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Posted

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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  • Mind=blown 1
Posted
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?

  • Like 1
Posted

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.

  • Like 1
  • 8 years later...
Posted (edited)

Mushrooms weren't edible before??? I've eaten TONS

 

Edit: is that an updated UI design or a custom one?

Edited by peebody
Addition
  • Mind=blown 1
Posted
2 minutes ago, Maelstrom said:

Not in 2016 when this thread was active.

was there another mod that did that? I got this game like 9 months ago or something... it was when 1.20.7 was the current stable build...

  • Haha 1
Posted

I didn't come along until 1.14 and I don't think Xskills existed then.   I doubt there were hardly any mobs in the first year or two.  Based on the downloads I recall from 1.14 (2021) Carry Capacity (now Carry On), Expanded Foods and Primitive Survival were among the first mods.  At the time they each had less than 15,000 downloads but were the most downloaded mods at that time.

  • Like 2
  • 2 weeks later...
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