Tyron Posted November 22, 2020 Report Share Posted November 22, 2020 Dear Steeled Community v1.14.0-rc.1,2,3, a release candidate, can now be downloaded through the account manager. 300 features, tweaks and fixes later - here's the nearly completed version v1.14! As always, before updating, we recommend making a backup of your favorite saves.[Edit:] Also released rc.2 with the following changes - Tweak: Backwards compatibility for old saves: Now able to load old journal entries, class selector no longer deletes clothes but drops them on the ground - Fixed: building windmills higher up in the mountain did not provide a wind speed bonus[Edit:] Also released rc.3 with the following changes - Fixed: opening handbook for the first time showed an empty list - Fixed: pounder overextended in the handbook detail page - Fixed: pickup sounds gone from loose stone and loose sticks - Fixed: using the propick crashed the game - Fixed: missing translation on the coke oven - Fixed: crusher throwing exceptions on wrong input items  v1.14 Game updates since pre.1 Feature: Completed the character skin and class selector Feature: The Steel Age Can now survival craft refractory bricks with aformention crushed minerals Can now survival craft the metal door, refractory brick grating and stone coffins Feature: The Pulverizer! Fancy mechanical power stone grinder! Can now crush bauxite stones, ilmenite ore, peridotite stones and quartz pieces into their crushed variants. Required to craft refractory bricks. Can be survival crafted Feature: More Body Temperature additions Added clothing warmth protection Added clothing condition and ability to repair clothes with flaxtwine or linen. (left click with linen in hands on clothes, not in the crafting window!) Added frost damage when "harsh winters" is enabled Feature: Added meteoric iron armor sets Feature: New blocks Packed dirt Straw flooring blocks Stick panes Rough hewn fence 7 new storage vessel variants Leaded glass pane Feature: Can now right click pick-up loose sticks and stones Feature: Added coke ovens. Lets you convert bituminius coal to 75% coke, and lignite to 50% coke. Build a 3x3 cube of fire bricks or refractory brick, leave the center empty and add a coke oven door to one side. Then fill the center with coal, ignite and wait 12 hours. Feature: Coal is now placeable. Tall piles of coal collapse in layers. New coal sound. Charcoal piles have a new texture now Feature: Anvil improvements Will no longer pre-select the arrow recipe a cancelled recipe selection will drop the original ingot back. Metal plates can now also be used to smith tools and other metal produce The new blister steel is workable into steel on the anvil or with the help of the helve hammer Feature: Small, subtle-ish, but pretty shader effects: Surfaces that the sun directly shines on (close to orthogonal) now get a slight glow effect applied on them Feature: New controls settings: "Item collection mode". Determines how the player picks up items (always or only when sneaking) Feature: The text fonts the client uses is now configurable in the clientsettings.json. Feature: Cob can now become grass covered when exposed to the sky. Lowered speed of normal soil getting covered in grass 3-fold Feature: A few new sounds When placing items in the bloomery When clicking a UI Tab Tweak: Increased Godray intensity. Fixed an issue where godrays are not aligned with the sun Tweak: Improved firefly spawning mechanic. Now should spawn when they are supposed to spawn (during low wind, low rain and warm nights) Tweak: Cannot no longer right click spawner meta block in survival mode Tweak: Added audit logging to server-audit.txt. Logs when the server finds suspicious flying behavior, when a player kills another player and similar relevant actions. Tweak: Barrel cactus is no longer in the creative inventory terrain tab Tweak: New installs of VS now start out with a High quality preset (with SSAO and low shadows on) Tweak: Increased arrow velocity by 33% except for character with the Frail trait Tweak: Added a light glow to rain particles, which makes them less invisible against cloudy background Tweak: Halved terra preta deposits, but doubled compost yield Tweak: Reduced metorite impact world gen feature by about 25% Tweak: Updated trader goods The luxuries trader now sells echo chambers for 30 rusty gears The artisan trader now sells 6 new clay vessels Tweak: Major Animal AI tweaks and fixes Chickens, Hens and Chicks now flee about 10% faster Slightly increased boar chasing speed Drifter melee attack frequency more random and more often. Fixed drifters fleeing from the player waaay more often than they are supposed to Fixed all animals not becoming aggressive when they are supposed to Tweak: Buffed crude and simple bow durability Tweak: All mushrooms now spawn in a harvested state Tweak: Wilderness survival worlds now respawn you randomly within a 5000 block radius Tweak: Traders now refuse to buy spoiled or less than half-fresh perishable items Tweak: Should fix greenhouses requiring a solid floor below farmland Tweak: Items rendered in GUI no longer extend beyond item slot bounds, they will now be clipped Tweak: Added new creative tab for mechanical power items and blocks Tweak: New model for harvested horsetail and dry grass Tweak: Minor layout improvements on handbook item/block detail pages Tweak: Random large lag spikes when opening dialogs (Removed large object heap compaction triggered by opened dialogs). Tweak: The bell now also drops resonance archives Tweak: Crops will no longer grow well underground. Added "underground farming" toggle to world customize screen to revert that. Tweak: Opening the handbook now focuses the search text field Tweak: Anvils recycling recipe Tweak: Beehives spawn in more wet areas as well now Tweak: Barrel now shows an interaction help to use linen to take out cottage cheese Tweak: Can now mousewheel on a drop down field to cycle through values Tweak: Tweaked firefly spawning mechanics a bit, so hopefully they are more commonplace but also where they belong Tweak: Muddy gravel is now also affected by gravity Tweak: Disabled silver torch cactus block, was creative only and never completed Tweak: Increase trader idle talk chance 5-fold Tweak: Removed some tapestry from ruins, now sold by the artisan trader instead Tweak: Minor godrays tweaks during nights Tweak/Fixed: Spoiling foods can no longer cure/dry/ripen Fixed: Temporal stability disabled on wilderness survival worlds O_O Fixed: 3 bugs with Mechanical Power Fixed: Lantern fixes Plain glass lanterns are now craftable All lantern types listed in handbook Handbook help text about Linings Traders are willing to buy either quartz or plain glass lanterns Fixed: Mitigate incorrect arrow collision issues. Should now less likley get stuck when shooting over a block edge. Fixed: Game crashing with minimap enabled on a 32x32 size world Fixed: Controls list in the settings not scrollabe to bottom on gui scale below 7 Fixed: Client crash related to the minimap on startup Fixed: At long last trader caravan fencing should be correctly rotated now Fixed: Able to ignite creatures by hitting them with extinct torches Fixed: Dropping a spoiled carrot gave the coal layer inside a forge also a rotten overlay Fixed: Sneaking at the bottom of the lake stopped all player animations Fixed: Reloading a world caused a change in gui scales to no longer updates guis and other not updating issues Fixed: A snow layer in front of a fence which has a stone path under caused a crack into the void Fixed: Environment dialog text cut off on gui scales below 7 Fixed: .tfedit crashing when clicking toolrack tab Fixed: Game crashing when the game fails to save a screenshot. Now it only errors. Fixed: Killed by "prefixandcreature-fox-arcticmale" message and other minor text issues Fixed: Large world connecting/loading delays for some players Fixed: Small tweak to AI Pathfinding to maybe reduce the amount of times where creatures walk back and forth towards a straight line goal Fixed: Crocks destroying meal portions when trying to merge portions Fixed: Mushroom snow coverrage not working properly Fixed: Broken button text on chinese translations Fixed: Typing in chat box caused dialogs to get opened/closed in some cases   Fixed: Should fix a rare crash when leaving a game world Fixed: Should fix ladders not attachable to a solid face of a chiseled block Fixed: Drifters go all sideways when on ladders and other minor animation issues Fixed: Creative rotor in the survival handbook Fixed: A crash related when attempting to render an invalid item (during collectible.GetItemDamageColor()) Fixed: Dropped items swimming in water affected by wind Fixed: clientsettings.json saving spam Fixed: Archimedes screw recipe still borked and crashing the game when looked at in the handbook Fixed: Server side exception thrown during world generation Fixed: Should fix others player stuck in one pose and not animating properly (might break other stuff) Fixed: Should fix a rare issue where killing an animal with a cleaver could kill another creature that is being looked at by another player Fixed: Molybdochalkos plates resmelting into only 1 ingot instead of 2 Fixed: Aiming accuracy modifer was applied incorrectly Fixed: When knapping, single disconnected voxels now also fall off Fixed: Some falling blocks emitting too many dust particles Fixed: Potential massive lag issues and crashes from the gui system (Technical info: No longer parallel-process image blur, instead its now a single threaded, better optimized algorithm that runs faster than the parallelized one) Fixed: Work items not remembering their recipe rotation Fixed: Thrown stones not stone typed API Updates Refactor: BEAnvil.cs cleanup. No longer contains item specific code, through the new interface IAnvilWorkable that code now is located in ItemIngot.cs, ItemIronBloom.cs and ItemWorkItem.cs Refactor: Added Property BlockFacing.Opposite. BlockFacing.GetOpposite() is now obsolete but will stay for a while Refactor: When using UnstableFalling block behavior, the boolean value dustyFall has been replaced with a dustIntensity float value Feature: New method Block.OnFallOnto() (when a falling block fell on a block) Fixed: Should fix block.OnNeighbourBlockChange not getting called on the client in some cases. Might break stuff Fixed: entity.WatchedAttributes.MarkPathDirty() called server side had a chance to crash the client Fixed: Reloading the world did not clear external asset origins, causing an ever accumulating list of identical origins Fixed: 3D Wearables rendering issues. ItemWearable.cs now warns if a wearable shape defined a texture but no texturesize Refactor: CollectibleObject.OnBlockBrokenWith() now has the additional argument "float dropQuantityMultiplier" Refactor: The delegate sapi.Event.BreakBlock now requires the additional argument "ref float dropQuantityMultiplier" Refactor: BlockBehavior.GetDrops(), argument "float dropQuantityMultiplier" is now a "ref" Refactor: CollectibleObject.GetMiningSpeed() now has the additional argument "IPlayer forPlayer" Feature: Added trait exclusive grid recipes. Also documented in the handbook. Tweak: Marked some methods virtual in ItemProspectingPick.cs Fixed: Items with only texture code "all" crashed when placed inside a display case Tweak: The temporal stability system now has a public field for the StormData property Tweak: Added capi.IsSinglePlayer Tweak: Added DiscGenerator.shouldGenDepositHere()  View full record 1 2 1 Link to comment Share on other sites More sharing options...
Aledark Posted November 23, 2020 Report Share Posted November 23, 2020 Pulverizer works to crush chunks of ilmenite but not nuggets of ilmenite. The nuggets just dissapear Link to comment Share on other sites More sharing options...
Stroam Posted November 23, 2020 Report Share Posted November 23, 2020 @Aledark Please report this to bugfixes either on the forums or discord if you have not done so already. Link to comment Share on other sites More sharing options...
Digitalr Posted November 25, 2020 Report Share Posted November 25, 2020 Sorry, if i ask in wrong place, but... Can i suggest one small addition to classes system? Possibility to bind some classes and server group/roles? I mean, say, nomad/wanderer classes automatically go into groups with smaller claims, commoner, smith, clockmaster to group with default claim sizes and farmer have big claims? Link to comment Share on other sites More sharing options...
ruggbean Posted November 26, 2020 Report Share Posted November 26, 2020 Yooooooooo, super excited! Link to comment Share on other sites More sharing options...
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