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v1.19.0-rc.6 Dejank Redux


Tyron

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Dear Extraordinary Survivalists 
v1.19.0-rc.6, a release candidate, can now be downloaded through the account manager.

Stable approaching.... slowly.... #2
 

image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png
Screenshot by Anclet

 

Game updates

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

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8 minutes ago, Tyron said:

 

  • Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2

 

I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.

 

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18 hours ago, Tyron said:

 

  • Tweak: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned...

 

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Are basket traps suppose to vanish faster then the Avatar when the world needed him most after placing bait in them? I presume they are still not quite ready?

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19 hours ago, Khornet said:

I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.

 

Granted, but have you seen pictures of the kinds of places these bad boys can walk? And Mountain Goats? Fuggedabowdit. At least you still have other options for milk.

 

[EDIT]

Oh, and my brother raises bison, so uses fences about 6' tall. It's fun to watch antelope and even elk just bounce right over it. Bighorns are not local, but I've seen enclosures for them that have to be 8' tall out by Yellowstone. That does not mean the game must reflect realism. I'm more about gameplay than realism any day of the week.

[/EDIT]

Edited by Thorfinn
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On 1/6/2024 at 4:20 PM, Khornet said:

I personally do NOT like this change at all. It requires re-working the entirety of your enclosure, and fast, before they manage to get out. And triple-height fences are plain ugly.

Currently animal AI will not path over fences.  That is, they won't step on them, even if their step height is capable of it.  This is why bears cannot get over fences, even though their step height is well capable of it.   So as far as fences are concerned, this change will not allow animals to escape.  However if your bighorns are in an enclosure that is just 2-high standard blocks, then yes, they could escape.  It may well eventually come to pass that some animals (such as deer) will be allowed to path over fences in the future - there is after all good reason that deer for the most part have never been domesticated.  But for 'standard' domestication animals, we probably won't do that.

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14 hours ago, redram said:

Currently animal AI will not path over fences.  That is, they won't step on them, even if their step height is capable of it.  This is why bears cannot get over fences, even though their step height is well capable of it.   So as far as fences are concerned, this change will not allow animals to escape.  However if your bighorns are in an enclosure that is just 2-high standard blocks, then yes, they could escape.  It may well eventually come to pass that some animals (such as deer) will be allowed to path over fences in the future - there is after all good reason that deer for the most part have never been domesticated.  But for 'standard' domestication animals, we probably won't do that.

That's very good to receive a formal confirmation of, thanks.
I had a suspicion this was the case, as my bighorns did NOT walk over the 2-block high fences they're enclosed in after all, even though they're formally 2.5 blocks-high.
I feel as if the game should inform you of this somehow though.

EDIT: By the way, this applies to fence gates as well, correct? Since we only have those at single (or 1.5) block height. I vaguely remember encountering an issue once about my animals escaping the pen because snow piles in winter allowed them to reach height to walk over the fence gates.

Edited by Khornet
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On 1/8/2024 at 10:17 AM, Khornet said:

EDIT: By the way, this applies to fence gates as well, correct? Since we only have those at single (or 1.5) block height. I vaguely remember encountering an issue once about my animals escaping the pen because snow piles in winter allowed them to reach height to walk over the fence gates.

As far as I know, yes, it also applies to gates.  The snow thing should have been fixed some time ago I think (like 2 or 3 versions ago?), not sure how long ago it was that you had that happen.

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