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v1.20.4 - Lore Update: The Journey


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Posted

Dear Extraordinary Survivalists 
v1.20.4, a stable release, can now be downloaded through the account manager.


This release is identical to 1.20.4-rc.4. We highly recommend to update if you are on 1.20.3.

2025-02-13_14-02-45.thumb.png.65a5dc5ffb86ae572b838e6c9c2456c1.png
Screenshot by Archbishop, shared in #screenshots on Discord

Game updates (since 1.20.3)

  • Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue)
  • Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via serverconfig.json)
  • Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room
  • Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership)
  • Tweak: Further reduced spawn quantity of new mobs during Temporal Storms
  • Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable
  • Tweak: Added tongs transforms to a large number of metal and ceramic items
  • Performance tweaks:
    • Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds)
    • Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data
    • Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens
    • Reduce overkill butterfly spawn attempts
  • Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead
  • Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails
  • Tweak: Allow /wgen pregen command to be run from console
  • Tweak: On World creation when the worldname is empty choose a random one again
  • Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order
  • Tweak: Update community translations
  • Fixed: Should permanently fix player phasing into blocks when getting damaged
  • Fixed: Minimap opening at game start when it was supposed to be turned off
  • Fixed: Beehive Kiln instantly firing blocks inside
  • Fixed: Colors in character customization screen now named correctly
  • Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar
  • Fixed: Should fix Elk teleporting into Lava/Boiling water
  • Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough)
  • Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type.
  • Fixed: Rift Ward was blocking rifts even when not activated
  • Fixed: Devastated soil and rock were chiselable
  • Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full
  • Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors
  • Fixed: 2nd Story Chapter boss stuck in mid air
  • Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart
  • Fixed: Maybe fixes players able to break the Jonas lens on the tower
  • Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings.
  • Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error
  • Fixed: Server throwing an exception when the masterserver sends an invalid response
  • Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers
  • Fixed: Can pick up ingot molds while holding a mold
  • Fixed: Overhead chat message no longer displayed
  • Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile)
  • Fixed: Server side exceptions thrown by a bowl of meal in water
  • API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.)
  • API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()

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Posted

Ah, my lord, thank you for your wisdom! But if I may, could you kindly share more about the upcoming updates? We, your loyal subjects, are eagerly awaiting the magic you have in store for us.😉

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Posted
10 hours ago, Adnyeus said:

Ah, my lord, thank you for your wisdom! But if I may, could you kindly share more about the upcoming updates? We, your loyal subjects, are eagerly awaiting the magic you have in store for us.😉

Patience, grasshoppa.  They're buttoning up 1.20.  Once done info about 1.21 will start coming out.

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Posted (edited)

Is there somewhere we can see how to properly use ModWhiteList?  It doesn't get appended to serverconfig.json on server update.

Found this from the3dilli on the discord:

Quote

The serverconfig.json now allows to specify a mod whitelist. If the "ModIdWhiteList" is set then it will disable any client side mod for the connecting player that is not on that list. You can add "ModIdWhiteList": ["game"], to block any additional client side mods.
When ModIdWhiteList is in use the ModIdBlackList is ignored. Valid values are "ModIdWhiteList": ["examplemod","examplemod2@1.2.3"],
default (disabled) "ModIdWhiteList": null, which allows any client side mod if not on the "ModIdBlackList"

It would be helpful if we could see examples of each use case.  Is "game" in "ModIdWhiteList": ["game"] a typo?  Also confusing that the notes above say ModWhiteList and not ModIdWhiteList or ModIdBlackList.  We could really use some documentation.  I would update the wiki but I don't know what to put there yet.

Going by the example "ModIdWhiteList": ["examplemod","examplemod2@1.2.3"]
I assume that for example, adding Status HUD Continued to the mod whitelist would go like this:
The URL for the mod is https://mods.vintagestory.at/show/mod/9817
One could add the line "ModIdWhiteList": ["9817"] to their serverconfig.json

Adding another mod, PlayerList for example, at https://mods.vintagestory.at/playerlist would look like "ModIdWhiteList": ["9817","playerlist"] if you didn't care about which version of the mods were used.  Can anyone confirm if that's all accurate?
I can't think of a potentially common use case for the mod blacklist but I assume the syntax is the same.

Edited by p0rps
removed inaccurate information
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