Tyron Posted December 27, 2016 Report Share Posted December 27, 2016 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 View full record Link to comment Share on other sites More sharing options...
redram Posted December 28, 2016 Report Share Posted December 28, 2016 On 12/27/2016 at 2:21 PM, Tyron said: Can now craft copper tools from copper ingots (same recipes as for stone tools) Meaning they're made with crafting grid rather than anvil? If so, is that just temporary till anvils are implemented? Link to comment Share on other sites More sharing options...
Tyron Posted December 28, 2016 Author Report Share Posted December 28, 2016 Yes, just temporary solution. Link to comment Share on other sites More sharing options...
redram Posted December 28, 2016 Report Share Posted December 28, 2016 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. Link to comment Share on other sites More sharing options...
Tyron Posted December 29, 2016 Author Report Share Posted December 29, 2016 We'll do it Vintagecraft style unless a better idea comes along ;-) Link to comment Share on other sites More sharing options...
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