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Smelting (v1.2.4)


Tyron

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Metallurgic Vintarians
Version 1.2.4 is now available for download in the account manager.

Dearest Community, I hope you all had a great christmas! 
In the meantime we completed the basic smelting system as well as everything around it for it to make sense in a survival game world. Currently you can only make use of copper ingots. A lot of features were needed to support it in a meaningful way which took away most of the dev time, so it is not very feature rich just yet.

Updates

  • Feature: Basic Smelting
    • Can now use Firepits and Stoves to turn fuel + ore into metal ingots. 
    • Can now craft copper tools from copper ingots (same recipes as for stone tools)
    • Can now construct firepits by shift+right clicking on the ground with 1 dry grass and 3 fire wood
    • Can now craft fire wood from log + axe (above in the crafting grid)
    • Can now gather dry grass from breaking tall grass with a knife
    • Can now craft a knife from stick + flint (above in the crafting grid)
    • Flint now spawn naturally on the ground amongst other patches of loose stone
  • Feature: Better item and block tooltip
    • Added smelting and burn temperature information
    • Added nutrient information
    • Removed debug infos (can be made visible again using the command .edi)
  • Feature: Game optimizations
    • Switched from Gzip to Deflate, saving on CRC calculations and memory. Saves ~2-4% CPU on server+client
    • Added a fast random generator to Deposit and Cave generation. Saves ~4-6% CPU on server
    • Cache a single value in terrain tesselation: Saves ~1% CPU on client
  • Feature: Automatic World Save File Upgrader
    • The compression optimization broke compatibility with pre 1.2.4 world save file formats, but VintageStory will now automatically probe what version a world save file was created with and upgrade the save file format on world startup.
  • Feature: Worldgen updates
    • Feature: Added single-block rivers to world generation. They generate on rocky faces over- and underground.
    • Tweak: Less dense patches of tallgrass
    • Tweak: No more grass under under lakes, should also allow gravel and sand in the right climates
  • New Modding Features:
    • Items can now also have any kind of shape that can be created with the VSModelCreator (example: Firewood)
    • Custom Item Types are now possible (example: Firewood, Dry grass, Stones)
    • Crafting recipes can require a tool without consuming the tool completely (example: Firewood)
    • Blocks can now be made edible (example: Mushroom)
    • New Event for Blocks and Items: OnUseItem
    • MarkBlockDirty/MarkBlockEntityDirty/MarkBlockUpdated Methods in IBlockAccessor for more precise control on what kind of updates a block should receive.
  • Feature: Added Item ID Remapper. Prevents adding/removing items to the game messing up your current items in old worlds.
  • Feature: Can now place loose stones on the ground by Shift+Right click on the ground with a stone
  • Feature: Mushrooms are now edible too (not very healthy, but might keep you from starving)
  • Feature: Added bamboo hay block
  • Feature: Added Ingots (item only at the moment)
  • Graphics Tweaks:
    • Many item and block graphics improved
    • Added dithering to night sky (reduces color banding)
    • Night fog no longer weirdly purplish
    • Increased overal scene contracts
  • Fixed: Dropped Items reappearing (but disappearing on collection) in certain cases
  • Fixed: A bunch of crashes that I observed for the first time
  • Fixed: Berry bushes not regrowing berries when placed by world generation

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Are you guys pretty set on your anvil implementation (presumably more or less like vintagecraft)?  I had some suggestions for a different way of doing it, but it'd be a bit of an involved suggestion post, so I don't want to go to that trouble if your plan is pretty much set in stone.

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