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v1.20.0 - Lore Update: The Journey


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Dear Extraordinary Survivalists 
v1.20.0, a stable release can now be downloaded through the account manager.

Well here we go, this stupendously large update is finally "complete enough". At this point we feel confident that everybody can and should update to 1.20. As mentioned in the pre.1 and rc.1 blog post, the primary goal of this update was to advance the game story, which we have achieved successfully. For me personally, it was awesome to see how the entire VS Team came together to push onward the idea of what is Vintage Story. It was not without its fair share of mistakes, misdirection and disagreement, mind you. Yet, we managed to push through and build something that we find truly worthwhile. The experience we went through as a team makes it all the more evident that - as with any other form of mastery - game development is a continuous learning process.

As for you, dear players, I can only repeat myself - thank you so much for being here! Your contributions are immensely helpful for us, whether it be a purchase, a bug report, testing 1.20, creating a mod, critical feedback or simply just a comment on our discord server. We deeply appreciate your participation in our very wholesome community.

Can I start playing 1.20 now?
Yes, we recommend everyone updating to 1.20 at this point. Old v1.19 worlds should also, automatically, retroactively generate the new story locations, and if there are player structures in the way, you will see a dialog appear with instructions on how to manually generate them.
Please keep in mind, 1.20.0 stable does not mean the game is now fully devoid of issues. When we mark a release as stable it means we feel confident that it is stable enough for 99% of players. There will likely still be a couple more 1.20 stable releases in future as we come across new issues.

Can I explore the new lore content now?
Yes! To get you started with the lore content - revisit the Resonator at the Library, listen to it, then revisit the same Treasure Hunter trader who originally gave you the map to the Resonance Archives. Defeating the Eidolon will now also drop a special item to help you in your journey, but it is optional! You can look forward to visiting 4 unique new story locations!

We hope you will be as dazzled as we were when we first saw everything come together! We are excited to hear, watch and read about your experience with the new lore content - we've put a lot of soul into all of it. For now, it is required to visit the Resonance Archives in order to unlock the ability to claim and ride an elk.

Still unfinished
There are a number of aspects that we would like to polish further, likely as part of a minor update for 1.20 still:
Small tweaks and additions to the lore locations. The sailboat needs more work, to feel 'just right'. The coral reefs we teased in pre.1 have been disabled as we are not yet satisfied with them. An elk-taming system that does not require getting into the lore content. Various other small additions.

Game update trailer


Screenshots

Mount system: Rideable Elk and Sailboat

Added Elk Ownership system. Outfit your elk with a medallion to be able to call it and see it on the map
calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif


Added 21 types of elk blankets and 15 types of Medallions to customize the looks of your Elk
blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png

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Sailboat construction system
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Equippable sailboats to travel the seas (wip)
sailboat.thumb.png.708cff7314d7dad49874be048cec4499.png

Upgraded Raft: now has stowage for the oar and can carry a basket
raftupgrades2.gif.c3fca2ff1b35b6efc2e0bbec1a6d6f32.gif

Ocean Content: Visual upgrade - murky shader and opaque oceans
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Ocean and Lake Content: Many more underwater plants
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Added dynamic color grading and Crops now get frosted
dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif

Reworked wolf model and animations
wolfchasefront.gif.f4b65b66989f11eb0386737d64133d37.gif wolfie-s.gif.ee21815a2119e847dcc3ac0088db22b0.gif

Bricks overhaul. 130+ new variants of brick blocks
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The beehive kiln: A new system of baking bricks
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Added Wattle&Daub blocks
daub.thumb.png.ea02949f148e738734bb2306088d2eb2.png

Added bamboo fence and fence gates
bamboofence.thumb.png.7055ef4bc394edcefd294eb1d569a1ac.png

Trapdoors are now wood-typed, come in 2 variants each and animated like the door.
trapdoors.thumb.png.ef9ec1421cd50d89769863d12e7e087d.png

Chair & Table model redesign
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Added insect life

New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials.
sturdymining.png.e3b56f2bea38804f0756e6dcb7aefa53.pngsturdybag.png.c006970caa414542d56958bc3034f378.png
sturdy.png.31c6c38877990d86bc0d16887f9967f6.png

Two new types of bombs
scrapbomb.png.0591bfc2a395b3d5e663b2752cad524d.png stonebomb.png.2f59d6c9f141a775069eb5477d72629e.png

The Moon moving over the Sun will now produce actual Eclipses
eclispess.gif.3edff57dd0cf24ccfb9b76f3eb3c8128.gif


The 100+ world configs are now much better organized through the use of Tabs
Screenshot2024-12-19233254.thumb.png.7b2d4958071577d7b51ea1687a3d56f2.png

Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions
boom.thumb.png.dc40ac17bdc920af505ff86a2ce1ad9f.png


The most common hot items are now held correctly with the tongs
tongs.thumb.png.9b913bc7b907d6ac6d5fb8940cca2a97.png

Hot ground stored items are now also incandescent and shading of held ones is improved.
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Lava and Boiling water now kills nearby grass
singe.thumb.png.e90d60906a7772c87d9dd9da69c83905.png

Hot molds will shatter if exposed to water
shattermolds.gif.978959c90e619b1a9402a984273f3b49.gif

More beams for creative mode players - shingled roof, ropes of various thicknesses and chains
beams.thumb.png.555367671c7f7053fe619e3476d531b6.png

 

Game updates since v1.19

  • Feature: 4 new major story location, each uniquely different. Begin your journey at the Treasure Hunter trader!
  • Feature: Animal Riding system.
    • First Mount: The Elk
    • Uses a brand new interaction system that allows one to target individual parts of a creature
    • For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe
    • Can be kitted out with additional storage options and be used like a tool rack for various items
    • If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours.
    • Can ride without holding down a button, using a bridle built for long distance travel
    • Ownership system. Attach a medallion to the elk to claim ownership. Can only own one elk at a time. Ownership allows you to see your elk on the map, see its current health and you can call the elk to you using the bone flute.
    • Added interaction help for elk and sailboat
    • Added 15 types of blankets for the Elk
    • Added 16 types of medallions for the Elk
  • Feature: The sailboat
    • A much larger watercraft compared to the Raft currently in the game
    • Uses brand new physics for the correct simulation of non-square creatures and entities
    • Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water
    • The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat
    • Is not carryable, it must be built step-by-step near water
  • Feature: Upgraded Raft They now have stowage space for the oars and one basket
  • Feature: The bricks and brick firing overhaul
    • Added behive kiln: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives
    • Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits, inside bauxite areas or crafted from blue clay and flint.
    • Added a huge amount of variety of bricks with different sizes, patterns and colors
    • Added 'uneven' style bricks (running, header, and soldier patterns only)
    • Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln
    • Jugs can now be fired into multiple colors in the beehive kiln, more variety coming to other ceramics soon
  • Experimental Feature: Ropes/Leashes, Attempt #2
    • This is a second attempt at getting it gameplay ready, it might get removed again!
    • Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole.
    • A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first
    • Can now lengthen/shorten rope with tool modes when holding rope in hand.
    • Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles.
    • Rope now visually attaches to animal necks and player hands.
    • Fixed multiple issues related to rope
  • Feature: 2 New Hostile Mobs: The Shiver and the Bowtorn, each with multiple variants
  • Feature: Insects! Tiny noisy particles that make the world feel more alive
    • Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months.
    • Added very noisy cicadas to warmer areas
    • Added swarms of mating gnats above wet area lakes
    • Added uncommon coquis to jungle-type areas
    • Added Water strider on water sources
    • Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
  • Feature: Tabbed customize world screen. Makes it alot easier to navigate through the myriad of world configs the game offers nowadays.
  • Feature: Added solar eclipses. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two.
  • Feature: Tool and ingot molds will now shatter when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour.
  • Feature: Greatly improved Water visuals
    • Feature: New render pass to visualize water murkiness. Water surface visual tuning
    • Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans
    • Fixed fog visible inside lakes
    • Fixed: Some water block pixels highly visible through thick fog
    • Should finally, finally also fix ugly noise pattern on water edge foam
  • Feature: Added more water plants: Added giant water lilies and a whole lot of new underwater plants
  • Feature: New Blocks (not survival craftable)
    • Feature: Added 2x3 gate
    • Feature: Added quad logs
    • Feature: Added plaster washes, white and yellow variants
    • Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'.
    • Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP)
    • Added 'scratched white paint' decor overlay block (creative mode only)
    • Tweak: Added Ruined torchholder model
  • Feature: New Blocks (survival craftable/acquirable)
    • Added several new lore related tapestries
    • Added new storage vessels. Purchasable at various NPCs
    • Added Wattle & Daub, crafted using fence + daub
    • Added quad-logs (with and without bark), and corners with extended ends. Extended ends can be covered with another quad-log and chiseled, for longer custom extension
    • Tweak: Added four sets of ruins-only brick
    • Feature: Added bamboo fences and gates. Added bamboo piles
    • Feature: Added wooden roofing blocks
    • Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much
    • Tweak: Added electrum lantern. Electrum can now be used in lantern lining
    • Tweak: Added continuous smooth roof plane beams
    • Tweak: Added 'ridge beams' for roofs.  Meant to be used in peaks and valleys, and to cover 'loose ends'
  • Feature: Added master sound slider to affect the volume of all ingame sounds
  • Feature: Added two special sound effects
    • Sound dampening effect when underwater
    • Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
  • Feature: Dynamic color grading. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
  • Feature: Shield mechanic improvements
    • More oomphy shield blocking sounds. Added light & heavy metal shield hit + heavy wood shield hit
    • Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
    • Some high flying projectiles were not correctly blocked by shields
    • Shield block animation now only plays when successfully blocked
  • Feature: The new clay brick chimneys now emit smoke if there is a burning firepit or pit kiln below
  • Feature: Added one new really very large, very rare surface ruin and several house ruins
  • Feature: Left click a crock or pot in inventory with one empty bowl to fill it from the crock. Allows meal transfer without block placement.
  • Feature: Performance tweaks
    • Tweak: Improve overall CPU side performance anywhere from 5% to 30% (Technical info: Simply by enabling Dynamic PGO)
    • Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% (Technical info: More CPU cache friendly algorithms for determinining which entities to send to which players, and which of those entities should actively tick. On highly populated servers this can become a bottleneck, e.g. 60 players with 8000 loaded entities = 48000 checks)
    • Fixed: Very large Video-RAM leak when traveling more than 5000 blocks (reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)
    • Fixed: A number of small memory leaks on world leave
    • Tweak: Reduced startup time on certain savegames (Technical info: Greatly improve performance of the block registering/remapping system for savegames with a very high max block id count. E.g. from 6 seconds to 2 seconds. Achieved by greatly reducing the amount of calls to Array.Resize on a very large array)
    • Fixed: Runaway block and item mapping list growth in very old savegames in rare cases, causing 2 to 10 fold loading times and increased RAM usage
    • Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
    • Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
    • Tweak: Reduced overall RAM usage by 10% to 20% compared to 1.20.0-rc.1. Possibly even larger gains with lots of mods installed
    • Tweak: 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
    •  
    • Fixed: Lag spikes caused by ChunkMapLayer when teleporting
    • Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
    • Fixed: Memory leak in the dialogue system
    • Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
  • Tweak: Gameplay balancing changes
    • Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
    • Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
    • Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
    • Tweak: Raw fish satiety reduced from 220 to 100
    • Tweak: Path blocks are now reinforcable with the block reinforcement system
    • Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
    • Fixed: Thrown spear when player standing back to a wall was hitting this wall
    • Fixed: Range distance character trait did not affect spears
    • Fixed: Should fix spears damaging creatures multiple times on impact
  • Tweak: Creature AI improvements
    • Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.
    • Fixed hostile mob target circling behavior working again
    • Attacking hyena pups and moose infants now alarms nearby adults
    • Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly
    • Fixed: Fix 3 major bugs in the A* pathfinding system
      • Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself
      • Entity considered itself stuck when it wasn't and canceled its current action as a result
      • Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. )
    • Fixed: Hopefully a number of cases of animals not running away upon getting hit
    • Fixed: A* Bug - Entities running in circles on halfslabs
    • Fixed: Creatures not getting out of water when they should
    • The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute
  • Tweak: Further visual fine tuning
    • Feature: All Seraph clothing is now in 3D
    • Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding.
    • Feature: Added rust decor to locust nests
    • Feature: Wrenches now have different models depending on metal type
    • Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural.
    • Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay.
    • Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes)
    • Tweak: Made snow particles more affected by wind
    • Fixed: Temporal storm glitch effect on blocks went missing in 1.19
    • Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom
    • Fixed: Broken transparency on glass case bookshelf models
    • Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does
    • Fixed: Jitter when doing left click scything and then holding right mouse button.
    • Fixed: Seraph sliding issues while on a wobbly raft
    • Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down
    • Fixed: Fireflies and lightning flash particles not properly glowing
    • Tweak: Fp Animation for pouring liquid metal improved.
    • Tweak: Adjusted tool mold held transforms
    • Tweak: Held anvil and anvil parts now shown as held in both hands.
    • Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark
    • Tweak: First person hands, lag slightly behind when changing view direction, looks more natural
    • Tweak: Remove shinyness effect from iron and lead metal blocks
    • Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage
    • Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming
    • Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?!
    • Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block
    • Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded
    • Fixed: Mitigate super squeezed textures on support beams at the end of the beam
    • Fixed: Chest labels wind waving in some cases
    • Fixed: Misaligned texture on the underside of firewood
    • Fixed: Charcoal piles and snow layer texture appeared to remove material from the bottom layer of the pile, not the top of the pile, when material was removed
    • Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
    • Tweak: Additional visual effect while drunk (vary ambient bloom level)
    • Tweak: Topsoil grass coverage texture is now randomly rotated
    • Tweak: Crops now have a frost overlay
    • Tweak: Improve SSAO quality, particularly the high quality setting
    • Tweak: Can now set LodBiasFar in the graphics settings
    • Tweak: Don't wildly wiggle around offhand torch while knapping
    • Tweak: Water striders now tightly follow the water line
    • Tweak: Disable sideways swivel for swimming land dwellers
    • Tweak: Fine tuned fire particles
    • Tweak: Reduced strong red ambiance during Nights
    • Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
    • Fixed: Mediterranean cypress in large planter had wrong foliage tinting
    • Fixed: Night vision mask visually conflicting with hoods
    • Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
    • Fixed: Animation jerkiness on the Resonator block
    • Fixed: Animated blocks still animated while paused
    • Fixed: Creatures sideways-swiveled too quickly when turning
    • Fixed: Some animation jerkiness with traders
    • Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
    • Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
    • Fixed: Very jerky fp arm movements on very low fps
    • Fixed: Offcentered down arrow on dropdown GUI elements
    • Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
    • Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
    • Fixed: Firestarter did not play animation when using on pitkiln
    • Fixed: Other drunken player made your own player character wobbly
    • Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
  • Tweak: Indoor rain sound improvements
    • Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position)
    • Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider
  • Tweak: Cave ins are now less predictable, as they can collapse more blocks and create additional cave ins nearby
  • Tweak: Gameplay balancing changes
    • Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag
    • Tweak: Standard mining bag buff from 10 slots to 12 slots
    • Tweak: Farmland buff - now dries out after 96 hours, instead of 48
    • Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30%
    • Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively
    • Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz
    • Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player
    • Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value.
    • Tweak: Buying price and demand for aged crates by traders reduced
    • Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though.
    • Tweak: Fruit press now requires a metal rod, rather than metal ingot
    • Tweak: Hyena drops reduced
    • Tweak: Reduced Tuning spear damage from 4 to 2. Intended to give Clockmakers more opportunities to hack a locust.
    • Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year.
    • Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work.
    • Tweak: Edible bamboo shoots now spoil faster
    • Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1
    • Tweak: Don't spawn cassava crop in deserts (minrain 0.2 => 0.28)
    • Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits
    • Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire
    • Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety
    • Tweak: Quern recipe now also require a hammer and chisel
    • Tweak: Bucket crafting recipe now also accepts rope, in addition to twine.
    • Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava
    • Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving
    • Tweak: Add flint deposits to limestone.  Add extra-large but rare flint deposits in limestone and chalk
    • Tweak: Cementation Furnace process can now also break refractory brick grating
    • Tweaks: Reduce knock-back y-motion when the attack is mostly vertical
    • Tweak: Disallow hopper pushing items into the clay oven (it caused undefined behavior anyway)
    • Tweak: Bow aiming accuracy rework
      • The Ranged accuracy stat should now have a significantly more noticeable impact
      • The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle.
    • Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products'
    • Tweak: Nerfed ruins clothing loot, and adjusted other loot generation. Various tweaks and fixes to story locations
    • Tweak: Adjusted surface ruin generation for balancing reasons, and to better support large ruins
    • Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit
    • Fixed: Clay oven not providing heat to the player
    • Fixed: Tropical wild vines could not be used to make rope.
    • Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%.
  • Tweak: New optional survival challenges
    • In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket.
    • In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days
  • Tweak: Creative mode changes
    • Feature: Can now use wrench to offset clutter model
    • Feature: Worldedit overhaul
      • When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details)
      • Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD)
      • Feature: option for import tool to not update the position on right-click (UPP)
      • Feature: start and end position markers within the selection
      • Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock)
      • Feature: Hotkey for CTRL + Z for undo (can be changed in controls)
      • Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls)
      • Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments
      • Tweak: Moved the step size setting to the main control (top left)
      • Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool
      • Fixed: Magic wand on pressing left mouse button it would destroy blocks
      • Fixed: Preview selection and place issues with the chisel brush tool
      • Fixed: Mirror with beams
      • Fixed: Slanted roofs not rotating properly
      • Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them
    • Tweak: Added selectable collider block for chiseling with
  • Tweak: Inventory management tuning
    • Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound)
    • Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory
    • Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway
    • Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this
  • Feature: Handbook & Tutorial improvements
    • Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click
    • Fixed no intuitive way to complete the last tutorial step.
    • Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings
    • Slightly less bad command handbook text formatting, added scale font tag, e.g. <font scale="80%">  
    • Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
    • Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
    • Handbook did not mention that hot molds will shatter when wet
    • Crash on handbook entry for parchment when hovering over the label-create recipe
    • Handbook search can now include AND between search terms, as well as OR (lowercase "and"/"or" also acceptable)
    • Add raw brick handbook info explaining different types of firing in beehive kilns (dana PR)
    • UI alignment of [hotkey] included in handbook texts etc
    • Further charcoal pile improvements, updated charcoal burning handbook entry
    • Add distillation properties to handbook (by jacopouggeri)
    • In the handbook, consumable liquids now show "When drunk ..." text instead of "When eaten..."
    • Handbook: Marble-topped tables added text to make clear the requirement for steel saw
    • Grouped several blocks and items in handbook to de-clutter 'ingredient for' sections
    • First Steps Tutorial will now only close when a lit torch is placed
    • Fixed: Tutorial page in Handbook non-responsive Start Tutorial button
    • Fixed: Handbook search no longer treats words such as "ör" (a type of bow in Icelandic) as logical OR
    • Fixed: Tool heads displayed in the handbook should render on top of the Creative inventory, if that is open at the same time
    • Fixed: Spirits not listed in the Survival Handbook
    • Fixed: Incorrect Handbook information and labeling of liquid recipe output
    • Fixed: Handbook reported the wrong portion size for CooksInto recipes
    • Fixed: In the Survival Handbook, Tutorial steps 4 onwards were missing their step number in the text shown
    • Fixed: Rare crash in First Steps Tutorial if fire pit glitched. [Github #4829]
  • Tweak: Gameserver changes
    • Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist.
    • Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB
    • Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers)
    • Tweak: Server advertising on the public servers list is no longer enabled by default
    • Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs
    • Tweak: Added server Audit log for PVP damage
    • Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m²
    • Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire
    • Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config.
  • Tweak: Chat Commands changes
    • Tweak: Improve command help output for ban command
    • Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions
    • Tweak: Add .debug wireframe landclaim utility as admin
    • Tweak: Add rudimentary command exporter for the wiki .chb expcmds
    • Fixed: Command /we replace-material did not work for beams on chiseled blocks
  • Tweak: Performance tweaks
    • Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps->42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader)
    • Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range)
    • Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth
  • Tweak: Improved translation support
    • Fixed: Localization: Plaques in the Resonance Archives, and similar signs in ruins or story locations, are now visible in Asian, Arabic and Cyrillic alphabets. [Github #4748]
    • Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
    • Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
    • Fixed: New game version text in the main menu was cut off for some translations
    • Fixed: Added many missing translation entries
  • Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip)
  • Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location
  • Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode
  • Tweak: Less squishy entity pushing. Made rafts and boats pushable
  • Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved.
  • Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now
  • Tweak: Increase chance of inlog beehive spawning
  • Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log
  • Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot.
  • Tweak: Rename rope item to 'coiled rope'. 
  • Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head
  • Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head.
  • Tweak: Male and female wolf size now vary by +/5%
  • Tweak: Described how lightning rods works in the block description, as it was undocumented.
  • Tweak: Dont raise shield while interacting with something, i.e. right mouse button down
  • Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months.  So male deer will now have some stage of antlers from about 8.5 to 9 months of the year.
  • Tweak: Revert explosion sounds to old style
  • Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load
  • Tweak: Vine sections can now be grid-swapped into end sections, and vice versa.
  • Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course
  • Tweak: Multiplayer server management improvements
    • Feature: Added "/group joinpolicy [inviteonly|everyone]" allows ability for everyone to freely join a group. Added "/group join [groupname|groupid]" to join a public group
    • Feature: 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: /kick command now also accepts a player selector
    • Tweak: /group command should now deliver localized messages to the player
    • Tweak: Improve Audit logging for take/put of contents from many blocks by a player
    • Tweak: Cleaner UI for Server Disconnected Screen
    • Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
    • Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
    • Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
    • Tweak: Localized language handling between client and server improved, if a language does not exist on the server side it now properly falls back to the default one
    • Tweak: Schematics importing is now more robust against broken block codes
    • Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
    • Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
    • Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
  • Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
  • Tweak: Various chat commands adjustments
    • Added user warning on "/time speed" commands
    • Can now supply itemstack attributes to /giveitem and /giveblock
    • Added new /we importl <filename> command to import large schematics, this command will not be revert-abel but is a lot faster for very large schematics, further if you select the import tool and choose Replace Mode: Replace all no air it will make the import even faster (ideally there are no block in the area you want to import it into)
    • Added ".cam loadold" to be able to load pre 1.20 paths
    • Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
    • Add "/worldedit microblock setname" to set a name for multiple microblocks
    • Add alias /sc for /serverconfig
    • Add /entity set-angle yaw <degrees> command
    • Add /we gcc command to export CustomLandClaims json for storystructures.json
    • Corrected saving of /serverconfig whitelistmode <on/off/default> changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
  • Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
  • Tweak: Add more waypoint suggestions
  • Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
  • Tweak: Don't message box the player on thread crash on exit, just log a warning.
  • Tweak: Ingot Molds are now placed in the facing direction
  • Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
  • Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
  • Tweak: Lowered ground storable hitbox for jugs and pots
  • Tweak: Update Trader Buying/Selling lists
  • Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
  • Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
  • Tweak: Spiderweb is now combustible
  • Tweak: Falling blocks system improvments
    • Fixed blocks floating up to the surface
    • Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
    • Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
    • Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
    • Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
    • Fixed: 2 layers of rock above mantle being fully unstable
    • Fixed: exception on massive cave-ins
    • Fixed: falling blocks getting stuck in flowing water
    • Added random falling direction to spread out landslides
  • Tweak: Linux run.sh now also works when used from a symbolic link
  • Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
  • Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
  • Tweak: NPCs now reveal their name when asked about it.
    • Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
  • Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
  • Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
  • Tweak: Disable render meta blocks mode when entering survival mode
  • Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
  • 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: Added long distance elk call sound also to the untamed elk and removed it from the "idle sound" field, because that one does not play animations
  • Tweak: Treasure Hunter trader will only give you another map to the story location if you don't have the first one
  • Tweak: Decors (especially flat ones like wallpaper) can now be rotated using the wrench
  • 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)
  • 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: World configuration setting "Player lives" is now found on the Player spawn & death tab
  • Tweak: Add dropdown in Worldedit to change the wind preset in the settings panel
  • Tweak: Added tooltip warning players to preheat the clay oven
  • Tweak: A few tweaks and fixes to the Settings menus:
    • In the Controls tab, add a Search box (thanks Dana)
    • 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 is now configured to not run the game after install, with the /verysilent command line argument
  • Tweak: Almost all seed necklaces now craftable instead of sold by herbalist.
  • Tweak: Slightly increase size of Edit Sign dialog to accommodate other languages (e.g. French) better
  • Tweak: Improved chat logs with chat group id and unformatted message
  • Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
  • Tweak: Support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
  • Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
  • Tweak: Add audit logging for sailboat actions (embark, disembark, place/remove chest, open chest)
  • Tweak: Minimap Position can now be changed using Ctrl+F6 (default key, configurable in Settings menu)
  • Tweak: Add /entity locateg command to find locations with large amounts of entities
  • Tweak: Omok pieces can now be melted in a crucible
  • Tweak: Metal plaques can now be scrapped using a chisel
  • Tweak: Add new chat window option in Interface "Auto open Chat only on current group" This option will open the chat only when a new message is received in the currently selected chat group. If this option is disabled, any new message will open and focus on the respective channel, regardless of the selected group.
  • Tweak: Added tongs transforms to a large number of metal and ceramic items
  • Tweak: Setting a block on fire is now logged to the audit log
  • Tweak: Added more clutter treasure models
  • Tweak: Prevent ruins from spawning at the bottom of the sea
  • Removed: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle & daub)
  • Fixed: Scythe can still destroy grass in trim mode
  • Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
  • Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
  • Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
  • Fixed: Might fix issue #4327 - Everything has a blue-ish tint
  • Fixed: Rare crash related to chiseled block breaking
  • Fixed: Not being able to attach sign to trunks
  • Fixed: Single reported client crash related to Frustum spheres
  • Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
  • Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
  • Fixed: Can remove not removable decor by replacing it with other decor
  • Fixed: Projectile damaging same entity multiple times on hit.
  • Fixed: Plants inside flower pots and planters windwaving inside of rooms
  • Fixed: Missing interaction help for fuel for clay oven
  • Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
  • Fixed: Prevent Translocator breaking with hacked client
  • Fixed: The last rope in a map region not properly getting deleted
  • Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
  • Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
  • Fixed: Salted hides could not be soaked in borax
  • Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
  • Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
  • Fixed: Rare exception thrown by the rock strata generator
  • Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
  • Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
  • Fixed: Able to pick up thrown drifter stone after reload
  • Fixed: Helmets now hide hoods, scale armor helmets did not align well with eyes, plus various other clipping and texture issues with clothing and armor.
  • Fixed: Bow release sound sometimes not playing
  • Fixed: Pumpkin carving did not work on servers if the server was last started before october
  • Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
  • Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
  • Fixed: Sound error logged rarely related to wind sounds
  • Fixed: Glider open/closed state desync in multiplayer
  • Fixed: Several issues with non-player entities mounting beds
  • Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
  • Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl <filename> command)
  • Fixed: Issues with support beams
    • Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
    • Water was not able to flow into support beam blocks
    • Support beams placed in water would delete the water
  • Fixed: Removed incorrect interaction help on burned out torches
  • Fixed: Meta blocks and crop prop blocks not in creative everything tab
  • Fixed: Terminus teleport not working in laggy server conditions
  • Fixed: Foggy weather no longer working
  • Fixed: Various crashes when disabling survival mod and starting a super flat world
  • Fixed: Adding labels to any wood crates turned them into aged labeled crates
  • Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
  • Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
  • Fixed: Switching ifp mode on/off left some lingering animations that derped things
  • Fixed: Able to reinforce blocks claimed by another player
  • Fixed: Schematics would rotate the yaw of Entities twice
  • Fixed: Filtering items in creative inventory right after loading crashes the game
  • Fixed: Game crashes when reopening creative inventory with right side tabs active
  • Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message
  • Fixed: Discovery a new story always uncovered 2 chapters at once
  • Fixed: Multiple text formatting bugs when reading lore from the lore item directly
  • Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play
  • Fixed: Raft ambient sound broken when there's multiple rafts/boats around
  • Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit
  • Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway
  • Fixed: Held item dropping incorrect shadow on itself in fp mode
  • Fixed: Entities where not rotated correctly with schematics
  • Fixed: Reed handbasket would sink in water
  • Fixed: Player turning around in overhead mode when entering chat
  • Fixed: Player could cause "Only available in creative mode." spam for last logged in player
  • Fixed: Rare crash in weather system
  • Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized)
  • Fixed: Worldedit control "Override default values" did not reset rain override
  • Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map
  • Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled)
  • Fixed: Clipping textarea in the chisel block Rename Dialog
  • Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price
  • Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead
  • Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead
  • 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: 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: 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: 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: "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)
  • Fixed: Bears didn't attack Goats
  • Fixed: Marble and kimberlite cobblestone did not have grid recipes
  • Fixed: Slight texture error on malefactor cloak shoulder
  • Fixed: Crashes on buying crocks with meals (or other containers with perishables) in auctions
  • Fixed: Worldgen structures would not get remapped automatically producing unknown blocks in some cases
  • 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: 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: 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: 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: 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: 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: 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]
  • Fixed: Skylight sometimes instantly flipped to a different color right at midnight
  • Fixed: Unable to place 4x on ground storage when creating a new pile
  • Fixed: Crock not loosing seal in some cases
  • Fixed: Saltwater could still be placed with water transport setting off
  • Fixed: Pudu deer gave as much meat as regular deer
  • Fixed: Rare long-standing unpredictable client crash when unloading chunk. [Github #4692 #4789]
  • Fixed: Ripe berry bushes would pause or reset the transition timer in cold weather
  • Fixed: Male moose spawned without any companion animals
  • Fixed: Rounding inconsistencies in crucible output
  • Fixed: Anvils no longer allow you to finish welding with a cold top half
  • Fixed: Hares did not display multiply behavior in the block info hud
  • Fixed: Condenser could fill containers beyond their maximum capacity
  • Fixed: Berry bushes would pause or reset the time left until berries fall off the bush in cold weather
  • Fixed: If player position is somehow completely invalid (NaN) on joining game, reset player to world spawn. [Github #4778]
  • Fixed: Minimap (F6) key had to be hit twice to open minimap if off on game start
  • Fixed: Crash upon game client shutdown from connecting screen. [Github #4812]
  • Fixed: Rare crash in GuiDialog [detail: believed to be due to mouse-clicking at the exact moment when certain dialogs on-screen are changing] [Github #4804]
  • Fixed: Rare server error when a client has null language code. [Github #4805]
  • Fixed: Cooking recipes that output liquid did not describe it in litres
  • Fixed: When the automatic adding of story structures to old savegames failed, it would place the wrong schematic. If that happened to you, you can now just regenerate that area
  • Fixed: Double Fence gates would not preserve their proper rotation in Worldedit or ruins when rotated
  • Fixed: Incorrect temperature for bee hibernation (was supposed to be <5°, was actually <0°)
  • Fixed: Loose surface flint not crushed by falling blocks, unlike other surface stones
  • Fixed: On server crash/kill/connection loss prevent the client from crashing
  • Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
  • Fixed: Should fix falling block duplication glitch. Fixes to client crashes related to falling blocks and laggy servers
  • Fixed: Don't crash on invalid clutter blocks
  • Fixed: Don't crash on invalid itemstack


API / Modding Changes

  • Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update
  • Feature: Spherical fog system. More info on this feature in another update
  • Feature: Improved dimensions support in the game engine and API. More info on all this in a future post
  • Feature: Allow json file inheritance for blocks, items and entities using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json
  • Feature: Max animated elements cap is now 230 but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements
  • Feature: Modmaker Improvements
    • Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.).
    • Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state
    • Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner
    • Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders
    • Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish.
  • Feature: New entity type property: "behaviorConfigs". Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice.
  • Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json
  • Feature: Can now define IgnoreElements for block/item/entity shapes
  • Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json
  • Feature: Can now use step-parented shape overlays for entities. Example: Male elk
  • Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior.
  • Feature: Added new tool types in EnumTool
  • Refactor: Rename MultiBlockInteract.GetSounds to IMultiBlockInteract.MBGetSounds
  • Refactor: Rename IClientWorldAccessor.Dimensions to IClientWorldAccessor.MiniDimensions
  • Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string
  • Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer.
  • Refactor: Clean up BEIngotMold and BEToolMold code
  • Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle.
  • Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes
  • Refactor: Unified Seraph and Trader head sizes and accessories
  • Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead.
  • Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition()
  • Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null)
  • Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer.
  • Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing
  • Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event
  • Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container"
  • Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
  • Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms.
  • Refactor: Rename block clutter property randomizeDimensions to randomizeYSize
  • Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead
  • Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable()
  • Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed
  • Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found)
  • Tweak: New particle property LightEmission
  • Tweak: Add "withDrops" property to BehaviorTransformBreak
  • Tweak: Can now use shape overlays for clothing
  • Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None"
  • Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property
  • Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping
  • Tweak: Made IShaderProgram.AssetDomain available to mods
  • Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete
  • Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations
  • Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw
  • Tweak: Mainhand and offhand items can now apply any character stats via statModifier
  • Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks
  • Tweak: Made henbox more moddable
  • Tweak: Add support beam behavior property "dropWhenBroken"
  • Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object
  • Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque
  • Tweak: Made IMPPowered interface public
  • Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api)
  • Tweak: Added CollectibleObject.SetDurability()
  • Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs
  • Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm:
  • Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened"));
  • Tweak: Added command ".debug sound list" to print all active sounds
  • Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding.
  • Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer.
  • Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks)
  • Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full)
  • Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities.
  • Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash
  • Fixed: Lod0Shape not applying alt textures
  • Fixed: Should fix exception thrown in some cases when creating a large explosion
  • Fixed: shape.SubclassForStepParenting() did not subclass element names
  • Fixed: 3D Decors attached to chiseled blocks turned into a flat texture
  • Fixed: Event AfterActiveSlotChanged simply crashing when triggered
  • Fixed: Chat sub commands could not use a different privilege then the base command
  • Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods
  • Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry
  • Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode
  • Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
  • Feature: The Pathfinding system can now differentiate between types of creature and alter pathfinding behavior accordingly. Set via property aiCreatureType on the BehaviorTaskAI Config. See also enum file EnumAICreatureType
  • Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
  • Refactor: Make all internal fields and methods public in GameMain and ClientMain
  • Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
  • Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
  • Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
  • Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
  • Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
  • Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
  • Tweak: Added CollectibleBehavior.OnCreatedByCrafting
  • Tweak: DiscDepositGenerator.absAvgQuantity is now public
  • Tweak: Improve performance of SearchBlocks() by 2%
  • Tweak: Do not play the default idle animation on any creature if some other "BlendMode=Average" animation runs. To modders that add entities with animations: You will want to set your standard walk and run animations to BlendMode: "Average"
  • Tweak: Allow custom names for clutter depending on used texture
  • Tweak: Added string<->AsseLocation conversion thing from Darkhekromant
  • Tweak: /debug expclang now alphabetically sorted
  • Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
  • Tweak: Added EntityPlayer.HeadBobbingAmplitude property
  • Tweak: Shape objects are now json serializable
  • Tweak: Add ability to define multiple cooking recipe in one recipe json file
  • Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
  • Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
  • Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
  • Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
  • Tweak: Can now configure humanoidTraversalCost via json, example implementation in blocktypes/wood/table.json. Added high traversal cost for several blocks such as chairs and tables.
  • Tweak: Added logging of exceptions thrown on instantiating registry objects
  • Tweak: Add ability to runtime toggle aitasks and activity system. Disable via
    /worldconfigcreate bool runAiTasks false
    /worldconfigcreate bool runAiActivities false
  • Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
  • Tweak: Don't crash game if there is a syntax error in a dialogue file
  • Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
  • Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
  • Tweak: Readded Journal.DidDiscoverLore() method for a modder
  • Tweak: Added damage type and damage tier to projectile for future use
  • Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
  • Tweak: structures.json now allows to set a MaxBelowSealevel. So sealevel - MaxBelowSealevel is the max height the schematic is allowed to spawn. MaxBelowSealevel defaults to 20 if not specified
  • Tweak: Mark multiply tree as dirty after modifying totalDaysCooldownUntil
  • Tweak: Add support beam behavior property "dropWhenBroken"
  • Tweak: Moved IContainedMeshSource to getCollectibleInterface to support modded behaviors
  • Tweak: structures.json minGroupDistance was limited to 46_340 now it can up to 3_037_000_498 blocks
  • Tweak: Add "MinSpawnDistance" support for structures/ruins. Lets you define a certain distance constraint from the spawnpoint
  • Tweak: Tapestry can now be set to preserve as pristine on placing down schematics. User /giveblock tapestry-north{type:"forlorn1",preserve:true} 1
  • Tweak: now all entity tasks, bows and spears have damage tiers for their projectiles
  • Tweak: Add color blend mode OverlayCutout (dana PR)
  • Tweak: Allow for more detailed Jam naming (pizza2004 PR)
  • Tweak: Allow for modded buckets  (dana PR)
  • Tweak: Don't hardcode barrel shapes  (dana PR)
  • Tweak: Allow mods to define their own worldproperties/block/metal.json instead of needing to patch the file
  • Tweak: Add "MinSpawnDistance" support for village schematics. Lets you define a certain distance constraint from the spawnpoint
  • Tweak: Allow BlockBehaviorHarvestable to have multiple drops
  • Tweak: Make barrels more moddable
  • Tweak: Cooking system - allow modded meal names
  • Tweak: new Lang.GetWithFallback(key, fallbackKey) method to allow us to replace an existing lang key seamlessly
  • Tweak: Renamed 'The Seraph' music track, allowing it to be used in the music meta block for mods
  • Tweak: When modifying multiply tree also mark it as dirty.
  • Tweak: expose waypoint data
  • Tweak: entity.ServerPos and entity.Pos is now the same field, as we no longer need seperate positions on client and server removed in rc.8
  • ModMaker Tweaks
    • Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
    • Removes hardcoding for not allowing dev or other versions.
    • Bug fixing for removing non-existent folders
  • Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
  • Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
  • Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
  • Fixed: Memory leak and heavy lag in some cases when using .tfedit
  • Fixed: Entity variable of scope "entity" not working properly
  • Fixed: Deleted almost all json duplicate keys in all assets
  • Fixed: Block lighting bugs with lit schematics or lava
  • Fixed: Raccoons harvesting berry bushes would only trigger the first harvestedStack.
  • Fixed: Texture to index mapping now depends on file name
  • Fixed: BlockEntityGenericTypedContainer should not require BEBehaviorAnimatable
  • Fixed: EntityPos.XYZFloat and EntityPos.XYZInt now take account of dimensions, same as EntityPos.XYZ
  • Fixed: When patching files inside the worldgen folder (structures.json / storystructures.json , ...) those patches would be lost when running /wgen regen

 

Changes since 1.20-rc.9 also listed above

  • Feature: Added additional Elk Medallions to customize your elk. Some can be crafted, some can be found in ruins, and some can be bought from traders.
  • Feature: Left click a crock OR pot in inventory with one empty bowl to fill it from the crock
  • Feature: More house ruins on the surface for variety
  • Tweak: Changed firstClassChangeOffsetMonths to allowOneFreeClassChange use "/worldconfigcreate bool allowOneFreeClassChange true" to enable it, it now also works without setting allowClassChangeAfterMonths. The setting allowOneFreeClassChange grants first joining players and existing ones one free class change with this update.
  • Tweak: Improved chat logs with chat group id and unformatted message
  • Tweak: Slower midnight sky ambient transition
  • Tweak: On player login log the name with the position alongside
  • Tweak: Ashen, light brown, and tan daub now require blue or fire clay, they do not accept red clay
  • Tweak: Don't spawn salmon in flowing water to avoid salmon waterfalls
  • Tweak: Made lore location travel distance configurable in the world config screen
  • Tweak: support chains, metal support beams, 'rotten' wooden support beams, and 'very aged' wooden support beams no longer drop when broken.
  • Tweak: Make the client crash if it tries to send a NaN Position or NaN Motion value to the server to avoid server isuses and track the cause of the issue
  • Fixed: Treasure Hunter uses wrong string for name dialogue
  • Fixed: Rain ambiance wouldn't play on glass
  • Fixed: More crashes related to ropes and also fixed more duplication bugs
  • Fixed: Chiseled block naming was all weird. First line is now the block name, subsequent lines is now the block description
  • Fixed: Many Villager accessories using all the same textures (override textures were missing prefixes)
  • Fixed: Might fix boss getting stuck midair in some cases when far away from player
  • Fixed: Exception thrown by the rock strata generator
  • Fixed: Wild Vines did not rotate properly when used in a worldgen schematic
  • Fixed: 3rd person player getting ghost damaged every 0.5 seconds client side only
  • API Tweak: Add support beam behavior property "dropWhenBroken"

 

 

 


View full record

  • Like 15
  • Cookie time 1
  • Amazing! 6
  • Thanks 3
Posted

Just told my wife that with the 1.20 update for Vintage Story, I'm going to be so busy I won't talk to her for a whole year again. She wasn't thrilled... Guess I should've mentioned the new update 1.20 🤗

  • Haha 4
Posted

something happened on the tops server this morning. I got kicked off it and haven't been able to log in since. I think all my stuff is missing and the deer has already been stolen

 

  • Mind=blown 1
Posted

I don't use discord, can you tell me where on the forum I can post a message about the problem? I tried to log into the TOPS server many times today and it wouldn't let me in. I got thereimage.thumb.png.d9329c4df5b9558c892b38bd3275e913.png very quickly once, and that's what happened. before I was kicked off the server, I rode a deer towards spawn

Posted
33 minutes ago, Yondu said:

something happened on the tops server this morning. I got kicked off it and haven't been able to log in since. I think all my stuff is missing and the deer has already been stolen

might be related:

 

Posted
16 minutes ago, Yondu said:

I don't use discord, can you tell me where on the forum I can post a message about the problem? I tried to log into the TOPS server many times today and it wouldn't let me in. I got thereimage.thumb.png.d9329c4df5b9558c892b38bd3275e913.png very quickly once, and that's what happened. before I was kicked off the server, I rode a deer towards spawn

what language is that?

Posted
2 minutes ago, traugdor said:

The translate app on my phone says it's Russian for "Congratulations, You're Dead!" with two buttons for "Respawn" and "Rage Quit"

is possible reset my map? looks like im playing tetris 
image.png.14e9072071b030018e2cb04976263863.png

  • Haha 1
Posted
10 minutes ago, Adnyeus said:

is possible reset my map? looks like im playing tetris 
image.png.14e9072071b030018e2cb04976263863.png

Mine looks like that after turning on the full-color world map. It's possible that you just need to leave and rejoin. It should load the map when you visit the area.

Posted
2 hours ago, traugdor said:

It's possible that you just need to leave and rejoin.

I had similar problem in pre-8, after 2nd. story arch, the map got large and got lagged, especially if seasons changed. Turning terrain in the map off and on helped sometimes. Or just closing and reopening the map after while.

Posted
4 hours ago, Adnyeus said:

Just told my wife that with the 1.20 update for Vintage Story, I'm going to be so busy I won't talk to her for a whole year again. She wasn't thrilled... Guess I should've mentioned the new update 1.20 🤗

You're lucky. Mine said, "Who are you, and what are you doing in my house?"

  • Haha 1
Posted (edited)

imagen.thumb.jpeg.07479d2a135343cec0cdf132e345d5d2.jpeghasta

Thank you for your help, I was able to solve the error, thank you very much.. I wanted to ask you if entities are invisible to you, or just to me? The entities are invincible and after 30 hours or 15 minutes they appear... (I no longer have mods)

Edited by Frikidark09
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