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Dear Extraordinary Survivalists
v1.21.0-rc.1, a unstable release, can now be downloaded through the account manager.

Over 61% of you requested us to finish/polish existing content, so this update's main focus was just that. We've worked on better interactivity with blocks, more ground storage options, more documentation in the survival handbook, a better control scheme for the sailboat, more traversable terrain, more polished cloud visuals, adding the awaited elk-taming system, many adjustments to the 2nd story chapter to make it more approachable and more rewarding. And tons of bugfixes. Included in that list of fixes are two long-standing issues: ghost players seen in multiplayer games, and animals sometimes escaping their pens if the player leaves the area - at least we covered the main causes for those, time will tell if we found them all.

On the engine side we have launched several large scale cleanup/polishing projects such as the slow introduction of the C# nullable context file by file, a major rewrite of the entity AI tasks, major file system level cleanup of our entities, and a Tags system for entities/blocks/items useful for modders. We also now run the game on .NET 8 with plans to go to .NET 10 in a future update.

Can I start playing 1.21 now?
We are decently confident that your v1.20 or older worlds will not break. If you want to be on the safe side, wait until the stable release. (But we recommend now not continuing a world you created in any of the pre-releases of 1.21.)
We would highly recommend making a backup copy of your 1.20 worlds before upgrading the game to 1.21 - for example, although it has terrain smoothing, there is still a potential that the -rc.1 release will create chunk borders for some, due to changes in worldgen.

v1.21 still unfinished / known issues
The barber's hairstyling dialog is unfinished. The large ocean waves do not affect swimming entities. The new moon shader visuals might need some tuning. The Tags system for modders is a work in progress

Forging ahead
We'll now slowly shift to working on version 1.22, which we in the Team are all extremely excited about. We plan to focus primarily on game mechanics this time, especially mechanical power. Personally I'm looking very much forward to doing more dev streams where we can build new game mechanics together live.

Secret Game Project
In other news, we are also able to reveal our first teaser trailer for the secret game project that Anego Studios began working on a couple months ago. There is currently one developer working on it full time and it will be completely a separate game project, there is no lore or content shared between it and Vintage Story. Check it out here: https://www.youtube.com/watch?v=FtYq59ka3vE

Vintage Story "Adventure Mode"
In other other news, the very recently announced new game mode that will focus on a brighter, RPG-y version of Vintage Story is also in the works, currently we are still in very early planning and negotiation phase, so nothing to show here just yet. It will take some time until we'll have something of substance to share.

Final Words
That all being said, thank you to everyone for playing Vintage Story, contributing to the online discussions, reporting bugs, submitting pull requests and all the other cool stuff y'all do! We hope this update will bring you joy.

Game update trailer

Gifs/Screenshots

New blocks: Coral cobblestone, 3 types of red ceramic tiles, new iron door variants and papyrus variants of the baskets
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Can now place more items onto shelves
Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png


Added colored crocks, bowls, pots, vessels and watering cans
ceramics3.thumb.png.ef319dc2ae2a1e74f490f191cf972eb8.png

Added coral reefs: This time for real. Schools of fish included!
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fishis.gif.141d161acf79f3d3efcbe44438cdb643.gif

Added wavy sands to oceans
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Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.
athing.gif.1a5434923517489786ef86aab15cad42.gif


Added volumetric clouds system. Soft as a pillow now!
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Ground storage improvements. Can now store 12 ores per spot
oreground.thumb.png.77b14feaac598e189fcd23a816473448.png

Added bear hide trophy armor
image.thumb.png.7a782e5e0a8cb92189f5b77bd31dc0b3.png

Sailboat upgrades: Can now name the sailboat and attach shields
sailboat.thumb.png.f02b546cfb43dc52c6e2c43fc13a474f.png

Sailboat control change: Need to furl/unfurl sails to sail
furling2.gif.9becc87a2f6cf5a104d23694616fb5fe.gif

Elk upgrades: Can now attach a falx or bow, and temporal gears
elkupgrades.png.e2b49a190c0844b77a5cce51ccaddee4.png

Improved seraph faces
2025-07-22_18-40-52.png.f6f446bf94e9b8d1f944f5ce9deee142.png

Added many new hair styles, added in-game barber in story chapter 2
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Game updates

  • Feature: Added Colored crocks, bowls, and pots
    • Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots.  [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype.  This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.]
    • Feature: Add colored crucibles and metal tool and ingot molds
      • Different colored ingot molds can be placed in the same block space
  • Feature: New blocks
    • Added coral cobblestone, which can be made from chunks of coral gotten from reefs
    • Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace)
    • Added three new red ceramic tile blocks and slabs, sold by an Artisan Trader
    • Added wood-typed paths and wooden paths are now drawn in full 3D
    • Added papyrus chests, hand basket and basket traps
  • Feature: New and improved clouds
    • Volumetric cloud rendering
    • The old clouds look is still available through Graphics settings
    • Fixed: Dark edges on distant clouds
  • Feature: Elk taming system
    • Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk
  • Feature: Elk riding system tuning
    • Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier
    • Feature: Two players can now ride an elk by adding a pillion cushion on the elk's back, behind the saddle
    • Tweak: Add ability for bow, falx and blackguard sword to be stowed on elk's front left and right utility slots
    • Tweak: Added spot to hang a string of up to 3 temporal gears on the elk (behind the right saddle bag location)
    • Tweak: Player now cannot accidentally harm their own ridden mount
    • Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance
    • Fixed: Tamed Elk still attacking the owner
    • Fixed: Elk looking alive following a server re-start after the Elk was killed
    • Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly
    • Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers
    • Fixed: game crashing when harvesting a dead tamed Elk after server restart
  • Feature: Coral reefs generate in bodies of salt water
    • Different reef types depending on water temperature (players may need to head south to see most)
    • Schools of small fish near reefs, as entity particles
    • Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere
  • Feature: Add wavy sand blocks, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
  • Feature: World generation tuning
    • Tweak: Majorly reworked landforms to be more easily traversable. Warning: For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt
    • Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually
    • Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans
    • Tweak: Added 3 new ruins, fine tuned a few others
    • Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate
    • Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only)
    • Fixed: Chunk border smoothing system not working properly
    • Fixed: Large world height worlds had less surface deposits [Technical info: Correctly scale surface deposit chance by deposit depth to world sea level]
  • Feature: Slow healing system
    • Healing items now heal over time instead of instantly
    • Slow healing, as well as taking damage, is now visualized in the health bar
    • Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply
  • Feature: In multiplayer, players can now revive other players using a poultice
  • Feature: Reworked seraph faces, added many new types of faces in the character creation dialog
  • Feature: Added several new hairstyles
    • New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2
    • New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly,  Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids
    • Several more hairstyles available in the game from the barber (I wonder where one would find a barber?)
  • Feature: Added bear hide armor
    • A new craftable trophy armor with average stats
  • Feature: Monster autoharvest! The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved!
  • Feature: Moon and stars position now closer to a real astronomical simulation
    • Moon phase now consistently correct, based on relative moon and sun positions
    • Rendered moon lit side precisely faces the sun current position
    • Moon apparent path through the sky is now close to the ecliptic
    • Night-time star field rotates appropriately for the current latitude
    • Night-time star field varies over the calendar year according to the seasons / zodiac
    • Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky
  • Feature: Added a world customization screen in the savegame modify screen
  • Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set AllowTraverseEveryone true to allow everyone to open doors in the claim
  • Feature: 2nd story chapter adjustments
    • Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place
    • Feature: Tad can now give haircuts and heal the player
    • Feature: All villagers now have their own unique dialogue
    • Feature: Added new short story found in the Lazaret
    • Feature: Tobias will now give you some food for the journey home
    • Feature: You may now confess to your crime if you hurt Charlemagne
    • Tweak: Added more environmental storytelling to the Lazaret
    • Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there
    • Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode
    • Tweak: Significantly reduced distances between 2nd story event locations
    • Tweak: Many tweaks and jank-fixes to villager animations
    • Tweak: Many many fixes on Nadiyan clothing
    • Tweak: Elevator now can now be unlocked on each level in the tower
    • Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles)
    • Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months
    • Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues
  • Feature: Sailboat/Raft improvements
    • Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now
    • Feature: Can now write on the side of the sailboat, to name it etc - use charcoal on the name plate near the bow on port-side
    • Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib
    • Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest
    • Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal)
    • Tweak: Sailboat rudder now moved to the right side
    • Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards
    • Fixed: Opening dialogs while sailing or rafting could change the player look direction
    • Fixed: Animals in sailboats looked jittery while on the move
    • Fixed: Water lilies now no longer render inside the sailboat
    • Fixed: Players positioned on the ratlines in the sailboat looked wrong
    • Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another
  • Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them)
  • Feature: Can now place place pies, ingot molds, and helvehammer molds on shelves
  • Feature: Added dedicated piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers (no longer quad-storable)
  • Feature: Oceans now have large waves (WIP)
  • Feature: New moon shader that is correctly lit by the sun (WIP)
  • Feature: Added 9 sailboat figurehead models for the figurehead mounting point
  • Feature: New pie top crust type: Slit
  • Tweak: Gameplay balancing changes
    • Tweak: Hats now provide protection from rainfall
    • Tweak: Anvil mold must now be destroyed to get the anvil
    • Tweak: Wolf attacks now have better cooldown and windup
    • Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts
    • Tweak: A Hacked locust is now rope tie-able
    • Tweak: Sod roof now has an alternative recipe using logs
    • Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa
    • Tweak: Can no longer construct or light a pit kiln underwater
    • Tweak: Tweaks to charcoal pit and firewood burn efficiency
    • Tweak: Buckets now stack to 5
    • Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top)
    • Tweak: Fish meat satiation halved, drops doubled.  Fish carcasses now have their own model.  Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools.
    • Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks)
    • Tweak: Lime can no longer be crushed by hand with a hammer
    • Tweak: Killed Bowtorns now drop bone arrows
    • Fixed: Bees in skeps continued producing honey below 0°C
    • Fixed: Aged hay could be used to make fresh thatched roofing
  • Tweak: Blocks/craftables tweaks
    • Tweak: Mining bag can now be made from a linen sack and plates
    • Tweak: Slight adjustment to diamond stone tile texture.  Added 'aged' diamond stone tiles (creative mode only)
    • Tweak: Clear quartz can now be pulverized
    • Tweak: Clinker bricks can now be chiseled
    • Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite
    • Fixed: Pink and smoky glass were missing slab recipes
    • Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards
  • Feature: Ground storage tweaks
    • Tweak: Ores now store in stacks of 12 on the ground
    • Tweak: Allow liquid interaction with ground storage
    • Tweak: Allow randomized rotation in SingleCenter ground storage
    • Tweak: Seeds, thatch, mortar and pulp are now ground-placeable
    • Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage
    • Tweak: Make wooden pan ground storable
    • Fixed: Some ores not ground storable
  • Tweak: In-world interaction improvements
    • Feature: Can now squeeze honeycomb in fruitpress for honey
    • Tweak: Allow honey comb squeezing into a barrel
    • Tweak: Allow the player to take a meal serving from crocks on shelves
    • Tweak: If a tool breaks, the tool mode for that tool type now still persists
    • Tweak: Can now swap chisel material using pick block mouse button 
    • Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode
    • Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold
    • Tweak: Can place and remove empty ingot molds always
    • Tweak: Allow placing crucible into firepit with right click
    • Tweak: Can now also seal crock outside the crafting grid
    • Tweak: Remove not needed shift key interaction help info on placed firepit and torches
    • Fixed: When harvesting an animal it could happen that a drop would go over the stack limit
    • Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe
  • Tweak: Survival handbook improvements
    • Feature: The Handbook now shows meal and pie recipes
    • Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
    • Feature: Show more perish information in handbook
    • Tweak: Improved handbook guide for oven-baking and bread
    • Tweak: Show possible inputs for metal molding
    • Tweak: Show possible inputs for smithing
    • Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery
    • Tweak: Show possible clay inputs for clayforming
    • Tweak: Show required materials in smithing and clayforming 
    • Tweak: Add info about pressing Shift+H to the intro text for Survival
    • Fixed: Inconsistent use of litres/liter and titles
    • Tweak: Handbook now displays more information for juicing and information for new squeezing action
    • Tweak: Add handbook info on parts required to repair translocator.
    • Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry
    • Tweak: Hide creative mode creature items from handbook
    • Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle
    • Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays.
    • Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots.
    • Tweak: Resin harvestable properties are now documented in the handbook
    • Fixed: Mention using knife to change pie crust in handbook recipe
    • Fixed: Antlers now properly grouped in the Handbook
    • Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz)
  • Tweak: Performance improvements
    • Performance - reduce GPU RAM used.  Reduces the GPU RAM usage of terrain by approximately half.  Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit.  As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command .cf allowSSBOs off or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). [Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command .cf allowSSBOs on to enable this setting, as in such cases it was off by default]
    • Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay]
    • Small server RAM reduction [detail for modders: servers no longer retain block and item render transforms]
    • Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation]
    • Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf]
    • Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times)
    • Reduced RAM use for animations on both client and server
    • Client-side, slight improvement in tesselation speed (3%-4%, YMMV)
  • Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings
  • Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves
  • Tweak: Carcasses now have more size-appropriate hitboxes
  • Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth
  • Tweak: Slightly nerf block light level boosts introduced in 1.20
  • Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
  • Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks]
  • Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect
  • Tweak: Give back stick after squeezing cheese
  • Tweak: Crocks now visibly indicate the seal on the model
  • Tweak: When getting up from a bed you can now also stand up next to the foot of the bed
  • Tweak: Added seal hours info text for barrel recipes
  • Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
  • Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
  • Tweak: Add vegetables and fruit mash to small trough
  • Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them)
  • Tweak: Tutorial will now take into account items already collected for collection steps
  • Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world
  • Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size
  • Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used
  • Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment.
  • Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough
  • Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now
  • Tweak: Show harvestable skeps in creative inventory and handbook
  • Tweak: Added error messages when item can't be added to an animal trap
  • Tweak: Adjusted tool ground storage transforms to reduce clipping
  • Tweak: Boat and elk selection boxes would be shown at very far distances
  • Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in
  • Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials)
  • Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap
  • Tweak: Allow bombs to be blown up on land you have build permissions
  • Tweak: Enable vsync by default, disable max fps limit by default
  • Tweak: Worldedit can now be translated. See "we-" language entries
  • Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
  • Tweak: Ingot molds display Block Info based on where you point
  • Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
  • Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
  • Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures
  • Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow
  • Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
  • Tweak: Add 'bigger' sounds for musk ox and takin
  • Tweak: Water now somewhat less murky overall
  • Tweak: Godrays intensity mildly reduced 
  • Tweak: Change tongs offhand transform to 'nutcracker' style.  Also change crucible, toolmolds, ingots, and iron blooms to work with this.
  • Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same.
  • Tweak: Add CPU info logging to client and server, also add RAM logging to the server
  • Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
  • Fixed: 75% chance of fixing player ghost duplicates
  • Fixed: Shattered molds display proper amount of bits dropped
  • Fixed: Randomizer meta block not resolving in medium1 ruin
  • Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
  • Fixed: Added a missing tooltip to the firestarter
  • Fixed: Made most of the particle effects dimension aware
  • Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
  • Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
  • Fixed: Server tick time higher than necessary in some cases
  • Fixed: Only show one bag per category on player
  • Fixed: Newly placed reed chests would not close
  • Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection]
  • Fixed: Sound engine breaking because it does not remove disposed sounds
  • Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced
  • Fixed: Armorstands would not sync immediately with other players when adding/removing armor
  • Fixed: Labeled Chests no longer showed their name in the inventory dialog
  • Fixed: Berries in raccoon mouths had bad visual offsets
  • Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks
  • Fixed: Leafy tops of turnips in troughs were invisible from certain angles
  • Fixed: Two skin colors in character creation were both called "forest brown"
  • Fixed: Doors would sometimes connect incorrectly
  • Fixed: LeftDoor will flip properly during double door placement
  • Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically
  • Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side
  • Fixed: Logger.Warning with parameter exception was logged as error instead of warning
  • Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
  • Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu
  • Fixed: Misaligned clay ridge roof models
  • Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue
  • Fixed: Bone flute was flammable
  • Fixed: Goats had improper medium hide drops
  • Fixed: Period for which moose had antlers was too short
  • Fixed: Missing ground-stored transforms for cooked rhizomes
  • Fixed: Noticeable transition in sky color tone after midnight
  • Fixed: Hacky fix for animations not playing on newly spawn entities
  • Fixed: Bowls and jugs show contents on shelf
  • Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay.  They now produce golden brown daub (but still produce the lighter daubs with other clays)
  • Fixed: Mods with worldconfig.json will now load lang entries for world config
  • Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground
  • Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels.
  • Fixed: Rope tool mode to lengthen/shorten no longer shown in top center
  • Fixed: Deep water was not affected by underwater murkinesss
  • Fixed: Erel feather stem had wrong position on tool rack
  • Fixed: Wall-leaned spears popping off in in some cases
  • Fixed: "Protect eyes" seraph animation was playing even when not facing the wind
  • Fixed: Ruined wooden shelf now lines up with standard wooden shelf height
  • Fixed: Chandelier lighting shading now matches that of candles
  • Fixed: Own player not visible in map when in spectator mode
  • Fixed: Worldedit TreeGenTool would not grow fruit trees
  • Fixed: Game sometimes crashing when typing '[' while drunk
  • Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale
  • Fixed: When editing sign text, camera turning to the right sometimes when saving
  • Fixed: Fish meat was missing food tag "meat"
  • Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none)
  • Fixed: Compost could be put in mining bags
  • Fixed: Players were still able to till soil which has a block above it
  • Fixed: In Homo sapiens game mode, panning could drop man-made objects
  • Fixed: Various corrections to the English language translation text
  • Fixed: In handbook or other text, empty or unclosed <hk> hotkey tokens crashing the game
  • Fixed: Rare crashes involving BehaviorSqueezable
  • Fixed: Rare crash when looking at an entity with the elevator in the background
  • Fixed: Attempt to fix very rare serverchunk entity serialization issue
  • Fixed: On Linux, changing from fullscreen to windowed made window border disappear
  • Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied
  • Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done
  • Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews)
  • Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second
  • Fixed: Error when looking at the fruitpress with rot in it
  • Fixed: Translocators stuck at warping space time
  • Fixed: Blades other than falx and blackguard sword were attachable to elk, but did not have shape files for it, and so were invisible when attached
  • Fixed: The show dressed button on the character customization screen did not work after creating a new world
  • Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave
  • Fixed: Show pie in oven interact help box
  • Fixed: Troughs properly report only the animals that can eat from them in suitability info
  • Fixed: Troughs display proper portion size in interaction help even when half full
  • Fixed: Henboxes no longer constantly show "A broody hen is needed"
  • Fixed: Fancy storage vessels showed cracked vessel model when falling
  • Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers
  • Fixed: Beenade would not properly fill with bees from skep anymore
  • Fixed: Raccoons will properly break skeps and harvest berries again
  • Fixed: Berry bushes will properly load the stage growth when exchanged
  • Fixed: Spears and Bows now properly scaled on tool racks
  • Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP
  • Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities
  • Fixed: Mushrooms did not display correctly in traps
  • Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version
  • Fixed: Destroyed papyrus trap uses incorrect textures
  • Fixed: Fish properly trigger their flee behavior
  • Fixed: Suevite ashlar blocks missing lang entries
  • Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln
  • Fixed: Rare crash when interacting with ingot mold
  • Fixed: Pie contents could cook in the oven, breaking the texture
  • Fixed: ItemStackRandomizer would not save changes to it
  • Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio
  • Fixed: Storage vessel and anvil pit kiln used pre-color block name formats
  • Fixed: Ground stored food containers would not render its contents when combined with a hot crucible
  • Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack
  • Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible
  • Fixed: Should fix one source of animals escaping their pens
  • Fixed: Trader dialog bypass, added audit logging for items exchanged with traders
  • Fixed: Shattered ingot molds could sometimes duplicate or cause issues
  • Fixed: Wood-button sound when first entering game world
  • Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water
  • Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
  • Fixed: Super jittery player when connecting or when dead
  • Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck
  • Fixed: Crash when clicking on an empty crock with an empty bowl
  • Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one
  • Fixed: When two different cooking pots are attached to the elk only the left ones texture was shown on both sides
  • Fixed: Dirty pot had stacksize of 1, unlike regular pots
  • Fixed: Estoc had bad ground-placed transform
  • Fixed: Chimney used clay instead of mortar in grid recipe
  • Fixed: Pit kiln would not properly synchronize being lit between client and server
  • Fixed: Wall leaned ground stored items can no longer float
  • Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks
  • Fixed: Ground storage stackable items without a solid upward face could stack on top of each other
  • Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have
  • Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack
  • Fixed: Settings toggle button text not vertically centered
  • Fixed: Mods adding story structures without a protection would crash when teleporting there
  • Fixed: Various roofing blocks had erroneous solid sides
  • Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula
  • Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks
  • Fixed: When an exception was caused by another exception, the causing exception would not be logged
  • Fixed: Game attempted to load mod files from .git folder
  • Fixed: Various missing or incorrect language localization strings
  • Fixed: Confusing mushroom names in meal names
  • Fixed: Missing world edit localization strings
  • Fixed: Missing beard names for village beard variants
  • Fixed: Trader name listed twice in handbook sometimes
  • Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
  • Fixed: Lime said it was baked into quicklime in the handbook
  • Fixed: No hammer durability used when hammering together iron anvil pieces
  • Fixed: health not regenerating naturally
  • Fixed: Scrolling while smithing can destroy non-hammers
  • Fixed: Able to stack some piles that shouldn't be stackable
  • Fixed: Cube particles not normal shaded
  • Fixed: Placed ingot molds yield incorrect number of items when broken
  • Fixed: Held lights not working in dim2
  • Fixed: Various piles with solid tops did not allow stacking higher than 1 block
  • Fixed: Snow appeared yellow on certain sod roof shapes
  • Fixed: Getting up from the treasure hunters bed would get you stuck
  • Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
  • Tweak: Minor polishing changes
    • Tweak: Game credits now organised alphabetically within sections
    • Fixed: Beenades had incorrect held transform
    • Fixed: Weird ridge beam names
    • Fixed: A few grammatical issues with meal names
    • Fixed: Hay block bottom texture had wrong rotation
    • Fixed: Inconsistent naming for rice-based alcohols
    • Fixed: Blister steel work items missing localization
    • Fixed: Localization issue with units of metal

 

API Updates

  • Upgrade: VS now runs on .net 8
  • New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project.
  • New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22
  • New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22
  • Feature: Added Tags system (WIP)
  • Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems
  • Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced
  • Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class
  • Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe.
  • Feature: For block textures, tiles and overlays can now be used together
  • Feature: Can now limit certain items from being put into traps
  • Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work
  • Feature: Half and full shelf layout placement of large items on shelves
  • Feature: Species other than chickens are able to use the hen box if they use a matching nest type
  • Feature: Henbox now able to store and display different egg item types
  • Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
  • Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female)
  • Refactor: Heavily reorganized the folder structure for entities and their models and textures
  • Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect
  • Tweak: Old iron door json and shapes moved to legacy folder.  New format iron door json now under metal/door, rather than metal/iron/door.  Iron hatch shapes also moved from metal/iron to metal/door folder.
  • Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests.
  • Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name
  • Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile
  • Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue
  • Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it
  • Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons
  • Tweak: Fixed typo in DamageSource IngoreInvFrames field
  • Fixed: Dead players having non-zero health
  • Fixed: Ground storage restricts maximum stackable height properly
  • Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot
  • Tweak: Liquid ingredients in meals can have nutrition set per liter
  • Tweak: Cooking recipes can now have different quantities of items per stack
  • Tweak: Use GetCollectibleInterface for IContainedCustomName
  • Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
  • Tweak: Allow maximum swivel angle to be defined in entity json
  • Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files
  • Tweak: ItemStone damage now json configurable
  • Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable
  • Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity"
  • Tweak: Allow custom barrel sounds from json config
  • Tweak: various changes to basket traps:
    • basketCatchable property replaced by trappable, see vanilla creature jsons for examples
    • The basket trap no longer defines bait by food category, now only by food tags
    • Traps can now define a min weight value for bait, and food tags can include a weight value
    • For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example
  • Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1.  The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest
  • Tweak: For creatures, gallop/trot sound is now configurable in json
  • Tweak: In creature diets, one additional food tag: "egg"
  • Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block
  • Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures
  • Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops
  • Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump"
  • Fixed: CompatibilityLib was not replacing assets
  • Fixed: Blended texture overlays not working when using different domains
  • Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound
  • Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side)
  • Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity)
  • Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available
  • Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0
  • Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also
  • Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime
  • Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions
  • Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior
  • Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana]
  • Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana]
  • Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta]
  • Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding
  • Tweak: Less hardcoded EntityBehaviorMilkable
  • Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance
  • Tweak: Clay oven: Don't hardcode ovenFuelShape
  • Tweak: Clean up berry bush code to be more moddable
  • Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs)
  • Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic"
  • Tweak: Update GuiComposer to allow setting of TitleBar key via method argument
  • Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer
  • Tweak: Ability to disable UI switches and sliders
  • Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API
  • Tweak: Animal traps can now specify "destroyedDrops" in attributes
  • Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc.
  • Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally.
  • Tweak: A damage source can now decide to ignore invulnerability frames
  • Tweak: Added a logger parameter to BitmapExternal constructors that can fail
  • Tweak: Allows all AI task types to be enabled/disabled during certain hours
    Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property.
    This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal.
  • Tweak: NumberInput UI element only allows typing in valid input
  • Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json.
  • Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap
  • Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game.
  • Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch.
  • Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly 
  • Tweak: Store chick data as attributes on egg item
  • Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json.
  • Tweak: Load pie crust top types from JSON
  • Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point
  • Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes
  • Fixed: Clayform looks for clay and clayworkitem in the proper domain
  • Fixed: IsFood cooking recipe property properly serialized and stored
  • Fixed: Allow entities to lay eggs hatching into a different mod domain
  • Fixed: Incorrect clamping of some NatFloat values
  • Fixed: Method AllocateTextureSpace() was not working correctly
  • Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops
  • Fixed: Game crashing when mortallywoundable is used on non-rideable entity

 

Changes since pre.3 (also included above)

  • Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken
  • Feature: Added coral cobblestone, which can be made from chunks of coral gotten from reefs.
  • Feature: Show perish information in handbook
  • Feature: Rework seraph faces, added many new types of faces in the character creation dialog
  • Feature: Wood paths are now wood-typed (paths in pre-existing worlds will be remapped to 'aged')
  • Tweak: (minor) Add info about pressing Shift+H to the intro text for Survival
  • Tweak: Fix window fullscreen to windowed makes border disappear on Linux
  • Tweak: Crocks now visibly indicate the seal on the model
  • Tweak: When getting up from a bed you can now also stand up next to the feet part of it
  • Fixed: When an exception was caused by another exception, the causing exception would not be logged
  • Fixed: Game attempted to load mod files from .git folder
  • Fixed: Various missing or incorrect language localization strings
  • Fixed: Confusing mushroom names in meal names
  • Fixed: Missing world edit localization strings
  • Fixed: Missing beard names for village beard variants
  • Fixed: Trader name listed twice in handbook sometimes
  • Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly
  • Fixed: Lime said it was baked into quicklime in the handbook
  • Fixed: No hammer durability used when hammering together iron anvil pieces
  • Fixed: health not regenerating naturally
  • Fixed: Scrolling while smithing can destroy non-hammers
  • Fixed: Able to stack some piles that shouldn't be stackable
  • Fixed: Cube particles not normal shaded
  • Fixed: Placed ingot molds yield incorrect number of items when broken
  • Fixed: Held lights not working in dim2
  • Fixed: Various piles with solid tops did not allow stacking higher than 1 block
  • Fixed: Snow appeared yellow on certain sod roof shapes
  • Fixed: Getting up from the treasure hunters bed would get you stuck
  • Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground
  • v1.21 related changes
    • Tweak: Application of healing item will now be canceled only if player spends more than 0.4s in air. So stepping down a block or jumping onto a block wont cancel it. Configurable via TimeInAirToCancelSec attibute in json
    • Tweak: Added drops for figureheads
    • Tweak: Allow fence gates to also be opened by the new traverse permission
    • Fixed: Slider occasionally would crash the game
    • Fixed: Hens laying unfertilized eggs
    • Fixed: Survival mode players sometimes unable to place figureheads on sailboat
    • Fixed: Occasional judder in player motion in 1.21.0-pre.3   [detail: improved performance of entity state tags updates]
    • Fixed: In multiplayer other players where always looking in one direction
    • Fixed: Toggle shift broken on elk using snaffle bit
    • Fixed: [was broken in -pre.3] player seat positions on raft re-centered
  • API Feature: Now all paramters for drifters to turn into crawling type is configurable from json.
  • API Refactor: Continue reorganising and cleaning up multiple entity json files
  • API Tweak: Use GetCollectibleInterface for IContainedCustomName
  • API Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting
  • API Tweak: Allow maximum swivel angle to be defined in entity json

View full record

  • Like 7
  • Haha 1
  • Cookie time 2
  • Amazing! 3
  • Thanks 1
Posted

I am very excited for these changes. I have one small suggestion: 

>Feature: In multiplayer, players can now revive other players using a poultice

Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn.
 

I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.

  • Like 2
  • Confused 3
Posted (edited)
2 hours ago, Warmbo said:

I am very excited for these changes. I have one small suggestion: 

>Feature: In multiplayer, players can now revive other players using a poultice

Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn.
 

I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.

Maybe as an option for "wilderness survival" mode but not as the default.

Although who am I kidding, I will likely never play this game in MP so it's a moot point for me.

Edited by Krougal
  • Confused 1
Posted
2 hours ago, Warmbo said:

I am very excited for these changes. I have one small suggestion: 

>Feature: In multiplayer, players can now revive other players using a poultice

Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn.
 

I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.

Honestly if you wanted something like this it would work better as a sandbox option (Or a mod) rather than a default.
Not to sure what the issue is with patching up a wounded ally before they totally expire.

Posted
3 hours ago, Warmbo said:

I am very excited for these changes. I have one small suggestion: 

>Feature: In multiplayer, players can now revive other players using a poultice

Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn.

 

15 minutes ago, WalrusJones said:

Honestly if you wanted something like this it would work better as a sandbox option (Or a mod) rather than a default.
Not to sure what the issue is with patching up a wounded ally before they totally expire.

 

It honestly sounds to me like we have two different definitions of revive.

I think Tyron means revive as "heal", like you can heal another player with a poultice in your inventory the same way you would heal yourself. I don't think he means revive as, "Bring back a player who has died."

 

  • Like 3
Posted
3 hours ago, Echo Weaver said:

 

 

It honestly sounds to me like we have two different definitions of revive.

I think Tyron means revive as "heal", like you can heal another player with a poultice in your inventory the same way you would heal yourself. I don't think he means revive as, "Bring back a player who has died."

 

Oooohhhh. I took it as revive like bring back from the dead. Healing another player is no more interesting than healing yourself.

  • Like 1
Posted

I cant till the soil anymore? Made a flint hoe but I cannot even till the ground, right clicking just does the animation but nothing happens to the soil. 

Posted
8 hours ago, Echo Weaver said:

 

 

It honestly sounds to me like we have two different definitions of revive.

I think Tyron means revive as "heal", like you can heal another player with a poultice in your inventory the same way you would heal yourself. I don't think he means revive as, "Bring back a player who has died."

 

 

4 hours ago, Warmbo said:

Oooohhhh. I took it as revive like bring back from the dead. Healing another player is no more interesting than healing yourself.

No it does in fact mean bring back from the dead.

  • Like 1
Posted

Very excited for those changes ! One question, will launching a 1.20 world automatically update the world gen parameters to include the new oceans or is there a manual step that is necessary ? 

Posted

Lot of cool additions to boat, but can we have functional anchor? I mean, anchor which can pin boat against flowing water?

No issue with vanilla (yet), but would be very handy for players using rivers mod.

Posted
23 hours ago, Warmbo said:

I am very excited for these changes. I have one small suggestion: 

>Feature: In multiplayer, players can now revive other players using a poultice

Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn.
 

I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.

It´s not that easy, there is a 30s countdown to revive a player, after 0, it´s not possible

  • Like 3
Posted
23 hours ago, Tyron said:

We plan to focus primarily on game mechanics this time, especially mechanical power.

Oh yes please!

My personal wish list would be pulleys, rotors and some sort of inverter to make things like elevators, draw bridges, gates, portcullis, etc. along with conveyors and being able to place the large gears on walls & upside down - maybe also more interesting machinery, like saws for example. Like, there's Linear Power but would it not be cooler if we could smith some big ass circular saw that you push logs into?

  • Like 3
Posted

Any ideas how long it'll be until RC to stable? How long was it with 1.20? I'm asking because I have some friends looking to start playing, but it'd probably be wiser to wait a bit to get the proper version out and perhaps some mod support in. 

Posted (edited)

It varies, but usually a few weeks.  Now that the first RC is out, I expect to see patches showing up for the next 3-6 months or so. 

If you want a more accurate indication just scroll through the news forum for Tyron's announcements for previous versions.

Edited by Maelstrom
  • Like 1
Posted

I just want to say that I'm very excited for the more RPG version of Vintage Story. I was extremely excited for Hytale and bought VS just to support you guys since you seem to be doing good stuff. Hopefully we can see some in engine footage of the new mode by the end of the year.

  • Like 4
Posted
9 minutes ago, Edgeville Pker said:

I just want to say that I'm very excited for the more RPG version of Vintage Story. I was extremely excited for Hytale and bought VS just to support you guys since you seem to be doing good stuff. Hopefully we can see some in engine footage of the new mode by the end of the year.

You may not have seen the place where the game's plot begins. If you bring the Tin Bronze Pickaxe to the Treasure Merchant (he'll ask about it), he'll tell you where to go. This is where the adventure begins, and the long journey to find answers. This journey doesn't require technological advancement. But without it, it won't be easy. Yes, we could imagine a wider range of adventures while watching Hytale cutscenes. But I think this way of getting to know the history of the game world will also captivate you for a while.

  • Confused 2
Posted
Just now, Scorpictorem said:

You may not have seen the place where the game's plot begins. If you bring the Tin Bronze Pickaxe to the Treasure Merchant (he'll ask about it), he'll tell you where to go. This is where the adventure begins, and the long journey to find answers. This journey doesn't require technological advancement. But without it, it won't be easy. Yes, we could imagine a wider range of adventures while watching Hytale cutscenes. But I think this way of getting to know the history of the game world will also captivate you for a while.

What?

Posted
11 minutes ago, Facethief said:

What?

I'm not sure I understood your question correctly. I assume that you (like many players) do not know that in addition to a simple sandbox, the game already has special places that complement the history of the world. (I will also note that the game has books and notes of those who lived during the apocalypse. It can be found in ruins or filtered from the soil with bones. And the game has also tapestries that can be collected entirely, hung on the wall and, looking at them, learn a piece of history) I will hide the rest under the spoiler, so that those who have already gone to forge a pickaxe from tin bronze do not spoil their pleasure from independent exploration.

Spoiler

The game has two bosses, a place where people are more talkative (than merchants), and they give several quests. The plot is not finished yet. At the moment, it leads to a person who knows more than us about the causes of the apocalypse. He will tell a lot (even about who the players are) and give a hint about the next update of the game.

 

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