Tyron Posted February 28 Report Share Posted February 28 Dear Extraordinary Survivalists v1.19.4, a stable release, is now available to download through the account manager. Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18. Featured changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments. Screenshot by Daag, shared in #screenshots Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates All the changes from 1.19.4-rc.1, 1.19.4-rc.2 and 1.19.4-rc.3: Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements: do more, with less! Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes: Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce climb in RAM usage on client when moving to new world areas Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc. Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize") Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Chickens and chicks now take slightly less damage from falls, compared with other creatures Entities (except when fleeing) now strongly avoid pathing through boiling water Moose jump height is reduced to 2 blocks, less than most deer Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Fixed: .cam command was available to Survival players Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Better synced smithing sound and action Added shield block pose when blocking with right hand Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Shield block pose not stopping when placing the shield on an armor stand Player endlessly holstering spear after world reload Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Fixed: z-fighting on copper spear Fixed: Mianguan had bad display case transform Fixed: Resonator had missing texture pattern Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen Fixed: Stretched crate label item images Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and language changes All trader dialogue is now translatable Added two new translations: Thai and Chinese Traditional. Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text "Melting" transformation for snowballs in handbook now localized Rock instability % in block info now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix) Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Update community translations Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Burning entities and items were not extinguished by salt water Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed various issues with traders: Modify trader place auction slot to prevent accidental item disappearance with shift-click Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Fixed: Various rare crashes and logged errors Rare crash when looking at cheese! Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Crashes when dying holding sling, bow and certain other items Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Rare crash relating to Fruit press Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: Item id remapper command /iir getid not working Fixed: /db prune did not delete Structure locations, preventing ruins and traders from properly regenerating Mod API Tweak: Missing dependencies now listed in the mod manager Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example Tweak: Added entity property fallDamageMultiplier Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead Fixed: Block patches with NearSeaWater placement now detect salt water properly Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: Microblocks not allowing 255 materials Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. See .NET Best Practice Guide. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics Marked UsingHeldItemTransformBefore/After as obsolete Exposed GetRecipeRegistry() in IWorldAccessor BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub) Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Changes since 1.19.4-rc.3 (also listed above) Tweak: Updated to latest community translations Fixed: .cam command were available to survival players Fixed: Missing mod dependency of a mod dependency crashing the mod manager Fixed: /db prune did not delete Structure locations preventing them from regenerating Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: Slow cumulative memory leak on long-running game client Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Fixed: Freeze and texture atlas leak caused by labeled crates Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') View full record 4 1 1 3 Link to comment Share on other sites More sharing options...
xXx_Ape_xXx Posted February 28 Report Share Posted February 28 Great work, as always! But sad to see the mining nerf actually go trough unchanged, even after lots of negative comments about it's impact on an already very time consuming task. We spend loads of hours mining, and now we need to spend another 20% more time down there not a huge fan of this change.. 7 Link to comment Share on other sites More sharing options...
Doom_Possum Posted February 28 Report Share Posted February 28 that's Great------ you dont need too many BARREL upgrades, because after NPC's huddle by the made campfire, they'll also see work on the ANVIL Link to comment Share on other sites More sharing options...
StCatharines Posted February 28 Report Share Posted February 28 10 hours ago, Tyron said: Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Interesting! I'd run into that, and it corrupted a world (which I was thankfully able to recover) but I wasn't in a dev environment, just a regular world. Link to comment Share on other sites More sharing options...
Quiche Posted February 28 Report Share Posted February 28 Very excited for this update! I've experienced many of the bugs fixed here, so I'm pleased by the massive bug-fix push here. Thank you for all your hard work! Link to comment Share on other sites More sharing options...
Thorfinn Posted February 28 Report Share Posted February 28 @Apehjerne, you don't have to spend the extra time, as that line makes plain. It's just that you have to change the default setting. Personally, not that big of a deal. I'm not sure what the difference in playstyle is, but mining has never taken up very much of my time. Steel tools last forever, iron, only half of forever, so it's not like you need to mine that many nodes to "win" the game. All told, maybe 3-4 stacks of copper ore, a stack of tin ore, and 4-6 stacks of iron ore. Round it out with a half-stack each of quartz, halite, sulfur, and black coal. Somewhere around half of all that usually comes from ore bombs anyway. Nice to see all the fixes, but as I read through, I think I had only encountered 2 of them. Some I never would have, like the jonas part in a display, or noticing one of the antler mount hit-boxes wasn't centered. Link to comment Share on other sites More sharing options...
StCatharines Posted February 28 Report Share Posted February 28 The chance of Jonas parts seems much higher in ruins now! Either that or I just got incredibly lucky. A couple of hours of exploration yielded four Jonas parts, more than the preceding hundred hours or so. Link to comment Share on other sites More sharing options...
Thorfinn Posted February 28 Report Share Posted February 28 (edited) 24 minutes ago, StCatharines said: The chance of Jonas parts seems much higher in ruins now! It seems that way to me, too. Pretty sure one dropped in a temporal storm, and you can get several just clearing out a den of locusts. All the other games, I've only been able to assemble a single device, while in 1.19, I already have 2. [EDIT] I think drifters in general have better drops. Pretty sure I'm getting more flax, enough to make it worthwhile hunting, at least in the early game. More gears, too. [/EDIT] Edited February 28 by Thorfinn Link to comment Share on other sites More sharing options...
Doom_Possum Posted February 29 Report Share Posted February 29 sure, an Extreme Truth ------------------------------------------------- but mining is just part of the Game Link to comment Share on other sites More sharing options...
ifoz Posted February 29 Report Share Posted February 29 (edited) I'd still prefer if the mining animation was made faster or the sounds were made slower (especially considering that many people did not like the slower mining idea and that I'm pretty sure it de-syncs Tailor anyway because of the innate -10% mining speed) but aside from that this is a really cool update! I love the hides and barrels, and have already had much luck finding clutter in chests, so I think that this update is looking great as always! Edited February 29 by ifoz Link to comment Share on other sites More sharing options...
Agamemnon Posted February 29 Report Share Posted February 29 (edited) Hi, reading this in the devlog, I am wondering, is there a tomato in-game now? Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable; tomato) Kind regards, Edited February 29 by Agamemnon Link to comment Share on other sites More sharing options...
StCatharines Posted February 29 Report Share Posted February 29 19 hours ago, Thorfinn said: It seems that way to me, too. Pretty sure one dropped in a temporal storm, and you can get several just clearing out a den of locusts. All the other games, I've only been able to assemble a single device, while in 1.19, I already have 2. [EDIT] I think drifters in general have better drops. Pretty sure I'm getting more flax, enough to make it worthwhile hunting, at least in the early game. More gears, too. [/EDIT] In regards to your edit, it seems the same to me. Very slightly better drops. For Jonas parts though? I'm either getting very lucky, as are you, or the loot tables have been mercifully updated. I don't think I got a single Jonas device assembled in 1.18. Link to comment Share on other sites More sharing options...
Narcosis Posted February 29 Report Share Posted February 29 20 hours ago, Thorfinn said: It seems that way to me, too. Pretty sure one dropped in a temporal storm, and you can get several just clearing out a den of locusts. All the other games, I've only been able to assemble a single device, while in 1.19, I already have 2. [EDIT] I think drifters in general have better drops. Pretty sure I'm getting more flax, enough to make it worthwhile hunting, at least in the early game. More gears, too. You should make triple-headed drifters your priority targets. They are the elites of the bunch and always carry a lot of precious stuff on them. From my current testing, you have about 50-70% chance for a jonas part drop and they usually have a bunch of gears on them too. Definitely worth it, especially considering a single storm can spawn at least a couple of them before it disperses but they're quite tough and hit like trucks, so better be prepared (or just don't get hit ). Link to comment Share on other sites More sharing options...
Thorfinn Posted February 29 Report Share Posted February 29 They have triple now? That might have been it. I just assumed anything with more than one is a double. Mostly, I don't care that much about the loot, except very early when a rusty gear or strand of flax is worthwhile going after. I just noticed several seemed to have better drops when I was clearing caves, and I usually don't have all the flax I need when the first storm comes around. While this was admittedly a larger locust nest than I'm used to (or maybe it was 2 nests that spawned next to each other) there were 8, maybe 10 of the ruined nests and 2 (maybe 3?) of the nests that drop locusts with every hit, and I walked out with 3 Jonas parts. Link to comment Share on other sites More sharing options...
Yozo Posted March 2 Report Share Posted March 2 This update took away a lot of the lag I had. Especially lessened the freezes and mini stutters to a significant degree. Phew. That was annoying. Well done. So it wasn't the BIOS update after all. Good to know because I don't want to fuck with the BIOS. Link to comment Share on other sites More sharing options...
BTubbs200 Posted March 3 Report Share Posted March 3 I've come to echo the sentiment that nerfing mining speeds wasn't the best move. 4 Link to comment Share on other sites More sharing options...
Irulana Posted March 3 Report Share Posted March 3 Please rebalance using glue. 12 resin for 2 items means you need to like: average ruin of 15 items it is 90 resin so few hours of travel around the map! It is crazy. 2 1 Link to comment Share on other sites More sharing options...
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