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v1.19.0-rc.1 Dejank Redux


Tyron

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Dear Extraordinary Survivalists 
v1.19.0-rc.1, a release candidate, can now be downloaded through the account manager.

(Note: for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". 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.)

 

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 1.19.0-pre.1 blog post, 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!

We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! 🎄
 

Can I start playing 1.19 now?
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.

Still unfinished
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.

Game update trailer

 

Screenshots (of new stuff since pre.1)

Added 11 types of goats
goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png


Snowballs! Frosty-fight friends and foes alike

All underground ruins fully reworked
2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png

Added antlers and horns, which can be harvested and mounted on walls
horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png

Added indor rain ambience system

Added Tule and Sedge plant
tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png

Added warning icon to outdated mods
warning.thumb.png.da7000427f5a357be791d4ed549ac241.png

 

Game updates

  • Everything listed in the 1.19.0-pre.1 devlog post
  • Feature: Added 11 types of goats
  • Feature: Added new Music track "Arctic Winds" for the polar regions
  • Feature: Snowballs! 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.
  • Feature: Added Deer Antlers! 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
  • Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings)
  • Feature: Added new rock-typed rubble blocks for the new ruins (creative mode only at the moment)
  • Feature: Added one more room to the Resonance Archives. Various tweaks and fixes
  • Feature: Rough implementation of wild animal trapping (WIP)
  • Feature: Added 3 new beards in the character selection screen
  • Feature: Added new Tule plant 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.
  • Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass
  • Feature: Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken
  • Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
  • Feature: World generation updates
    • Fully reworked underground ruins
    • Added more comprehensive surface villages
    • Removed legacy blocks from trader outposts
    • Fixed topsoil generating underwater inside structures
    • Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0)
    • 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
    • Trader carts no longer spawn in the Arctic (nor in the Antarctic!)
    • Updated underground lakes to match the new ruins style
  • Tweak: Gameplay balancing
    • 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
    • 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
    • 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
    • Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability.  Anvil recycling recipes made shapeless
    • Tweak: Tin bronze falx damage slightly increased
    • Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons)
    • 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
    • Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple)
  • Lots of WorldEdit fine tuning
    • Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored
    • Tweak: Add /we exp as alias for /we export
    • 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.)
    • Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow
    • Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear)
    • Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off
    • Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area
    • Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them
    • Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog
    • Tweak: Save the FreeMoveAxisLock setting when exiting the game
    • Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import
    • Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import
    • 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]
    • Fixed: Schematics now also import/export the fluid layer
    • 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
    • Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water)
    • Fixed: Decors now get properly placed/removed with undo/redo
    • Fixed: Multiple issues related to rotations of decors and fluid layer
    • Fixed: Issues with Mirror, Repeat and Move tool with water and decors
    • 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)
    • 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
    • Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false
    • Fixed: Exception on /we shift shorthands (sms, smn,...)
    • Fixed: /we shift n 2 would always use 1 as the amount
    • Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied...
    • Fixed: MagicWand selection would cause to insert two historystates upon selection
    • Fixed: WorldEdit selection would not properly update on various tools and undo/redo
    • Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool
    • Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities
  • Water physics fine tuning
    • 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)
    • Fixed: Water continuing to have surface flow after fully healed
    • Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors
    • Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels
  • Tweak: Visual fine tuning
    • Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework)
    • 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
    • Tweak: More haptic menu buttons
    • 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.
    • Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes.
    • Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
    • Fixed: Water against solid/near-solid Microblocks is now rendered correctly
    • Fixed: Incorrect block breaking overlay on Bamboo
    • Fixed: LOD popping at very short view distances (32 and 64)
  • Tweak: Sound FX (sfx) fine tuning
    • Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through
    • Feature: New sounds for stepping on sticks and loose stones (also fixed boulder's missing sfx)
    • Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously)
    • Tweak: Loose stones and ores, and loose sticks, now have a small collision box so that they trigger step sounds correctly
    • Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision
    • 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
    • Tweak: Glass blocks now have a unique walk sfx
    • 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)
    • Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks
    • Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup).
    • Fixed: Hot springs sludge sound not playing
    • Fixed: Water step sound not playing when the liquid block contained other blocks
    • Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time
    • Various fixes to the newly added indoor rain ambient sounds
  • 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 "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible)
  • Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour
  • Tweak: Added firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed
  • Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
  • Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives
  • 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
  • Tweak: Added "/dev settranslateable true" command to mark a looked at sign block as translateable
  • Tweak: New command .timelapse <interval-in-days> <duration-in-months> 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)
  • Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD
  • Tweak: new /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block)
  • Tweak: Don't crash on invalid block entities
  • Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
  • Tweak: Avoid a crash on an incorrectly created crucible itemstack
  • Tweak: Slightly increase the chance for hail
  • Tweak: Malefactor pendant now worn on neck, rather than emblem location
  • Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able
  • Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
  • Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
  • Tweak: Add missing hotkey reminders for other interface settings
  • Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more.
  • Tweak: The plaques in the Resonance Archives are now translatable into other languages
  • Tweak: Terminus translocators can now be placed directionally and no longer always face west
  • Tweak: Plaster should be easier to orientate consistent with planks and logs
  • Tweak: Jugs can now be used to make dough
  • Tweak: Can now lower the first person hands to one's liking in Settings -> Interface  
  • 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.
  • Tweak: Added more game credits
  • Tweak: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
  • Tweak: Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime
  • 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
  • Tweak: Modified hitboxes of deer and several other animals.  Wolves will now attack some of the smaller deer species, and fawns
  • 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
  • Tweak: ItemWrench order rotations by name and remove duplicates from list
  • Tweak: Torch holder light color now the same as a regular torch
  • Tweak: Dead animals now show in their block info if they got electrocuted
  • Tweak: Falling rock from cave-ins now very painful
  • Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms)
  • Tweak: Add optional kill radius parameter to command /entity wipeall
  • Tweak: Localise chat messages about schematics received, and fixmappings
  • Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
  • 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
  • Fixed: .map command would not show up in the Commands Handbook
  • Fixed: Able to travel very fast with gliders and roads of ladders
  • Fixed: Various cases where chiseled blocks were not detected as room-enclosing
  • Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds
  • Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements
  • Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance
  • Fixed: Books went vertical when placed on the ground
  • Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning
  • Fixed: Should fix a reported client side crash with the Mycelium block entity
  • Fixed: Another Memory leak when leaving and reopening single player worlds
  • Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks
  • Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room
  • Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode
  • Fixed: Game no longer automatically requesting to download unmet dependencies on startup
  • Fixed: Multiple engine-related exceptions when trying to load an outdated mod
  • Fixed: 3rd person mode against walls no longer renders the inside of seraph brains
  • 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)
  • Fixed: Avoid potential server side endless loop during a broken/invalid item use action
  • 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
  • Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen
  • Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default]
  • Fixed: Chute rotations for schematics/worldedit
  • Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists)
  • Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds
  • Fixed: Chutes/Hoppers not able to push items on one side of the trunk
  • Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded
  • Fixed: Commands prefix shown on help subcommands
  • Fixed: Players were omitting knockback when hit, since 1.18.2
  • Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit
  • Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space
  • Fixed: Chiseled blocks in schematics would not rotate the texture
  • Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block
  • Fixed: /wgen pos structures not working for underground ruins
  • Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks
  • Fixed: /time stop and /time resume commands now working
  • Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable.  z-fighting on back of Falx mold.
  • Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil
  • 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
  • Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent
  • Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya
  • Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya
  • Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks
  • Fixed: Added translations for pomegranate, lychee, and breadfruit pies.  Added ability to pickle olives, and translations for their derivatives.  Fixed some transforms.
  • Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly
  • Fixed: Crash when chiseling meta objects such as "collider" cubes
  • Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops
  • Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color
  • Fixed: Various helmets and other headgear obscuring facial hair when it should not
  • Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly
  • Fixed: Z-fighting on underside of chimney block
  • Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation
  • Fixed: Crash when right clicking an entity with unlit torch
  • Fixed: Game crashing on the mod manager with invalid mods
  • Fixed: Gate and Oldworld tapestry not triggering lore discovery
  • Fixed: Game crashing when trying to break green bamboo with an axe
  • Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them
  • Fixed: Peanuts could not be used in the cooking pot.
  • Fixed: Wrong material with rotated chisel blocks in schematics/ruins
  • Fixed: Some meats were not displaying correct incontainer textures
  • Fixed: Seawater missing incontainer translation
  • Fixed: Bees no longer attack arrows, spears and armor stands
  • Fixed: Metal nails and strips had incorrect smelting properties
  • Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel
  • Fixed: Copying glider schematic gave an extra copy
  • Fixed: Sieve could have durability completely repaired by placing on ground
  • Fixed: Pickled vegetables in soup did not have translations
  • 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
  • Fixed: Most potted flowers, and potted bamboo saplings missing windwave
  • Fixed: Forest floor had incorrect texture on bottom face
  • Fixed: Cured fish not showing in creative inventory
  • Fixed: Ingots had incorrect shelf transform
  • Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8
  • Fixed: Clutter bookshelves not correctly rotated
  • Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil
  • Fixed: Renamed some clutter blocks to fit convention.
  • Fixed: Hot springs no longer spawning steam particles
  • Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook
  • Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown.
  • Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior
  • 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]
  • Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250]
  • Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250]
     

API Changes

  • Feature: Entity code remapper, 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]
  • Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future
  • Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json
  • 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()
  • Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention()
  • Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface
  • 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
  • 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:
    creatureDiet: {
        foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"],
        foodTags: ["fruitmash"],
        skipFoodTags: ["rice", "parsnip"]
    },
  • Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true"
  • Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods
  • Tweak: Allow use of meta-layer block in the randomizer block
  • 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
  • Tweak: Worldgen village generator can now define min/maxquantity per schematic group
  • 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" } ],
  • 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)
  • Tweak: Can read own entity debug info via command .debug self
  • 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
  • Tweak: Bows can now define custom aim animations via aimAnimationCode attribute
  • Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation
  • Tweak: Cleanup XML documentation (mainly missing/old parameter names)
  • 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]
  • Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer
  • Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility
  • 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
  • Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID
  • Tweak: Minor Mini Dimensions code improvements:
    • Players now prevented from flying above height y = 20,480
    • EntityPos now contains rudimentary dimension support
    • Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768
    • Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game
    • Fixed startup crash if ImportTool is already active, and TestShip y-position jitter
  • Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor
  • Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock)
  • 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
  • Tweak: Entity hud info box now shows entity code in extended debug info mode
  • Fixed: Underground ruins would not spawn with decors/overlays
  • Fixed: Loading order issues when modding in new cave art
  • Fixed: Game crash when only partially specifying the held sound set
  • Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp()
  • Fixed: BeginSubs and BeginSubcommands would not add the aliases properly
  • Fixed: WorldReady server startup event not being triggered

 

Changes since 1.19.0-pre.10

  • Tweak: Added managed/total memory to /stats and debug screen
  • Tweak: Update community translations
  • Tweak: All neck wearables are now 3d format.
  • Tweak: add detailed OS information to VSCrashReporter
  • Fixed: secondary exception if game crashes on startup for another cause, see Github #3326
  • Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298
  • Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype"
  • Fixed: Client crash when joining a dedicated server
  • Fixed: Shader compile errors on Mac
     

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  • 3 weeks later...

absolutely ecstatic for this update, the goats and deer look incredible, and I deeply enjoy the idea of excavating ruins. I am a little disappointed at the reduction of some color options for the seraphs though, I felt like the purples in 1.18.15 were a tasteful medium that felt like a natural color. nevertheless, extremely excited to play

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Love the update!  I seem to see a lot less animals than before.  Chickens, rabbits, foxes.  I think I have seen one boar and have crossed thousands of blocks worth of terrain.  Only a single paif og mountain goats and 3 sets of deer (2-3 deer each time).

 

1.18.15 there were mountain rams, pigs and chickens all over, or maybe that world seed I just got really lucky.

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On 12/24/2023 at 11:20 PM, Streetwind said:

Do you have file system access from GPortal? If so, upload the game files.

Unfortunately that's not an option either. I've tried uploading the linux version to my GPortal server through ftp without any success, the server would remain on the current stable version no matter what.

After opening a support ticket about this it was confirmed to me that its in fact not possible to change the server version for this game on GPortal. :(

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GPortal doesn't update as frequently. You will have to wait for them to upload the files to the website, which could take some time. When they do though, you should be able to do it. In the future, I would suggest something like BisectHosting. BisectHosting has a control panel AND they have all updates as they become available, and their support is really good. 

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On 12/26/2023 at 4:39 PM, JD2v0 said:

Love the update!  I seem to see a lot less animals than before.  Chickens, rabbits, foxes.  I think I have seen one boar and have crossed thousands of blocks worth of terrain.  Only a single paif og mountain goats and 3 sets of deer (2-3 deer each time).

 

1.18.15 there were mountain rams, pigs and chickens all over, or maybe that world seed I just got really lucky.

I noticed that too, havent seen anything bigger than a fox as of yet. 

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