Tyron Posted January 17 Report Share Posted January 17 Dear Extraordinary Survivalists v1.19.0, a stable release, can now be downloaded through the account manager And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! "Windows protected your PC" When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe. Apple Mac version Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try! Is 1.19 done now? At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks. What's next? For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics. Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way... Game update trailer Screenshots / Gifs Snowballs! Frosty-fight friends and foes alike snowballs.mp4 Added indoor rain ambience system Overhauled First-person mode: Now with hands! Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! Added 11 types of goats Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough. Added antlers and horns, which can be harvested and mounted on walls Fully reworked surface ruins Fully reworked underground ruins Reworked crystal vugs: Now with colorful coverage all around New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server More chisel power: Now supports decors and topsoil Overhauled/new 3D models for troughs, buckets and seeds Added Tule and Sedge plants Added live preview during schematic import Added warning icon to outdated mods Game updates Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.) Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Wolves will attack some of the smaller deer species, and all fawns 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 mount Feature: Added 11 types of goats, some are only found at altitude or in warmer climates Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels Falling rock from cave-ins can be very painful! 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: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps. Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability). Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Increased god ray intensity and fine-tuned its shader Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head More haptic menu buttons - the main menu should feel slightly more responsive in actual use Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Faster storm dust particles Improved seraph idle animation Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: LOD popping at very short view distances (32 and 64 Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Raccoon and Fox pups now spawn in the world Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod) Added 3 new beards The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial Feature: Gameplay balancing tweaks and fixes 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: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful... Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe 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) 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: Traders now sell linen by the single sheet Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Tweak: A config for player health regeneration speed is also available on world creation Feature: All Treasure chests now have more valuable loot in them Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed) Feature: New blocks: cracked ashlar blocks (ashlar was previously stone bricks) deadfungi and spotty mold decor layer blocks some book clutter blocks clothing drying rack clutter added 4 variants of aged firepit clutter added another variant of aged tall display case, another variant of a ruined bed added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable new rock-typed rubble blocks for the new ruins (Creative mode only at the moment) all types of aged polished rock new crystal layer decor block for all crystal types, used in the new Vugs 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 may be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass 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 Feature: Added a stack randomizer for all Jonas items Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands (e.g. /we minfo) Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large) /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion) A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open Tweak: Cosmetics / Easter Eggs Show appreciation where it's due: new petseraph animation Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Quartz vugs are more like geodes now! Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: Game text fine tuning Add item description for knife blade items, to help new players who might think that knife blades are actually knives Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks Oiled hides mention a bit more on how curing them works When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Add missing hotkey reminders for other interface settings Dead animals now show in their block info if they got electrocuted Omok table top now no longer displays food perish rate in block info Fixed: Liquid containers showing only first decimal place and thus rounding the value Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more Improved soundscape for glider gliding and Creative-mode flying New eating sound for large animals The Resonator Music is now affected by the music slider, instead of the ambient slider Handbook tweaks Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Now also displays if an item can be obtained by harvesting a creature Handbook entry for alum gives some details of where to find it Jonas generator room equipment, and Gasifier, removed from the Handbook Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block 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 Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Add optional kill radius parameter to command /entity wipeall Multiplayer tweaks: Multiplayer server screens: don't show the server password in clear text Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Tweak: Removed unused workbench block from game Additional visual tweaks and fixes Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2 Tweak: Don't show < > buttons on books with only 1 page Tweak: Improved sieve item textures Tweak: Added more depth to Dry stone wall textures; visual tweaks Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50% Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes 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 Fixed: Redwood beams: wood grain was in the wrong direction Fixed: bed-fency-open clutter block missing textures. Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo 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: 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 (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 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: Perfomance: 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 up to ~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 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: 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: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Slightly increase the chance for hail 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: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable 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: 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: 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 several animals 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: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweaks to error handing: 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 Game client no longer displays Host/Ip when failing to connect to a game server Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Don't crash on invalid block entities Fixed: Avoid a crash on an incorrectly created crucible itemstack Fixed: Wild vines not rotating correctly with worldedit Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Pixelated background on the Download Mods screen Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue 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: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Unable to squeeze honey into placed bowls Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode 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: 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: Journal dialog overflowing from too many elements in the list. Now has a scroll bar 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: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: .debug find command now returns accurate coordinates Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress 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] Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Can now set or remove a server password Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite 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] Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions 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 Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma Fixed: Exception thrown in the logging system when a Block failed to load Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones 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"] }, Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) 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 Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) Fixed: Character class starting items that are not wearable were not being given Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called 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-rc.8 (also listed above) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Omok table top now no longer displays food perish rate in block info Tweak: Quartz vugs are more like geodes now! Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) 1.19 related changes Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason) Tweak: Board recipe now accommodates both plank variants (ns/ud) Tweak: Adjusted range of the reed trap sfx Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants Fixed: Minor memory leak in main menu Fixed: Display case link not clickable in Handbook Fixed: Snow layer walk sfx playing twice Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing View full record 17 2 4 1 Link to comment Share on other sites More sharing options...
Денис Семенихин Posted January 17 Report Share Posted January 17 What is the highest point of technological development in the game? I would really like something similar to Gregtech! 3 Link to comment Share on other sites More sharing options...
Cpt_C0nfus3d Posted January 17 Report Share Posted January 17 When will the version be released here? https://aur.archlinux.org/cgit/aur.git/log/?h=vintagestory Link to comment Share on other sites More sharing options...
Schallrich Posted January 17 Report Share Posted January 17 1.19 Link to comment Share on other sites More sharing options...
zellator Posted January 17 Report Share Posted January 17 Gratz for the release Vintage Story team!!!! Can't wait to try it! Link to comment Share on other sites More sharing options...
AMTraxTGE Posted January 17 Report Share Posted January 17 This is my first update from starting from 1.18.15 to now 1.19.0. Crazy how much you can smush into an update! I just updated my server for my friends so we are super excited! Got a few errors might see if they are a 1 time occurrence! Link to comment Share on other sites More sharing options...
Petalwing Posted January 17 Report Share Posted January 17 Yes!!!! and No!!! I just spent all day finding the perfect 1.18.15 seed and setting up a world. LOL. I'm excited to test out new stuff. Great to finally see 1.19 stable. Thanks team! Great work. Link to comment Share on other sites More sharing options...
Rhyagelle Posted January 18 Report Share Posted January 18 Incredible! Thank you! Link to comment Share on other sites More sharing options...
Ogmohom Posted January 18 Report Share Posted January 18 When will the version 1.19 be released here? https://flathub.org/apps/at.vintagestory.VintageStory Link to comment Share on other sites More sharing options...
Thorfinn Posted January 18 Report Share Posted January 18 Awesome! 19 hours ago, Tyron said: Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Huh. But the upside stair still works? Was there a reason for one but not the other? Link to comment Share on other sites More sharing options...
CipherStormwolf Posted January 18 Report Share Posted January 18 New ways to travel? Rivers and boats maybe Link to comment Share on other sites More sharing options...
CipherStormwolf Posted January 18 Report Share Posted January 18 14 hours ago, Petalwing said: Yes!!!! and No!!! I just spent all day finding the perfect 1.18.15 seed and setting up a world. LOL. I'm excited to test out new stuff. Great to finally see 1.19 stable. Thanks team! Great work. I dont think there was a change to worldgen except the updated ruins, so you should be fine Petalwing! Link to comment Share on other sites More sharing options...
Maelstrom Posted January 18 Report Share Posted January 18 24 minutes ago, Thorfinn said: Awesome! Huh. But the upside stair still works? Was there a reason for one but not the other? Tyron probably didn't think of it. Link to comment Share on other sites More sharing options...
Streetwind Posted January 18 Report Share Posted January 18 3 hours ago, Ogmohom said: When will the version 1.19 be released here? https://flathub.org/apps/at.vintagestory.VintageStory From what it looks like, a 1.19 build released there about five hours before you posted... Link to comment Share on other sites More sharing options...
Freakyuser396 Posted January 18 Report Share Posted January 18 I´m very conflicted about the fact, that the modloader now screams if a mod doesn´t mention the exact game version, and am wondering what that will mean for modding. Up until now you only wrote one version in your modinfo, and if the game version was the same or newer everything was fine. So a mod from 1.17 that still works without any updates wouldn´t note "1.19" in the modinfo, or older versions could not load the mod. What are modders supposed to do now? Repost mods every time with just a changed modinfo when a version comes out that doesn´t interfere with the mod? Or just leave the dependency in the modinfo blank (as some mods do) so there isn´t a warning in the modloader? Link to comment Share on other sites More sharing options...
Thorfinn Posted January 18 Report Share Posted January 18 4 hours ago, Freakyuser396 said: I´m very conflicted about the fact, that the modloader now screams if a mod doesn´t mention the exact game version If I understood it, the only new thing is it throws a warning in the mod selection screen, instead of having to figure it out by go through the various log files. I do like the message. Just having things "greyed" out was something of a PITA. Link to comment Share on other sites More sharing options...
Irulana Posted January 19 Report Share Posted January 19 Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Can we get it in old world? By deleting and generating new archchive like before? Link to comment Share on other sites More sharing options...
DejFidOFF Posted January 20 Report Share Posted January 20 Cg for new updete released! Good job ! Keep going ! Link to comment Share on other sites More sharing options...
Maethius Posted January 21 Report Share Posted January 21 (edited) Is there a way to roll back to 1.18? Upgrading to 1.19.1 has apparently destroyed my installation. I attempted to open an old world and it hung up on the loading screen at "... one more gaze." I shut it down and attempted to make a new world and it hung in the same place. I then shut it down again and turned off all mods and attempted to make a brand new world and it crashed immediately to my desktop. I have a sinking feeling about this. Edit: 1/21/2024 Managed to create a new world by shutting off all mods and launching in Repair Mode. Couldn't load any of my prior worlds but without any mods... wouldn't work. Tried creating a new world one mod at a time... hung up but apparently didn't freeze because it kept saying: It pauses. One last gaze... Then all goes quiet... The waters recede... It sighs... It then repeats itself. Edit-edit: It appears the issue is an incompatibility with the BetterRuins mod. Turning on just that mod causes the system to hang again. Edited January 21 by Maethius Tried new stuff. Link to comment Share on other sites More sharing options...
Bughaw Posted January 21 Report Share Posted January 21 12 hours ago, Maethius said: Is there a way to roll back to 1.18? Upgrading to 1.19.1 has apparently destroyed my installation. I attempted to open an old world and it hung up on the loading screen at "... one more gaze." I shut it down and attempted to make a new world and it hung in the same place. I then shut it down again and turned off all mods and attempted to make a brand new world and it crashed immediately to my desktop. I have a sinking feeling about this. Edit: 1/21/2024 Managed to create a new world by shutting off all mods and launching in Repair Mode. Couldn't load any of my prior worlds but without any mods... wouldn't work. Tried creating a new world one mod at a time... hung up but apparently didn't freeze because it kept saying: It pauses. One last gaze... Then all goes quiet... The waters recede... It sighs... It then repeats itself. Edit-edit: It appears the issue is an incompatibility with the BetterRuins mod. Turning on just that mod causes the system to hang again. If you turn on the developer options under interface in settings it will give you a detailed summary of what it is loading while loading a world. Apart from that, you should probably reach out to NiclAss about the issues with his mod you are encountering. Link to comment Share on other sites More sharing options...
Thorfinn Posted January 21 Report Share Posted January 21 Better Ruins page says it is not updated to 1.19 yet. Link to comment Share on other sites More sharing options...
Narcosis Posted February 11 Report Share Posted February 11 Congratulations on another stable release! Unfortunately, worldgen seems to have been changed since 1.18, yet again. Exact same world setting options produce entirely different results on vanilla client. Not a real deal breaker, but it quite literally means it's better to start all over from scratch than hope for porting of your previous structures into exact same or similar spot and honestly my biggest pet peeve with this game's development cycle. At times you simply lose interest to play long-term sessions because of how fragile the game is between the updates and knowledge all your effort and personal progression will go to waste. Link to comment Share on other sites More sharing options...
Tyron Posted February 11 Author Report Share Posted February 11 20 minutes ago, Narcosis said: Congratulations on another stable release! Unfortunately, worldgen seems to have been changed since 1.18, yet again. Exact same world setting options produce entirely different results on vanilla client. Not a real deal breaker, but it quite literally means it's better to start all over from scratch than hope for porting of your previous structures into exact same or similar spot and honestly my biggest pet peeve with this game's development cycle. At times you simply lose interest to play long-term sessions because of how fragile the game is between the updates and knowledge all your effort and personal progression will go to waste. Some of the default values have changed. You should still be able to get the same type of world as in 1.18 if you copy over the world settings using the copy&paste feature. Link to comment Share on other sites More sharing options...
Narcosis Posted February 13 Report Share Posted February 13 (edited) On 2/11/2024 at 4:04 PM, Tyron said: Some of the default values have changed. You should still be able to get the same type of world as in 1.18 if you copy over the world settings using the copy&paste feature. I did exactly that but world still turned out to be different. I even went as far as to check every single value by hand, though I can't really recall whether some past mods might have influenced world creation (I play mostly vanilla nowadays). Honestly, it's not that much of a deal and I'm currently having a blast in a freshly generated world. (Un)luckily my first holiday period began this year and I really was supposed to do other stuff than play more Vintage Story! Speaking of which - are there any plans on some minor ambiance/atmosphere improvements? Playing yesterday reminded me how beautiful this game is and the only small thing I find missing is actual cloud shadows. I'd love to see those fields basked in flowing sunlight and shade running over the ground and I bet I'd greatly improve the ambiance. Would it be something difficult to even consider implementing or more a matter of being tricky to implement without greatly impairing current performance? PS. Really loving all the work and passion you're pouring into this project! Keep it up! Edited February 13 by Narcosis Link to comment Share on other sites More sharing options...
lil Posted February 14 Report Share Posted February 14 All the new stuff is amazing work! So excited to explore more with the new animals, and massive thanks for all the new accessibility stuff over the last while. 1 Link to comment Share on other sites More sharing options...
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