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v1.21.0 - Story Chapter 2 Redux, stable!


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Dear Extraordinary Survivalists
v1.21.0, a stable release, can now be downloaded through the account manager.

How do we always end up with such a massive list of changes. Over 640 individual features, tweaks and fixes... this was meant to be a small and swift update! I really need to have a word with those devs... 😏 
And you all are just as prolific! There are now 4000 mods on the mods db and so many inspiring builds showcased, so many players recording. How am I supposed to work if I get mindblown from your content every single day 😅 
Well, here's to another milestone on this incredible journey that is creating Vintage Story - version 1.21! As mentioned in our previous blogposts the focus was the polishing of existing content, and we also added a few things that we could not finish in time for 1.20 but had planned, such as the coral reefs.

With this massive update out of the way, we are very much looking forward to building another epic update with 1.22, this time jam packed with game mechanics 🤩

Until then, we hope this update will keep you engaged!
- Tyron
 

Installation note: All installations of game version 1.21.0 will need .NET 8 runtime on the computer. Links to it are on the downloads page for various platforms (or the Windows installer offers to install it automatically). If you are updating a hosted server make sure your server host has installed .NET 8.

Existing 1.20.12 (and earlier) game worlds can continue to be played in game version 1.21.0. We recommend make a backup copy of the world file first ... just in case. When continuing an existing world, the map should usually be seamless between old and new areas. Note that by default there were no oceans in 1.20, therefore a 1.20 world which had default settings when it was made will still have no oceans nor their content (such as coral reefs) when generating new areas in 1.21. That can be changed using the /worldconfig landcover command manually in-game, but a change to that after the world was already started will very likely result in hard straight-line boundaries in some parts of the map, so is not recommended.

 

Game update trailer


Gifs/Screenshots

Ocean content: Multiple types of coral reefs, tiny fish particles, reef fish and more
coralreef.gif.ef5db344e4bdc1b5f38442ad18717d77.gif

Ocean content: New blocks! Added coral cobblestone, coral fence and wavy sand
oceanblocks.thumb.png.89d429796b815dfde5d3abdc8e7ed8e5.png

Ocean content: 30+ types of ocean fish
fish.thumb.png.e13df2f765249ea8bffdf484c8c38715.png

Ocean content: Large waves (WIP)
largewaves2.thumb.gif.bb2222c57580bdbd81fd1da6327565ba.gif

Sailboat upgrades: Can now name the sailboat and attach shields
hmsnoob.thumb.png.e1366736a035ca41bfcc1b784cca9fe1.png

Sailboat upgrades: No longer need to hold a key to sail, instead furl/unfurl sails
sailfurling2.gif.2c39efb64312e8365c9acaa08822e045.gif


Homesteading Content: Can now place more items onto shelves
Shelves.thumb.png.cb4ff5fbc1ebedc0dc202bb9473b28b2.png

Homesteading Content: Added colored crocks, bowls, pots, vessels and watering cans
ceramics.thumb.png.e457ae2bf8eeee6fc24ff1abffb5598c.png

Homesteading Content: Ground storage improvements. Can now store 12 ores per spot
ores.thumb.png.3711b942c71f213d2d05dca740598979.png

Survival content: Added bear hide trophy armor
beararmor.thumb.png.c600ca7e7aa4b27a83460bb459886aa1.png

Survival content: Slow healing system. Poultices no longer heal instantly. Recent damage is visualized.
athing.gif.1a5434923517489786ef86aab15cad42.gif

Elk upgrades: Can now attach a Falx or Bow and temporal gears
elkupgrades.png.bf8bcdbc0d86d00197492abb234b3d35.png

Elk upgrades: Can now ride with a friend 🧡
ridetogether.gif.f5340345c56c1b88543576760a095565.gif

Added many new hair styles, added in-game barber in Story chapter 2
newhair.thumb.png.27ded6838e57237acccf2d3e30191c24.png

Story chapter 2 upgrades: Lots of fine tuning, fixing, adding extra lore and extra challenges
chapter2.thumb.png.e3df495f1a8903eade63e1bb424b4518.png

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


Visual upgrades: Added volumetric clouds system. Soft as a pillow now!
2025-05-23_15-48-40.thumb.png.a1abd7d13b8a992688c0646449a11103.png

Visual upgrades: Majorly reworked deer / moose animations
elks.gif.8dd7da5076931445f16fadb60ef5298d.gif

New blocks: Ceramic tiles, 2 new iron door variants, new papyrus variants of reed-ware
newblocks.thumb.png.469f3baef2dcb7b800bfebd988dd9256.png

New blocks: Wooden paths are now woodtyped and 3D
paths.thumb.png.2c70efde8061916f8ae5b32104ecfb7a.png

UI Update: Can now select text
selecttext4.gif.f19934a379573a31b0df95883f7f2f7c.gif


Game updates since 1.20

  • Feature: Ocean content
    • Added 33 types of saltwater fish
    • Added coral reefs 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
    • Oceans now have large waves (WIP)
    • Added wavy sand blocks, for sand that appears underwater.  Wavy sand blocks drop normal sand blocks when mined
    • Added coral cobblestone and fence, which can be made from chunks of coral gotten from reefs
    • Sea plants now emit air bubble particles
    • Reduced underwater murkiness and darkness levels to make reefs more visible
    • Fixed distance fade out terrain that's behind water not correctly blending
  • Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis
  • 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 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: 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: Add ability for bow, falx and blackguard sword to be stowed on Elk's front left and right utility slots (as well as cooking pot)
    • 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: Improved mounted position of player riding Elk, in 3rd-person view
    • 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
    • Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted
    • Fixed: When two different cooking pots are attached to the Elk only the left one's texture was shown on both sides
  • 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    [Details: if you have a world you have played or created in release candidate versions 1.21.0-rc.1 through rc.6, chunk border issues may remain, for these worlds it may be best to regenerate large areas or use the /dbprune command to remove all chunks except the ones actually built in.  1.20.12 worlds should update smoothly to 1.21.0.  Fingers crossed.  Take a backup copy just in case]
    • Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually  [Tip: in new game customisation, World Generation tab, set landforms % to less than 97.5% to have more ocean than this] 
    • 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 the 2nd story chapter 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 will be 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: New moon shader that is correctly lit by the sun (WIP)
  • Feature: Added 9 sailboat figurehead models for the figurehead mounting point
  • Tweak: Gameplay balancing changes
    • Tweak: Hats now provide protection from rainfall
    • Tweak: Anvil mold must now be destroyed to get the anvil
    • Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives
    • 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
    • Tweak: New pie top crust type: Slit
    • 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
    • Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
    • 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
    • Tweak: Clayforming will place outputs on the ground where they were formed
    • Tweak: Pick Block will flip items out of the inventory in survival
    • Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help
    • Tweak: Prefer not to pick up items into offhand slot if other space is available
    • 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: Cementation furnace carburization in handbook
    • Feature: Show display/liquid containers that can hold items in handbook
    • Feature: Show items that can be stored inside display/liquid containers in handbook
    • 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: Remove incorrect "must be nearby" statement in the Prospecting guide
    • 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]
    • Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case.  [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight]
    • Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
    • 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)
    • Fixed: Significant memory leak with ground storage piles
  • Tweak: Command/Config updates
    • Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true
    • Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings
    • Tweak: Make a few additional weather commands available also in release mode
    • Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in
    • Fixed: "/whitelist off" and "/whitelist on" was not saved to config file
    • Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600
  • Tweak: More ingame information
    • Tweak: Crocks will show what's in them in their name
    • Tweak: Crocks now visibly indicate the seal on the model
    • Tweak: Added seal hours info text for barrel recipes
    • Tweak: Added error messages when item can't be added to an animal trap
    • Tweak: Show harvestable skeps in creative inventory and handbook
    • Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage
    • Tweak: More crock labels for differing contents
    • Fixed: Added a missing tooltip to the firestarter
  • Tweak: Majorly reworked Deer animations
  • 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: Stone path blocks can no longer be water-logged
  • Tweak: Aged firewood can now be crafted from aged logs
  • 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: When getting up from a bed you can now also stand up next to the foot of the bed
  • 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: Adjusted tool ground storage transforms to reduce clipping
  • Tweak: Boat and elk selection boxes would be shown at very far distances
  • 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 only on land where you have build permissions
  • Tweak: Luxury trader now sells new copper omok pieces, rather than gold.
  • Tweak: Ingot molds display Block Info based on where you point
  • Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic
  • Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to
  • 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: Add 'bigger' sounds for musk ox and takin
  • 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: In Graphics Settings, enable Vsync by default, and disable max fps limit by default
  • Tweak: Worldedit can now be translated. See "we-" language entries
  • Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition
  • Tweak: Add CPU info logging to client and server, also add RAM logging to the server
  • Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior
  • Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json
  • Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig
  • Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info
  • Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address 
  • Tweak: On Linux we now use X11 window by default since it has no scaling issues and better performance
  • Tweak: The Linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed
  • Fixed: Should fix one source of animals escaping their pens
  • Fixed: Decent chance we have now fixed player "ghosts" / duplicates, in multiplayer
  • Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons
  • Fixed: Only show one bag per category on player
  • Fixed: Newly placed reed chests would not close
  • Fixed: Labeled Chests no longer showed their name in the inventory dialog
  • Fixed: Berries in raccoon mouths had bad visual offsets
  • Fixed: Shattered molds display proper amount of bits dropped
  • Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown
  • 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: Sound engine breaking because it does not remove disposed sounds
  • 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: Players who joined the game in Creative Mode flight had wrong collision box server-side
  • Fixed: Randomizer meta block not resolving in medium1 ruin
  • Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item)
  • Fixed: Made most of the particle effects dimension aware
  • Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2
  • Fixed: Server tick time higher than necessary in some cases
  • 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: 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: 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: Logger.Warning with parameter exception was logged as error instead of warning
  • 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 spawned 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: 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: 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: 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: 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
  • Fixed: Wearing some accessories could affect the textures of others
  • Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby
  • Fixed: Ladder could be left floating mid-air in some circumstances
  • Fixed: Eye and neck clipping in elk model
  • Fixed: Elk jumping animation sometimes looping endlessly
  • Fixed: Pie left in water would periodically create particles
  • Fixed: Traders now say their name as intended during an introduction dialogue segment
  • Fixed: Wall carvings could sometimes load rotten
  • Fixed: Able to mount elevator and other entities through walls, in other dimensions
  • Fixed: When picking up empty anvil mold it would give you an incorrect error message
  • Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal
  • Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off
  • Fixed: Camera inside player head when in 3rd-person mode and against walls
  • Fixed: Player model showed mirror image in character GUI
  • Fixed: Incorrect GUI transform for Grub creature item
  • Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues
  • Fixed: Rare crash with insect particles and rooms check
  • Fixed: Prevent rare crash from out of sync ground storage when spawning particles
  • Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670
  • Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds
  • Fixed: The chat link not opening the WorldEdit folder on Unix systems
  • Fixed: Ruined bookshelves with lore book, render the book properly at all rotations
  • Fixed: Spearhead in tongs transform was way off
  • Fixed: Crucible z-fighting on bottom face
  • Fixed: Raccoon held currants not neatly positioned in their mouths
  • Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613
  • Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607
  • Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen
  • Fixed: Crash to desktop when breaking chiselled coral block
  • Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777
  • Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315]
  • Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608
  • Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass
  • Fixed: Chiseled grass block on story Treasure Hunter trader
  • Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21
  • Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled
  • Fixed: Glass panes turned sideways would still count as walls for a room
  • Fixed: Able to pick up or place down animals in claimed areas using basket
  • Fixed: Misaligned cementation furnace damage box
  • Fixed: Unable to store bow on elk while holding arrows
  • Fixed: After pit kiln is extinguished, no flames upon re-lighting
  • Fixed: Standing on farmland counted the same as being in a room
  • Fixed: Arrow keys would improperly move text cursor when text selected
  • Fixed: Rare potential for infinite loop and server crash in fruit tree code
  • Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes
  • Fixed: When working on an iron bloom it would freeze every other player in view distance
  • Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart
  • Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals
  • Fixed: Sealed crock recipe shows up twice in handbook
  • Fixed: Ingot molds in the village would load incorrectly
  • Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring
  • Fixed: Incorrect information information in description about what trough can hold
  • Fixed: Trough would sometimes show incorrect language string for animal names
  • Fixed: Empty berry bushes could be used as bait in traps
  • Fixed: Cooking pot had differing textures on some sides.  All hollow ceramic models revised to present 'full' sides, to avoid this.
  • Fixed: Pit kiln did not accept aged firewood
  • Fixed: Lore books had wrong bookshelf transform
  • Fixed: Updated handbook guide for animal husbandry to have better, more accurate information
  • Fixed: Missing localization for boat construction
  • Fixed: Sign in village could not be translated
  • Fixed: Ingot molds placed by other players would sometimes be invisible
  • Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
  • Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
  • Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
  • Fixed: Seeds going into the offhand
  • Fixed: Sailboat showed squished wood texture when unnamed
  • Fixed: Sailboat name would become blank when world was exited and re-entered
  • Fixed: Elevator player model rotation
  • Fixed: Flicker/jank on the elk when switching from back seat to front seat
  • Fixed: Bowstave drying handbook title showed up on incorrect pages
  • Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
  • Fixed: Female baby bighorn localized as male
  • Fixed: Rickety translocator could not be moved, once placed.
  • Fixed: Lore scrolls clipping into each other on shelves
  • Fixed: Tall display cases z-fighting with underside of thatched roof.
  • Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
  • Fixed: Raccoons did not flee from wolves
  • Fixed: Various clothing issues (mostly nadiyan)
  • Fixed: Monsters still spawn with lore content turned off
  • Fixed: Random generation of loose rusty gears used incorrect percentages
  • Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
  • Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
  • Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
  • Fixed: Notably less janky rope physics (bug bounty by Caetto <3)
  • Fixed: After switching linux users, the crash reporter would fail to report crashes
  • Fixed: Unable to change search keywords for meal recipes in the handbook
  • Fixed: If crash reporter fails to open, still log original exception plus also failure reason
  • Fixed: Milkable info not shown on bighorn sheep
  • Fixed: Auction house interactions did not work properly for villagers
  • Fixed: Added localization string for treasure hunter trader location
  • Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones.
  • Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread'
  • Multiple bugfixes involving crates
  •   Fixed: Unlabelled crates still allowed you to interact with the label
  •   Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate
  •   Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present
  •   Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature
  • Fixed: Too much rot given for servings of meal inside containers
  • Fixed: Pickled veggies in crocks and bowls would not show the correct name and description
  • Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving
  • Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes
  • Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly
  • Fixed: Pots and bowls would display incorrect perish information inside containers
  • Fixed: Empty pots would not say they were empty when placed on shelfs or the ground
  • Fixed: Crash when looking at some stacking items in ground storage from old saves
  • Fixed: Flowerpot and Planter would sometimes cause crashes
  • Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime]
  • Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire
  • Fixed: Crafting grid allowed you to seal an already sealed crock a second time
  • 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
  • Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]
  • Fixed: Text on signs missing some characters when using polish language
  • Fixed: bad gui rotations on reef blocks (now do not rotate at all)
  • Fixed: Taking items off a ground storage while holding something else would cause floating blocks
  • Fixed: Pit kiln would display items incorrectly
  • Fixed: Logged error for carburizable properties in handbook
  • Fixed: Crash when trying to pour rot from a liquid container

 

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: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
  • 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
  • Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks
  • Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels
  • Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well
  • Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts
  • Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding.
  • Tweak: Added GetTags() methods to Block and Item classes
  • Tweak: Made all internal Camera fields public
  • Tweak: Add inForgeTransform to .tfedit ui
  • Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
  • Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
  • Tweak: Removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
  • Tweak: Hopper open and close sounds settable from json
  • Tweak: If ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
  • Tweak: Residue-covered pot now references same shapes are regular pot
  • 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
  • Fixed: Modded tool molds would cause a game crash
  • Fixed: Recipes with multiple `{variant}` constructions in ingredients not working 
  • Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
  • Fixed: Refactored melee attack ai task was not registered
  • Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path

 

Updates since rc.7 (also contained above)

  • Tweak: added wood types to clutter large barrels, using Texture Flipper
  • Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI]
  • Fixed: Text on signs missing some characters when using polish language
  • Fixed: Memory leaks after exiting single player games to main menu, in -rc.1 to -rc.6
  • Fixed: Players and creatures not making splash on entering water, in -rc.1 to -rc.6
  • Fixed: Bad GUI rotations on reef blocks (now do not rotate at all)
  • Fixed: Players can now mount pillion seat on other player elks even if owned
  • Fixed: Taking items off a ground storage while holding something else would cause floating blocks
  • Fixed: Pit kiln would display items incorrectly
  • Fixed: Logged error for carburizable properties in handbook
  • Fixed: Crash when trying to pour rot from a liquid container
  • Fixed: Moose antlers lost during 1.21.0-pre.3 update
  • Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600
  • API Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable

 

2025-08-05 17-43-20.gif


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  • Like 18
  • Cookie time 3
  • Amazing! 7
  • Thanks 5
Posted
4 minutes ago, traugdor said:

And maybe the testers who submitted so many bug reports it made *my* head spin!

I...may have been a little bit of an over-eager try-hard on that...😳

  • Haha 1
  • Thanks 5
Posted

Thanks Tyron.

This helps to soften the blow of losing my brother this morning to cancer, just a bit. VS will help me remember all the great times we shared like him taking me to see Star Wars in the summer of '77. Godspeed Mark, thanks for everything. 🌠

  • Cookie time 2
  • Sad 21
Posted
3 minutes ago, NotHughesy said:

What does this mean for unstable saves? Can we transfer them to the new build?

You could always try it and see what happens. Sometimes the unstable saves will port and sometimes they won't. As a general rule, it's not a good idea to start "permanent" worlds in unstable releases, as there's no guarantee that they will able to port to a stable release.

  • Like 1
Posted

Was something else changed with fonts on Linux? No matter what font I pick in clientsettings.json (defaultFontName/decorativeFontName), it ignores the settings. It is a minor problem since the font that is being picked does not have accents.

Posted
1 hour ago, Moltrey said:

Thanks Tyron.

This helps to soften the blow of losing my brother this morning to cancer, just a bit. VS will help me remember all the great times we shared like him taking me to see Star Wars in the summer of '77. Godspeed Mark, thanks for everything. 🌠

My condolences.

I lost my father in February.  Join me in causing innumerable deaths of drifters, wolves and bears satiating our rage and grief.

 

  • Like 4
  • Cookie time 4
Posted
3 hours ago, Jas0n Finch said:

Awesome, but also... GOD FUCKING DAMNIT.

just got my server modlist finalized and was in the process of finding a good worldgen setting and then this drops...

It's okay. You'll become exceedingly efficient at making mod packs.

image.png.e5258d69ba3d7feb6a8ac473cea3d5a9.png

  • Like 3
  • Haha 3
Posted (edited)

Love the list of changes. Have just updated my world and will dive in soon.

As an FYI to people, this will happen during the update process.

1) You can choose the in-game update at top left.

image.png.9a505e6d72042014d17fa03b5574e848.png

2) It will give a dialog asking if you want to make a backup. (I did, but that's up to you.)

3) The game will then give notifications in the General dialog box saying " Ok, generating backup, this might take a while."

In the meantime, feel free to have a mild panic attack as all of your existing storage vessels and flower-pots can't find their texture (Red question mark on white block).

image.png.1b1aab2cc94fcbb122cdba03f34311ed.png

4) BE PATIENT, as the dialog says, and it will move after a while to "Ok will begin remapping, please wait until this has completed. The server will be non-responsive during that time."

5) After it is done, exit and restart Vintage Story for the changes to take effect, and things will be back to normal. ". . .  You can now restart your game/server"

image.png.69ab8aa719bd0f4a6a40e96db91b061f.png

And yes, I'm showing off one of my garden rooms.

Professor Dragon.

 

 

 

 

Edited by Professor Dragon
Attachements resized to save space. Ask if required.
  • Like 4
  • Cookie time 5
  • Mind=blown 2
Posted

I'll say it . . . there is so much stuff - good stuff - in this update that I'm having trouble wrapping my head around it. 😄

Colour clay items (O.M.G.) , protection from "rainfall", Nvidia GPU updates!, shelf changes, fluffy clouds!, Handbook recipes shown!, default ocean settings!, honeycomb in fruitpress, crock names now show contents, commands . . .

It's definitely "kid in a sweet store" time. Everywhere there is a new wonder. It will take ages to appreciate all this. So, thank you Tyron and the Vintage Story team.

____

Will need to work out what some things mean though. I'm still "soaking wet" while wearing my Merchant Hat, so exactly what does this do? Protect from hail?

Tweak: Hats now provide protection from rainfall

  • Like 2
  • Cookie time 1
Posted

This update is so beautiful! I’m still fresh to the game and I started a new world that I’ve been playing a bit of after work. However today I just noticed after installing the update that the fruit press is not working. I constantly use it to juice a few berries at a time since nothing fruits at the same time. Just a buggy heads up!

  • Like 1
Posted
6 hours ago, Professor Dragon said:

Will need to work out what some things mean though. I'm still "soaking wet" while wearing my Merchant Hat, so exactly what does this do? Protect from hail?

It'll still making you soaking wet, but it delays the process. E.g. it will take 6.6x times longer with the straw hat. We might need to boost the numbers if the effect is too small. 

  • Like 2
  • Thanks 1
Posted
7 hours ago, Professor Dragon said:

I'm still "soaking wet" while wearing my Merchant Hat, so exactly what does this do? Protect from hail?

1 hour ago, Tyron said:

We might need to boost the numbers if the effect is too small. 

As far as I can see in the creative inventory, the merchant hat doesn't provide rain protection. The only ones that do are some Nadiyan ones, the bamboo ones, and a small handful of others like straw and rotwalker.

Realistically I think the effect should probably be applied to a few more of the hats, and maybe a couple cloaks/ponchos.

  • Like 1
  • Thanks 4
Posted
8 hours ago, Professor Dragon said:

image.thumb.png.5fc6bd640f0e68f625617e157efe43cb.png

And yes, I'm showing off one of my garden rooms.

I feel like I'm in the Garden section of Home Depot, or something. (I would expect any bee hives to be purely decorative, though!)

  • Haha 3
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