Tyron Posted December 13, 2024 Report Posted December 13, 2024 Dear Extraordinary Survivalists v1.20.0-rc.2, a release candidate, can now be downloaded through the account manager.Time for an update. I don't know what to write here. Please picture a inspiring follow up post to rc.1 here ^_^; [Edit:] Now released rc.3 to fix the ? blocks which version -rc.2 could generate in ruins and structures. If you had that happen while running rc2 - please update to rc.4 rc.3 (or any later game version) and go to the approximate centre of the ruin, there type command: /wgen regen 1 to regenerate and fix the issue (Warning: command will delete player-made stuff around there within a 1 chunk / 32 block range) [Edit 2:] Also released rc.4 to fix an issue related to Vintagehosting and UDP Connectivity [Edit 3:] Also released rc.5 to fix of one of the story locations no longer generating correctly in -rc.2 to -rc.4 Screenshot by ATLAS, shared on Discord #screenshots channel Game updates Tweak: Added four new daubs (green, orange, pink, yellow). All daubs can now use any clay. Re-shuffled the sand required for each. Some daubs now have both a grid and a dye recipe (blue and pink are dye-only) Performance tweaks: Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed Improved chunk-redrawing (tesselation) time for chiselled blocks, may help to reduce block lag and improve map loading in some heavily-chiselled areas of the world, for example the Library within the Resonance Archives Multiple entity physics threads (with servermagicnumbers MaxPhysicsThreads set to higher than 1) are now effective again Improve benefits of multi-threaded physics, thanks to bluelightning32 [detail: fewer Interlocked checks when load balancing between threads, so less CPU cache-line contention; less thread spin-up latency for waiting physics threads] Tweak: 40 tweaks and fixes to the new lore locations (but also introduced a few new minor issues, will be fixed in rc4) Tweak: More clearly worded WorldEdit tooltips Tweak: WorldEdit added a dropdown to enable the constrain mode Tweak: WorldEdit /we gn,ge,gs,gw,gu,gd,gl were refactored to the newer command syntax /we g n,e,-x,+x,l etc Tweak: WorldEdit treegen tool now also uses the magic wand for placement and consistency with other tools Tweak: Prevent errors caused by unclean installs. Game now tests for a clean install - if files from an older game version are still in place, it will now error and exit Tweak: Treasure Hunter trader will only give you another map if you don't have the first one Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench Tweak: Added more game credits Fixed: Incorrect hitbox on metal trapdoors Fixed: Unable to place empty glider in normal inventory, glider lost its 2 inventory slots, glider not ground placeable Fixed: New mobs spawning in Homo Sapiens game mode Fixed: Unable to discover more than 1 chapter of game lore Fixed: Some particles not visible in other dimensions [detail: the Player Environment Awareness Tracker used by OnAsyncClientParticleTick was not working in other dimensions] Fixed: WorldEdit Grow/Shrink was adding/removing one extra block Fixed: Food perish speed on shelf was the square of the speed shown in tooltip Fixed: Prevent BlockEntities from ticking in the WorldEdit blocks preview Fixed: Rare crash relating to music fade-out when leaving Resonance Archives or other lore structures [Github #4603 #4662] Fixed: Should generally fix all empty/void/missing chunk columns due to entity loading exceptions Fixed: One specific entity loading exception for certain types of FallingBlock during chunk loading [Github #4649] Fixed: Two rare shutdown crashes after pressing Cancel during game loading Fixed: Tutorial not proceeding past step 5 (collect sticks) in 1.20 [Github #4623] Fixed: Rare crash related to AI pathfinding over tool molds Fixed: Palisadewall were missing remappings Fixed: Issue in WorldEdit where copying and previewing a large area, then switching to a small area, could leave behind "ghost" images around the older preview Fixed: Connecting through localhost to a dedicated server running on the same PC sometimes not detected by the server as being a local connection, due to IPv6 Fixed: Crash when changing to second seat on a raft Fixed: Some water block pixels highly visible through thick fog Fixed: Watering can not removing cave-art properly [Github #4604] Fixed: Crash with watering can having negative percent for some reason Fixed: The Clockmaker's hacked locusts broken in numerous ways Fixed: Locusts not rendering their lamps inside and consequently unable to tell if a locust has been hacked or not Fixed: Blue-ish ambient during temporal storms Fixed: Ladder not collapsing when breaking the bottom-most piece Fixed: /wgen regen command run from the center of the Devastation Area now regenerates both dimensions Fixed: chests closing immediately in other dimensions Fixed: crash the first time using a block, if a player logs in to the game already in another dimension Fixed: Mac OS had very bright colors due to enabling srgb which was supposed to fix blue tint Fixed: Mac OS having inverted colors (blue tint) Fixed: Mac OS crash when the new sound effects were used Fixed: MacOS HUD and GUIs going invisible Fixed: Lots of missing translation entries and various lines not translateable Fixed: Don't crash when placing invalid lanterns on a sailboat API Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles API Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds API Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions API Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable API Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ API Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen rc.3 Changes: Tweak: Attenuate insect sounds when inside rooms Fixed: Unknown blocks in newly-generated structures in in 1.20.0-rc.2 (and related exceptions logged to server-worldgen.log log file) Fixed: Might fix UDP connectivity issues rc.4 Changes: Tweak: Added long distance elk call also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations Tweak: Charcoal Pit and Charcoal Pile fixes: Firepit can now also be placed non-centered and still fire an entire 11x11x11 pit, now should register solid metal doors as airtight, will ignite combustible pit walls and the charcoal pile collapses when dug instead of left floating (pizza2004 PR) Fixed: Dedicated server started in standby mode (-s) would crash when first client connects Fixed: Multiple issues with UDP connectivity Fixed: "x-pineapple slice" jam now named just "x-pineapple" jam (pizza2004 PR) Fixed: Berry bush fixes. Missing prune interaction help on berry bushes, pruned berry bushes resetting after harvest, growth timer not reset when a raccoon steals berries (pizza2004 PR) API Tweak: Add color blend mode OverlayCutout (dana PR) API Tweak: Allow for more detailed Jam naming (pizza2004 PR) API Tweak: Allow for modded buckets (dana PR) API Tweak: Don't hardcode barrel shapes (dana PR) rc.5 Changes: Feature: For server owners: Can now set config /worldconfigcreate double allowClassChangeAfterMonths 6 to automatically allow players a class change every 6 real life months. Can also allow a shorter wait time before first class change via /worldconfigcreate double firstClassChangeOffsetMonths -5 Tweak: Max world height for survival worlds is now capped to 512, as anything beyond that creates ugly terrain and also breaks the lore locations Tweak: Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable) Tweak: Allow fire clay to be used to construct the beehive kiln Tweak: Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR) Tweak: First Steps Tutorial will now only close when a lit torch is placed Tweak: World configuration setting "Player lives" is now found on the Player spawn & death tab Tweaks and fixes to Localization: Oar selection box on raft named "Oar rest" Localize damage types in the Damage log tab in chat Fixed condenser/fruit-press block info the word "Container:" not being localized "Search..." placeholder when searching for a multiplayer server now localized minor update in the English text for the introduction dialog, for grammar Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel Tweak: UI alignment of [hotkey] included in handbook texts etc Fixed: Bears didn't attack Goats Fixed: Multi-threaded entity physics was broken in -rc.2 to -rc.4 with boats and rafts Fixed: Story location 3 worldgen broken in -rc.2, -rc.3 and -rc.4 Fixed: Tutorial page in Handbook non-responsive Start Tutorial button Fixed: Marble and kimberlite cobblestone did not have grid recipes Fixed: Slight texture error on malefactor cloak shoulder Fixed: Bell now also spawns the new mobs Fixed: Colored lanterns not colored when placed on elk or sailboat Fixed: Backwards sailing when looking 90 degrees sideways Fixed: Leather Bracers changed the Malefactor Necklace Texture Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions Fixed: Worldgen structures would not get remapped automatically Fixed: Attempt to fix rare client crash on chunk unloading after death and respawn Fixed: Rare crash when continuing to fire bow rapidly after running out of arrows Fixed: Issues in correctly displaying days and hours to expiry for hosted servers Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR Fixed: (minor) Handbook search fixed a few issues with trimming whitespace etc. Fixed: (minor) one further possible source of exceptions in code if the game is shut down while still starting up View full record 9 2 5
Voldemort Posted December 13, 2024 Report Posted December 13, 2024 (edited) Wow, Thanks @Tyron HYPE! - Is that screenshot a sneak peak for Village update? anyway can't wait to play it on stable version Thanks for hard work Edited December 14, 2024 by Divočák
EnbyKaiju Posted December 14, 2024 Report Posted December 14, 2024 Thanks for all your amazing work! I've been really enjoying the new build and you folks have been doing a great job as always 1 1 1
Maelstrom Posted December 14, 2024 Report Posted December 14, 2024 23 minutes ago, Divočák said: - Is that screenshot a sneak peak for Village update? Usually screenshots are from player builds submitted to the Discord.
Zero_ Posted December 14, 2024 Report Posted December 14, 2024 These rope leads don't really work well at all. Please make them more functional. 2
Voldemort Posted December 14, 2024 Report Posted December 14, 2024 14 minutes ago, Maelstrom said: Usually screenshots are from player builds submitted to the Discord. I know, just meme
Vytautas Saulė Posted December 14, 2024 Report Posted December 14, 2024 Well, I did not found mentioning fixing a bug where in 1.20 rc1 red clay is not working for clay forming. I will try updated version to check how it is now.
Grummsh Posted December 14, 2024 Report Posted December 14, 2024 Love the wattle and daub change to work with any clay
LadyWYT Posted December 14, 2024 Report Posted December 14, 2024 10 hours ago, Vytautas Saulė said: Well, I did not found mentioning fixing a bug where in 1.20 rc1 red clay is not working for clay forming. I will try updated version to check how it is now. That's strange...I've not had any issues using the red clay for clayforming, either in that version or the versions after. 2
Khornet Posted December 14, 2024 Report Posted December 14, 2024 21 hours ago, Tyron said: Tweak: 40 tweaks and fixes to the new lore locations (but also introduced a few new minor issues, will be fixed in rc4) Is there a list of those somewhere?
Thorfinn Posted December 14, 2024 Report Posted December 14, 2024 52 minutes ago, Khornet said: Is there a list of those somewhere? If there is, mark it spoiler. 1
GeloBledo Posted December 15, 2024 Report Posted December 15, 2024 If I download the test version will I have to make a new world when it comes out to live version? 1
Thorfinn Posted December 16, 2024 Report Posted December 16, 2024 You should be good. If the ruins/structures get more tweaking, and something ends up broken, you can probably still use the command to regenerate the structure. Realistically speaking, about the worst that can happen is you have to redo the part you regenerated. 1
StaryPierdziel Posted December 16, 2024 Report Posted December 16, 2024 (edited) On 12/14/2024 at 1:35 AM, Divočák said: I know, just meme I'd gladly hear about the ability to create a sort of a spawnpoint for villagers/traders somewhere in late game. Like 10x10 blocks range claim block that would attract traders to settle there. Edited December 16, 2024 by StaryPierdziel
LadyWYT Posted December 16, 2024 Report Posted December 16, 2024 43 minutes ago, StaryPierdziel said: I'd gladly hear about the ability to create a sort of a spawnpoint for villagers/traders somewhere in late game. Like 10x10 blocks range claim block that would attract traders to settle there. It's almost certainly going to be a mod. I'm not sure about a vanilla mechanic though. Maybe for the really late game, towards the completion of the full story, however I also think it's not necessary given this story reason(spoiler alert!): Spoiler The reward for completing the second story chapter is a blueprint for a craftable teleporter. It links to a teleporter near the major story location for the second chapter as well, so you really only need make the full round trip once, before getting the ability to fast-travel between those locations. I think you might be able to build more teleporters and link them together, though I've not yet tried this, but even if not, the elk makes traveling between traders a lot more convenient. I would also expect that future story locations will likely include methods of fast travel for the player to unlock after completing those chapters, if the player is expected to be returning to them regularly. 1
Jacek Babiak Posted December 18, 2024 Report Posted December 18, 2024 does fire clay now occur below the water level? or even deeper?
Maelstrom Posted December 18, 2024 Report Posted December 18, 2024 under black coal and anthracite deposits. Can also be crafted from blue and red clay after cooking and grinding flint. 1
Thorfinn Posted December 18, 2024 Report Posted December 18, 2024 @Krougal reported that it also forms in deposits under water. I cannot confirm, nor do he say anything about how big they are. But he does use that radar mod, so I don't doubt he'd find things I didn't.
Michael Gates Posted December 18, 2024 Report Posted December 18, 2024 I found a deposit of fire clay on the surface earlier, near a bauxite area. Didn't dig it up, my inventory was full of orange rocks at the time. Anyway, it is apparently possible under some circumstance or other. Also, about baux: I've built three worlds under 1.20, and all three have had bauxite within two or three thousand blocks of the start point. In the past it's been about one world in five that had findable baux. Likewise I've found limestone in two of them without really looking, and the third had two different colors of marble. Has something changed? Is the game moving away from its traditional view where just finding the resources to tech tree is The Real Challenge? Or have I just leveled up at seeing the good rocks?
Thorfinn Posted December 18, 2024 Report Posted December 18, 2024 Dunno. I'm seeing much the same. Maybe the multi-layered sedimentary generation is a little different? I'm on my 4th now, and, once I found a place I thought was good for building, B&L were both within visual range of 1024 from the top of a ladder. But 4 worlds isn't many data points, either. Interesting with the fire clay. I've only seen it under black coal so far. But I haven't really been looking, either.
LadyWYT Posted December 18, 2024 Report Posted December 18, 2024 1 hour ago, Michael Gates said: Has something changed? Is the game moving away from its traditional view where just finding the resources to tech tree is The Real Challenge? Or have I just leveled up at seeing the good rocks? The only change I've really noticed is that the land generation feels smoother compared to previous versions. Not to say there aren't still rough bits, because there are, but I feel like I'm seeing more gentle slopes leading from flat lowlands to mountainous highlands. As far as resources though, that still feels like luck of the draw. I'd also wager you've gotten better at picking out the really good/rare stuff from the stuff you don't really need.
Guimoute Posted December 19, 2024 Report Posted December 19, 2024 On 12/14/2024 at 12:56 AM, Divočák said: - Is that screenshot a sneak peak for Village update? The main menu visible in 1.20 (rc5) spoils one of those unfortunately. Spoiler
StCatharines Posted December 19, 2024 Report Posted December 19, 2024 I just found that the firebrick kiln door doesn't yet have a recipe.
LadyWYT Posted December 19, 2024 Report Posted December 19, 2024 1 minute ago, StCatharines said: I just found that the firebrick kiln door doesn't yet have a recipe. It doesn't? I've been able to craft one just fine. Playing on the latest snapshot, if that makes a difference.
StCatharines Posted December 19, 2024 Report Posted December 19, 2024 (edited) 8 minutes ago, LadyWYT said: It doesn't? I've been able to craft one just fine. Playing on the latest snapshot, if that makes a difference. No recipe shows in the handbook for me, I'll look again. Edit: 1.20.0-rc.5, no handbook recipe, and setting it up like the refractory brick kiln door doesn't work in the crafting grid either. Edited December 19, 2024 by StCatharines
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