObf.ClientThread.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientThread.cs:line 34 This problem does not exist in 1.18.3 (disappeared immediately after reverting to 1.18.3). Edit: there is a bug already reported and it is marked as "critical". Edited May 18 by Ivan Stamenov Added link to the related support ticket. Link to comment Share on other sites More sharing options...
Khornet Posted May 18 Report Share Posted May 18 4 hours ago, Tyron said: Tweak: Fruit trees in Dormant state can tolerate 3 degrees more cold without dying !!! Link to comment Share on other sites More sharing options...
Drevarius Posted May 19 Report Share Posted May 19 Hi @Tyron, It appears that after the 18.5 update, the cellar bonus is no longer functioning correctly regarding food spoilage. The modifier on the food "appears" to be correct, but if you pick up a food item in a cellar and immediately put it back down, it fast forwards the spoilage point quite far ahead. I can very easily repro this in creative: 1. Create a 3x3 cellar 2. Grab an apple pie from the creative menu (default life span 8 days) 3. Put it on the cellar floor and note the spoilage bonus (in my case, the spoilage modifier was 0.27) 4. Note that the Pie now says it should last ~28 days (as expected) 5. Simulate time passing (I used /time add 4 days) 6. Note that the pie now says it has 24 days remaining (as expected) 7. Pick up the pie and immediately put it down 8. The pie now says it only has 14 days remaining (!!!) I noticed something was wrong while playing my survival world (I was taking food off my shelf and it was immediately turning to rot in my hands). Honestly, a bit surprised that no one else has mentioned this yet. 3 Link to comment Share on other sites More sharing options...
Vallen Posted May 19 Report Share Posted May 19 19 hours ago, Ivan Stamenov said: Hi @Tyron, a little woopsie: game crashes immediately after loading, here is what is found in client-main.txt: This problem does not exist in 1.18.3 (disappeared immediately after reverting to 1.18.3). Edit: there is a bug already reported and it is marked as "critical". Was this 1.18.4 or 1.18.5? Link to comment Share on other sites More sharing options...
dakko Posted May 19 Report Share Posted May 19 39 minutes ago, Vallen said: Was this 1.18.4 or 1.18.5? That was the berry bush problem (1.18.4); 1.18.5 is the fix for it. Info in the link (in the post you responded to). Link to comment Share on other sites More sharing options...
Echoweaver Posted May 19 Report Share Posted May 19 I noticed the cellar rot problem as well. I'm playing on a multiplayer server in case that's relevant. 1 Link to comment Share on other sites More sharing options...
artemax44 Posted May 19 Report Share Posted May 19 I don't know if it's my thing, but since 1.18.4 and 1.18.5, the prospecting peak does not mark the densities in percentages. I don't know if it's due to the update or not. Does this happen to anyone else? Link to comment Share on other sites More sharing options...
Streetwind Posted May 19 Report Share Posted May 19 (edited) 3 hours ago, artemax44 said: I don't know if it's my thing, but since 1.18.4 and 1.18.5, the prospecting peak does not mark the densities in percentages. I don't know if it's due to the update or not. Does this happen to anyone else? From the 1.18.2 patch notes: "Tweak: Improved in-game guidance on understanding prospecting results" I've not played since 1.18.1, so I couldn't tell you how that change looked, and if anything changed post-1.18.2. But the per-mille (not percent) absolute density numbers have always been grossly misleading and the single largest reason why new players struggled understanding how to correctly use the prospecting pick. They did not mean what you think they meant, and were closer to debug output than useful information. If they finally got removed, that'll probably reduce the daily volume of questions in the #gameplay-help Discord channel by a noticeable amount Edited May 19 by Streetwind 1 Link to comment Share on other sites More sharing options...
artemax44 Posted May 19 Report Share Posted May 19 1 hour ago, Streetwind said: From the 1.8.2 patch notes: "Tweak: Improved in-game guidance on understanding prospecting results" I've not played since 1.8.1, so I couldn't tell you how that change looked, and if anything changed post-1.8.2. But the per-mille (not percent) absolute density numbers have always been grossly misleading and the single largest reason why new players struggled understanding how to correctly use the prospecting pick. They did not mean what you think they meant, and were closer to debug output than useful information. If they finally got removed, that'll probably reduce the daily volume of questions in the #gameplay-help Discord channel by a noticeable amount since 1.18.4 and 1.18.5 the prospecting appears like this in the chat: https://gyazo.com/70a5d4bf1a570c775ecdca825933c079 1 Link to comment Share on other sites More sharing options...
Maelstrom Posted May 19 Report Share Posted May 19 That would most definitely be a bug! Link to comment Share on other sites More sharing options...
artemax44 Posted May 19 Report Share Posted May 19 5 minutes ago, Maelstrom said: That would most definitely be a bug! I have gone back to 1.18.3 and that error is corrected, if I go back to 1.18.5 it comes out again Link to comment Share on other sites More sharing options...
Streetwind Posted May 19 Report Share Posted May 19 Oh yeah, that can't be right Fingers crossed for 1.18.6 then! Link to comment Share on other sites More sharing options...
Rhyagelle Posted May 19 Report Share Posted May 19 Ooh, that is definitely a bug, and a pretty significant one. Hopefully a hotfix soon! Link to comment Share on other sites More sharing options...
Echoweaver Posted May 20 Report Share Posted May 20 On the other side, I can really tell the performance improvements. That's awesome. Link to comment Share on other sites More sharing options...
radfast Posted May 20 Report Share Posted May 20 (edited) The "cellar" bug: It's actually a bug limited to food containers (crocks, bowls, cooking pots). Pies and cheese and raw foods are not affected. It applies to food containers which are either: stored on the ground stored on a shelf stored in storage (Chest / Storage Vessel / Basket etc.) - with one exception, if that same storage holds raw food (grain/vegetables/meat etc) then no bug The bug will occur when players remove the food container from the storage in game version 1.18.5. At that point, the food container will spoil, as if the player had been holding it for all the time that it was in that storage. Players should therefore leave food containers untouched in their cellars for today, until we get a hotfix out for this bug: if your food containers are not touched then their freshness will be preserved. There is basically no point in touching the food containers anyhow, as they will instantly spoil if you do. If you happen to have crocks / bowls / cooking pots which are already inside storage (Chest / Storage Vessel / Basket etc) then if you add some grain or vegetables to the same storage now - without moving the food containers - that will "fix" the bug for that storage. Food containers in that storage can then be safely used. If cooking fresh food, it would be a good idea to put it into this type of storage. Maybe think of it as a kind of rot, and a sprinkling of grain or vegetables protects from the rot? For more info, see Github issue report Edited May 20 by radfast 3 2 Link to comment Share on other sites More sharing options...
artemax44 Posted May 20 Report Share Posted May 20 4 hours ago, Echoweaver said: Por otro lado, realmente puedo notar las mejoras de rendimiento. Eso es genial. that's true! I have noticed an improvement in performance. What a great job from Tayron and the team Link to comment Share on other sites More sharing options...
Echoweaver Posted May 20 Report Share Posted May 20 Quote Players should therefore leave food containers untouched in their cellars for today, until we get a hotfix out for this bug That great news! The tip about raw food is a big help too. Our game is just entering winter, so this is especially important to us Link to comment Share on other sites More sharing options...
Drevarius Posted May 20 Report Share Posted May 20 3 hours ago, radfast said: The "cellar" bug: ~~ It's actually a bug limited to food containers (crocks, bowls, cooking pots). Pies and cheese and raw foods are not affected. ~~ Hi Radfast - great to see the bug being addressed. Just a note that in my testing in local creative, it was happening with a pie that was stored on the ground. I have not noticed it with pies in containers on my server. Link to comment Share on other sites More sharing options...
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