Tyron Posted December 24, 2024 Report Posted December 24, 2024 Dear Extraordinary Survivalists v1.20.0-rc.6, a release candidate, can now be downloaded through the account manager. Another week, another release candidate! With a bit of luck we are now not far off a final version of 1.20.0... so if this rc.6 is decently stable, we should be able to get to an officially stable release in 1 to 3 weeks. While my hope was to release stable this year still, only one week of 2024 now remains. So it looks like we may just miss getting a 2024 date onto it by a hairline. Let's see! This -rc.6 should fix the issue which a small proportion of players had in multiplayer games, with creatures not moving properly. [For the technical details, it depended on the player's internet connectivity. New game systems in 1.20.0 use UDP communication with the server as well as regular TCP: it's a bit more efficient when sending large numbers of real-time updates, as we do for creatures. Some ISPs or routers do not support UDP well enough, for example giving priority always to TCP packets or discarding UDP packets completely. The solution we have found is to add some smart monitoring, so now we use UDP communication for connections which support it, with an automatic drop down to TCP for the connections which do not support UDP.] Merry Christmas and happy holidays! Screenshot by Axebeard, shared in Discord #screenshots Game updates Tweaks to gameplay and balance: Reduce knock-back y-motion when the attack is mostly vertical Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust. Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations Adjusted surface ruin generation for balancing reasons, and to better support large ruins Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway) Tweak: Added tooltip warning players to preheat the clay oven Tweak: Further charcoal pile improvements, updated charcoal burning handbook entry Tweak: Add distillation properties to handbook (by jacopouggeri) A few HUD tweaks and fixes: Center block name in info HUD Chiseled Block displays "Chiseled Block" instead of its name a second time in block info HUD Show the greenhouse information on a beehive's tool-tip when it has the greenhouse bonus Fixed: Ingot Mold block info describing contents as "x units of liquid Y ingot" A few tweaks and fixes to the Settings menus: In the Controls tab, add a Search box (many thanks to Dana for this!) In the Graphics tab, tool-tip for Sepia, add the explanation that it is disabled (automatic) if Dynamic Color Grading is on In the Graphics tab, fixed the incorrect tooltip for Contrast In the Graphics tab, the View Distance slider now has consistent tooltips before and after interaction. Same fix in the main menu Customise World screen for the World Height slider. [Github #4526] In the Sounds tab, the boss music track volume is now affected by the Music slider instead of by the Ambient Sounds slider Tweak: The command "/we chisel setchiseleditable false" is now "/we microblock editable false" Tweak: The Windows installer can be configured to not run the game after install, with the /verysilent command line argument Fixed: Should fix all UDP connectivity issues. The game engine now seamlessly (and automatically) falls back to using TCP only, if it detects that a UDP connection cannot be established Fixed: Beehive Kiln no longer working in -rc.5, also fixed ground storage bricks going invisible Fixed: Missing recipe for fire brick kiln door Fixed: Topsoil blocks were not necessarily drawn correctly with many mods loaded (which created multiple texture atlasses) Fixed: Client crash with many mods loaded (Technical info: multi-texture atlas support for runtime insertions requiring new atlasses, a potential issue for players using many mods. [Github #4693]) Fixed: Attaching ropes to creatures applied to the entire stack of ropes, causing all kinds of undefined behavior. Attached rope is now not stackable. Fixed: In Creative mode, Large wooden gear (rim) and Pulverizer frame (top section) giving an invisible block when Pick Block used Fixed: Metal doors and trapdoors still had the wood combustible properties, making them burn when obviously they shouldn't Fixed: Flowing water now properly accounts for barriers facing inward and outward in all instances Fixed: Resonance Archives armor stands sometimes did not have the proper armor on them Fixed: Tapestry Schematic C (Bloody) not uncovering Schematic C lore. This change might shift everyone's tapestry discoveries over by 1? Fixed: A long-standing minor exploit where players could have 100% health on joining a game, if when they last left the game nutrition gave higher than 15hp of max heath and they were already over 15hp but less than full health. [Github #2250] Fixed: Bugs with liquids during meal ingredient matching Fixed: Issue after using a barrel to take liquid from another container, and placing the barrel. [Github #4734] Fixed: Possible liquid duplication when filling a stack of multiple bowls from another item in inventory. [Github #4708] Fixed: Hunter's green shirt was using wrong wear location (moved from upperbodyover to upperbody) Fixed: log spam relating to animation elements for clothing on the seraph shape Visual fixes: Clouds too visible against waterfalls Wrong arm rotation on bamboo raft After mounting, switching from third person to first person lacked the player sitting animation Fixed a long-standing issue where charcoal piles and snow layers [and anything else using BlockLayer drawtype] appeared visually to remove material from the bottom layer of the pile, not the top of the pile, when material was removed Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time Many pieces of footwear would clip through leather leg armor quite badly. Small issues with Alchemist and Peasant Kaftan texture Fixed: Multiple issues with the Fruitpress - note: it now requires Ctrl + right-click to activate it! Fixed: Crimson maple leaves properly registered for tree-felling purposes, should allow more precise felling of individual trees if they are close together Fixed: Spirits not listed in the Survival Handbook Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown Fixed: Doors and Trapdoors solid sides detection and miscellaneous other Door/Trapdoor bugs (pizza2004) Trapdoors would not place against the bottom of blocks like they used to Fixes neighboring block updates so they are sent to all blocks next to every block in the door whenever the doors are placed, broken, opened, or closed Doors will also no longer attempt to rotate themselves to match other doors or link up with doors that are rotated the wrong way Some doors turning into other doors upon placing a double door Doors should now correctly block water in all cases Fixed: Chiseled blocks with Blocklayer blocks could lose them when imported/copied in WorldEdit Fixed: Chiseled block could have no held item name when hovering over it in inventory Fixed: Kelp top pieces at water surface accumulating snow Fixed various rare crashes in -rc.5: Attempt to fix crash in AmbientManager. [Github #4778] Client-side crashloop with certain modded items in left hand (eg. oillamp?), hot item in right hand. [Github #4735] Additional logging for rare server crash in PhysicsManager. [Github #4754 and #4783] (It will be properly fixed in version -rc.7) Fixed: Command "/allowCharSelOnce" no longer working Fixed: Add missing translation entries Fixed: New game version text in the main menu was cut off for some translations Fixed: Worldmap mods such as AutoMapMarkers unable to load on Linux [Detail: an SVG icon was inconsistently named with uppercase letter] Fixed: Rarely, in the event of a forced game shutdown immediately following updating the game version, the world could appear corrupted with wrong block mappings. These affected the plants and terrain and everything else seen in the game. [Detail: remappings - both kinds, both internal automatic ID remapping and explicit code remappings from config - would not necessarily be recorded in the savegame on a forced server shutdown or certain exceptions. Manifested as (rarely) apparently wacky worldgen, and/or the game asking to remap blocks unnecessarily on next game start] API Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file API Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint API Tweak: Allow BlockBehaviorHarvestable to have multiple drops API Tweak: Make barrels more moddable API Tweak: Cooking system - allow modded meal names API Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly API Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods API Fixed: Texture to index mapping now depends on file name View full record 13 1 1 3
Gordon Wrigley Posted December 24, 2024 Report Posted December 24, 2024 I don't know if it's related to the update, but we just had a temporal storm that dropped dozens of bow torn around and in our house. It wouldn't surprise me if it was over 100. No other creature types. Obviously, did not survive. They take a fair while to despawn as well. And lag inducing. 1
Gordon Wrigley Posted December 24, 2024 Report Posted December 24, 2024 Oh, I see now, they don't despawn until we get a decent distance away from them. I hadn't noticed that before.
Andael Posted December 24, 2024 Report Posted December 24, 2024 2 hours ago, Gordon Wrigley said: I don't know if it's related to the update, but we just had a temporal storm that dropped dozens of bow torn around and in our house. I suspect there is a rare storm condition where there is a "shitstorm" of one type. I had this with Nightmares, and it was in v1.19.8. I only saw this once. Maybe it's a long standing bug or quirk of implementation (some kind of edge-case overflow/wraparound/fallthrough)... or maybe intentional. It was very unusual though, not just for having a single spawn-type but also for the spawn-rate being so extreme. It wasn't anything I could "play" with much... just try to endure. 1.20 does add some kind of storm variations, I think? I expect these might be different distributions of spawn-types. But the rate/quantity you experienced sounds to me more like what I had the once: beyond any other Heavy storm or Apocalyptic night that I've had... and suspiciously so.
StCatharines Posted December 24, 2024 Report Posted December 24, 2024 From the rc.5 update: On 12/13/2024 at 3:29 PM, Tyron said: 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 I couldn't get this to work with either solid iron trapdoors or iron doors. Which solid metal doors would be used in this instance? I was hoping perhaps it was a bug/an issue, and would be resolved in rc.6.
Bumber Posted December 24, 2024 Report Posted December 24, 2024 What are the fruitpress fixes? Mash duplication/stacking issues?
EnbyKaiju Posted December 25, 2024 Report Posted December 25, 2024 Absolutely incredible work keeping on top of the updates I've been running this update since the first experimental build of 1.20 dropped and y'all have done such a good job keeping on top of everything Lining up multiplayer with some friends as soon as the full version is out and so excited to experience everything y'all have put together. And I hope you are all taking a little time off to enjoy the holidays as best you can. Look after yourselves you wonderful people
Guimoute Posted December 25, 2024 Report Posted December 25, 2024 Anyone else experiences the issue on the forum where discussions below Tyron's news post are sometimes available, sometimes hidden? It seems random. 1
Adnyeus Posted December 25, 2024 Report Posted December 25, 2024 no so great christmas without 1.20 1
Adnyeus Posted December 25, 2024 Report Posted December 25, 2024 1 hour ago, Guimoute said: Anyone else experiences the issue on the forum where discussions below Tyron's news post are sometimes available, sometimes hidden? It seems random. Yes, it looks like this messages are made early before out for public and privated.
Brady_The Posted December 25, 2024 Report Posted December 25, 2024 7 hours ago, Guimoute said: Anyone else experiences the issue on the forum where discussions below Tyron's news post are sometimes available, sometimes hidden? It seems random. Maybe you mix up the record (or blog entry) with the forum post? 1
Guimoute Posted December 25, 2024 Report Posted December 25, 2024 @Brady_The Oh! I didn't notice there were two. Thank you! 1
Tancwiht Posted December 25, 2024 Report Posted December 25, 2024 The fruitpress doesn't seems to work anymore on 1.20.0-rc.6, or maybe it's something I don't really understand on my part. I just tested it on 1.20.0-rc.5 and it still worked as usual. 1
Maelstrom Posted December 26, 2024 Report Posted December 26, 2024 18 hours ago, Morggin said: no herobrine detected? Not in this game. There's worse things that go bump in the night. Or the cave. 2
JackSkellington Posted December 26, 2024 Report Posted December 26, 2024 The caves lately... Bup bup bup
Brikert Posted December 26, 2024 Report Posted December 26, 2024 On 12/25/2024 at 12:03 PM, Tancwiht said: The fruitpress doesn't seems to work anymore on 1.20.0-rc.6, or maybe it's something I don't really understand on my part. I just tested it on 1.20.0-rc.5 and it still worked as usual. You using Ctrl + click instead of just clicking? On 12/24/2024 at 11:23 AM, Tyron said: Fixed: Multiple issues with the Fruitpress - note: it now requires Ctrl + right-click to activate it! 2
Jacek Babiak Posted December 26, 2024 Report Posted December 26, 2024 can someone check if there is a soy texture in the pot? because it doesn't show the soy texture in my previous versions and I don't know if it's a mod's fault.
LadyWYT Posted December 26, 2024 Report Posted December 26, 2024 17 hours ago, Maelstrom said: Not in this game. There's worse things that go bump in the night. Or the cave. I'm pretty sure the drifters give me worse spooks than the Warden from Minecraft. Probably because Vintage Story lets me hear the spooks coming, but never lets me see them until it's too late. 1
Rob McClellan Posted December 27, 2024 Report Posted December 27, 2024 We've been running all of the RC on our multiplayer hosted server. For some reason when we install rc6 though it crashes whenever we connect to it (and yes, we're all on RC6 too). We have since fallen back to RC5 until 7 comes out and hopefully it'll be fixed
Moltrey Posted December 27, 2024 Report Posted December 27, 2024 Eh, when it's done is fine for me- this year or next. I have so many games and so little time to begin with... Thanks for all the hard work this year Tyron & Co. 2 1
Adnyeus Posted December 28, 2024 Report Posted December 28, 2024 I need inject my yearly update can't wait
Michael Gates Posted December 28, 2024 Report Posted December 28, 2024 I've run my cementation furnace in a 1.20 world twice now, and both times it's thrown ingots of blister steel out through the BACK of the furnace when I break the coffin. Like, I break it from the doorway, go in to pick up the items, and I'll only have 14 ingots. Then I go walk around the outside of the furnace and find the other two ingots a couple of squares behind the back of furnace, lying on the ground. Tier 1 bricks, so there is a fair amount of damage. Might the new damaged brick blocks let ingots get tossed through them where the old-style cracked blocks were still "solid?"
Thorfinn Posted December 28, 2024 Report Posted December 28, 2024 Welcome to the forums, @Moltrey! 15 hours ago, Moltrey said: I have so many games and so little time to begin with... Me, too. I am so far behind on just my early access games I have not had time to get around to anything else.
Tancwiht Posted December 28, 2024 Report Posted December 28, 2024 On 12/26/2024 at 5:02 PM, Brikert said: You using Ctrl + click instead of just clicking? Tried it, but it didn't work, but after some messing around, Shift + Click seems to work
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