Tyron Posted November 20, 2021 Report Share Posted November 20, 2021 Dear Homesteaders v1.16.0-pre.1, a preview release, can now be downloaded through the account manager. (section "Other Goodies"). For this update we wanted to complete some of features that didn't make it into 1.15 as well as a few unplanned ones. It includes several features that some of our VS Team very much has been looking forward too. I personally am very happy with the new wind sway system - its programming is now way cleaner, more powerful, and likely a tad more performant. But also visually it feels way richer. Together with the new forest floors and new mushrooms, wandering the forests now feels amazing to me. That being said, the community will be the ultimate judge of that Server owners will be very happy to see that one large barrier for players will soon be gone - the manual installation of mods. Highly frequented servers should now also become a lot more interesting with the addition of the auction house - as you can finally fully live out your merchant dreams. The long promised bears, despite the teams large efforts, something like in the 200 man-hour range, are still not done yet, but we hope to have some version of them until rc.1. Anyhow, we hope you'll enjoy the new updates. Thanks for playing and sharing your experiences and screenshots with us Still planned for rc.1 Bears, Torch rework, Mushroom regrowth, fine tuning to mushroom world generation, a clock maker exclusive item, one more special drifter behavior, installing mods via command line, in-game mod browser, functional uses for alcohol, and maybe rifts Please notice 1. This is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. Worldgen might also significantly change and produce unknown blocks until rc.1 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.16 blog post will come when the first release candidate is ready.Screenshots & GifsServer wide auction house: Buy and sell on a global scale...for a price Crates: Beautiful single item mass storage, with item labels and visible contentsTrunks: Like 2 chests together, but better!Alcohol making: A fruit press, juice fermentation and a distillery for the ultimate drunken VS experience \o/ Liquid system rework: Now easier and more satisfying to use for modders and players alike!Fruit Trees: 9 types of seasonal fruit producers. A flowery delight in spring! Fruit tree dynamic growth: A fruit tree takes a while to mature Fruit tree grafting: Fruit trees are propagated by taking and planting a cutting, but you can also graft it onto an existing fruit treeForest floors: Forests are so much more foresty now.Mushroom bonanza: Over 26 new types of mushrooms (WIP! Mushroom regrowth still subject to change)Improved wind effects: Rewritten and triple polished wind sway effects. Example - here's a wind swaying sunflower, before and after Wind effects editor: VSMC, our official model editor now allows you to configure the wind say mode in great detail and with live previewGround storage tweaks: Can now 4x4 place pots, bowls and also optionally center place them Ground storage tweaks: Can now place shoes on the ground and on shelvesEasy modded server joining: The game now tries to download mods from the VS Mod DB, no more manual installing required Armor Stand Feature: They can now carry tools and weaponsDrifter Rework: They will now throw stones at you. Added a rare variant that spawns only during temporal stormsImproved hit knockback (experimental)3D Models for berries and for the new fruits from fruit treesPermadeath mode: Disabled by default, but now available for those that like the extra challenge45° Signs: Can now also place signs at a 45 degree angleGame updates Feature: Auction house! Every trader now gives you access to a server wide auction house where players can buy and sell items To still encourage direct trade, the auction house comes with multiple (configurable) fees: 1 rusty gear for each week of having your item listed 10% sales cut for each item sold Transpot costs of 1 to 8 gears or direct pickup for free Everytime you join the server, you get a status update send to you in chat about your active auctions Server owners can configure the cost or disable the auction house altogether Feature: Crates Can now use any pigment to draw the contents of the crate. Added crafting recipes. Paper Feature: Added trunk block, a double sized chest Feature Distillery and Fruit press All fruits can now be juiced in the fruit press Juice can now be fermented into cider Cider can be further distilled into spirit Drinking Cider and Spirit makes you drunk. Functional uses will be added soon. Feature: Fruit trees Trees for red apple, pink apple, yellow apple, peach, pear, cherry, orange, olive, mango now spawn in newly generated chunks. Break the side branches for a chance to retrieve a cutting. This cutting, when planted, should sprout after a couple of days and eventually mature into a full tree (does not require fertilizer or watering for the time being) Fruit trees will yield fruit once a year, depending on the sort. They'll go through various distinct cycles: Flowering, Fruiting, Ripe fruit, No fruit and then Dormant for decidious trees, which is a leafless version only with branches. The evergreens (mango, orange and olive) stay green all year round. Ripe fruit can then be used for cooking and juicing Fruit trees planted in an unsuitable climate will die Feature: 26 new types of mushrooms, some of them now growing on the sides of trees Feature: Greatly improved mod support Integrated moddb browser! You can now 1-click install and remove mods through the mod manager Auto-modded server install! You can now 1-click install mods that you need to join a modded server. These are only enabled when you join said server. Feature: Shoes are now neatly placeable on shelves and on the ground Feature: Drifter rework Added two-headed drifter as a rare variant of nightmare drifter. Drifters now throw stones at players Adjusted drifter animation names to clearly differentiate between Standing and Crawling. Added a drifter attack sound Fixed alternate version of the spiked drifter never spawned Feature: Wind shader rework Much improved code, making it easier for modders to add wind sway effects to their blocks and items through VS Model Creator Fixes heavy wind sway derp on sunflowers and other plants Made storm level winds more impactful Added water storm particles Feature: Ground storage rework Any 2x2 storable can now be placed in the middle Pots, bowls and crocks are now 2x2 ground storable, while still able to transfer foods between them Feature: Liquid system rework When operating with liquids, instead of showing the stack size it shows the amount in litre. Implemented min. transfer size. Buckets let you transfer 1 litre each, bowls 0.1 litre each more work on liquid system, liquids are now edible Addded water bowl+flour dough recipe Fixed handbook dough recipe showed an empty bucket instead of a bucket with 1 litre of water inside Added sound and particle effects when moving liquids Feature: Character class rebalance (WIP) Added sling tool. Exclusive ranged weapon for the malefactor (improviser trait) Tailor can now craft Tailored Gambeson armor, which is more resistant and easier to move in than normal gambeson. Traders now buy sewing kits and more craftable clothes. Rebalanced character classes. Blackguard buffed to 30% melee damage instead of 20% and -15% armor durability loss instead of -10%. Hunter buffed to 20% ranged damage instead of 10%. Malefactor buffed to 35% reduced animal seeking range instead of 20% and 10% chance to get whole loot vessel instead of 5% The Blackguard class is now less affected by the walk speed penalties of armor Feature: Can now use WASD keys to scroll the expanded world map Feature: Added isolated, handcrafted underground lakes Feature: Signs can now be placed at 45 degree angles Feature: Armor stands can now hold tools in one hand Feature: Improved hit knockback on creatures and players. WIP, Experimental. Feature: Improved animal pitch step rotation when stepping up and down blocks (and disabled it for bipedals) Feature: New 3d models for fruit Feature: Store location, seed and worldconfig when saving a screenshot. Could be used to autocreate a new world and teleport to this location and tons of other fancy things. (WIP) Feature: The handbook now shows if an item is being sold or bought by a trader Feature/Tweak: Can no longer sleep during temporal storms for standard and wilderness survival. Tweak: Fine tune wind affected particles Tweak: Doubled sound range of echo chambers Tweak: Can now place bees wax, fired bricks, candles, clay, dyed cloth, all crushed resources, blasting powder, fat, flax fibers and flax twine on the shelf Tweak: Added pit kiln burn times by fuel to the handbook entry Tweak: Added more debug logging for the shift+click item disappearance bug Tweak: Locust drills more drill-looking Tweak: Buffed each bow by .25 damage. Tweak: The selected chiseling material is now remembered across chiseled blocks Tweak: Performance: Don't render dynamic shadows when shadow intensity falls below 10% (during night or rain) Tweak: Disable seasonal grass coverage changes. Causes large stutter with radeon cards, as it has to retesselate lots of chunks Tweak: Added mod<=>engine version check and crash the client/server if they mismatch, to prevent undefined behavior Tweak: Added additional handbook info, and a link to the wiki, when describing block reinforcement system Tweak: Barrels now visually show contents for some more items/blocks Tweak: Ignore corrupted map parts instead of crashing Tweak: Unlit chimney now hollow for particles, allows smoke to rise through it from below (or snow to fall through it!) Tweak: Made knockback from bighorn sheep stronger Tweak: Add appconfig thing to maybe fix the game being launchable with too old versions of .net Tweak: De-Jank: Mouse wheel no longer changes the values of drop down ui elements just from hovering over them Tweak: De-Jank: The World configuration attributes are now grouped by category Tweak: Can now use {plr} placeholder in command block commands Tweak: Yellow dye is now made with onions. Orange dye is now made by adding more onions to yellow dye. Tweak: When making dyes, barrels now produce the same amount of liquid as the ingredients, e.g. if you put in 4 diluted alum, you get 4 dye. Tweak: Fine tuned explosion particle spawning a bit and made them more proportional to the explosion radius Tweak: Gambeson no longer High Damage Tier Resistant Tweak: Forest rain sound a bit more pronounced Tweak: Farmland now uses the configurable HoursPerDay instead of 24 hours to time crop growth Tweak: Grid crafting with spoiled ingredients now will also result in a spoiled crafting output Tweak: Shelves are now very suited for drying items if they are not in a cellar Tweak: Farmland now uses the configurable HoursPerDay instead of 24 hours to time crop growth Tweak: Added hunter backpack recipe that uses 3 small pelts Tweak: Kapok leaves now less neon green Tweak: Made mountains less faded in the distance Tweak: Torches thrown into water now also go out Fixed: Meals in a pot or bowl spawning white particles when broken Fixed: Chiseling a light emitting block now emits light as well Fixed: Wrong texture resolution on croton plants, therefore more fluffly now Fixed: The Balanced trader had a broken sprint animation Fixed: Spears and arrows sometimes flying through creatures Fixed: Liquid containers accepting non liquids from hoppers/chutes Fixed: Light color jitter on the worldmap when chunks are updated Fixed: Pit kiln not emitting light Fixed: Farmland perma boosters still applicable multiple times Fixed: Coloring lanterns did not update lighting server side, causing them to get lost after server restart Fixed: Fence gates not remembering their reinforcement level when opened or closed Fixed: Vintagehosting Server Status screen showing wrong server state in some cases Fixed: Various z-fighting issues with armor Fixed neighbour block lighting visual issue for Wallpaper and other Decor blocks Fixed: Alignment issue in the transform editor Fixed: Updated the character trait descriptions to match previous balance changes. Fixed: Dragging around a dialog was janky on non-8 gui scales Fixed: /wgen regen not removing entities on the client side. Might fix duplicate ghost players? ?? Fixed: Crash reporter launching twice API Updates Feature: Some simple implementation of a generic multiblock system, to hopefully avoid custom multiblocking everywhere. Used for the distillery. Feature: Added capi.Gui.LoadSvg() and capi.Gui.LoadSvgWithPadding() which allows for use of external SVG vector files to be loaded. For a first code sample, check out ItemProspectingPick.cs Feature: Improved mounting system. Should now be properly network synced \o/ Sneak to unmount a IMountable is no longer hardcoded. It must now be handled by the IMountable itself, see BEBed.cs as example. Feature: Ability for custom itemstack renderers, register via api.Event.RegisterItemstackRenderer() Feature: *byType precedence: For the Json assets blocktype, itemtype and entitytype, can now define an attribute as well as a *byType attribute, whereas the latter takes precedence, e.g. stackSize: 32 would be overwritten by stackSizeByType: { "*": 16 } Feature: Explosion code upgrades Explosions radii have an upper limit, which is now doubled, reaching it nonetheless now throws a more informative exception Fixed particle lag and upper cap issues, as they now spawn async Fixed a crash in the lighting engine when explosions go beyond chunk boundaries Added blockDropChanceMultiplier argument to CreateExplosion() to reduce block drops by explosions (large explosions drop *a lot* of blocks) Feature: .gltf models now support most flags Feature: Added api.Render.RenderItemStackToAtlas(), allows rendering of an itemstack into a texture atlas Feature: Can now set amount of inventory columns for GenericTypedContainer Feature: Add initialDelayOffsetMs arg to Event.RegisterGameTickListener() to mitigate lag spikes from many listeners running code at the same time Feature: Added withInheritance argument to api.ModLoader.GetModSystem() Feature: In the Json assets, can now define ucontents property for containers. Example implementation: A wood bucket filled with water in the creative inventory Feature: Added new render stage EnumRenderStage.AfterBlit Feature: Added client side api death event Feature: Added permadeath mode, disabled by default for all play styles Feature: Added sapi.HandleCommand() Feature: In the json assets, can now define a "ucontents" property to define contents of containers. Example implementation: A wood bucket filled with water in the creative inventory Refactor: Massive Windwave/VertexFlags refactor. All wind related vertex flags are now consolidated into 2 properties - windMode and windData. Can now define these 2 values *per vertex* in VS Model creator Refactor: Rework mesh generation of displayed items, such as items in shelves or ground storage. This is now done through the interface IContainedMeshSource for the contained item, instead of hardcoded in each container. Refactor: BlockEntity.OnBlockBroken() now has a new argument IPlayer byPlayer Refactor: Rename AddDecor() to SetDecor() and allow passing air blocks to remove decor Refactor: Merged BreakDecor() and BreakDecorPart() into one method Refactor: Remove API.Common.Action, replaced with System.Action Refactor: GuiElementCellList is now generic Refactor: GuiElementHandbookList is now GuiElementFlatList (now a slightly more basic version than GuiElementCellList) Refactor: Renamed entity "Hitbox" to "Collisionbox" (Hitbox can still be used but is marked obsolete) Refactor: Removed world argument from all methods in ILiquidSink & ILiquidSource Tweak: Seperated creature hitbox into collisionbox and selectionbox (the later is used for attacking and interacting with creatures) Tweak: Removed and consolidated a lot of crushed shape files since they were all essentially the same. Tweak: Doubled block, item and entity texture atlas size Tweak: Added property IBulkBlockAccessor.StagedBlocks for jakecools dynamic trees Tweak: Made clayforming system more flexible towards new types of clay Tweak: .AddDynamicText() removed argument for EnumTextOrientation, it can be set in the font. Tweak: GuiElementTextButton now has a Visible flag Tweak: Client and server now (lazy) load all language entries. Can now send text from server to client in the clients language. (Contribution by Apache#8842, edits by Tyron) Tweak: Added ability to disable durability averaging during grid crafting Tweak: Added rndIndex argument to Block.GetRandomColor() Tweak: .tfedit now allows editing of ground transforms for ground storable items and blocks (also fixed that blocks did not apply the ground transform) Tweak: Clean up reeds and papyrus assets. Drops are no longer hardcoded, only 1 blocktype file instead of 3, all shapes in the same folder, added frozen variant for papyrus Tweak: Can now define knockback strength in AiTaskMeleeAttack Tweak: capi.World.Player.Entity.OnFootStep and capi.World.Player.Entity.OnImpact are now events instead of Action fields Tweak: Added IParticlePropertiesProvider.Async to make particle spawn asynchronously (for particle spawn calls on the server) Tweak: Specially treat empty string variant code for blocks, items or entities: They are now treated as "skip this variant group" and not add an extra dash to the block/item/entity code Tweak: Clean up, unify and simplify GetModData and SetModData for chunks, map chunks and map regions Tweak: Added EnumFoodCategory.NoNutrition for foods that provide no nutrition Fixed: Calling GetClimate() for a specific date returned fundamentally broken values Fixed: Some items set to be placeable in backpack slots crashed the game for no (apparent) reason Fixed: Small values ignored in shape: { offsetX/Y/Z: 0.01 } Fixed: OnTrySpawnEntity event did not handle multiple event listeners correctly Fixed: Entity shape alternates didn't work (see example entities/land/drifter.json, make sure the alternate shape textures have different texture codes) Fixed: Liquid in barrel textures defaulted to the game domain Fixed: Health boosts in meals should now respect serving size and spoilage rate Fixed: Should fix night sky textures not moddable View full record 11 1 2 Link to comment Share on other sites More sharing options...
caffeine9999 Posted December 1, 2021 Report Share Posted December 1, 2021 (edited) Woot! This is massive Quote 26 new types of mushrooms Is there a psychedelic variant? The new forest floors look gorgeous Edited December 1, 2021 by caffeine9999 Link to comment Share on other sites More sharing options...
Domkrats Posted December 1, 2021 Report Share Posted December 1, 2021 (edited) On 11/20/2021 at 4:54 PM, Tyron said: Tweak: Gambeson no longer High Damage Tier Resistant. Gambeson and leather armor also reduced to Tier 1 protection. On 11/20/2021 at 4:54 PM, Tyron said: Tweak: Torches thrown into water now also go out On 11/20/2021 at 4:54 PM, Tyron said: Feature/Tweak: Can no longer sleep during temporal storms for standard and wilderness survival. Game is going to look even more beautifull for sure. But these are things i read and couldn't resist to read over before continuing to read. I am hoping to make knockback to drifters as well now. Also one question about his: On 11/20/2021 at 4:54 PM, Tyron said: bowls 0.1 litre each So now players will be able to make meals soups before getting a bucket? Edited December 1, 2021 by Domkrats Link to comment Share on other sites More sharing options...
Streetwind Posted December 1, 2021 Report Share Posted December 1, 2021 (edited) 10 minutes ago, Domkrats said: So now players will be able to make meals before getting a bucket? Only soups and jam require liquid input. There's barely any reason to ever use the former right now, and the latter requires significant setup time with beekeeping anyway, so this was never a problem. The main meal types (vegetable stew, mat stew, porridge) have always been available right from the start. Edited December 1, 2021 by Streetwind Link to comment Share on other sites More sharing options...
Omega Haxors Posted December 1, 2021 Report Share Posted December 1, 2021 Love the changes but the gambeson/leather nerf stung. Especially love the armor downside reduction for Blackguards. 1 Link to comment Share on other sites More sharing options...
Brady_The Posted December 1, 2021 Report Share Posted December 1, 2021 That's a nice feature/tweak list. It has the makings of a great update. Link to comment Share on other sites More sharing options...
Domkrats Posted December 1, 2021 Report Share Posted December 1, 2021 23 minutes ago, Streetwind said: Only soups and jam require liquid input. Yea. My bad. I was thinking soups. Such thing is never necessary on single player. But sometimes there are situations on multiplayer where food is struggle at start. Link to comment Share on other sites More sharing options...
Philtre Posted December 1, 2021 Report Share Posted December 1, 2021 2 hours ago, Streetwind said: Only soups and jam require liquid input. There's barely any reason to ever use the former right now Soup is great for using up single bits of food, like if you have one onion and one piece of meat - you can't make any meal from that except soup. So soup is most useful in the very early game when you are most likely to not have a good assortment of foodstuffs available. Being able to add water from a bowl would be great. Link to comment Share on other sites More sharing options...
Tyron Posted December 1, 2021 Author Report Share Posted December 1, 2021 4 hours ago, Domkrats said: Tweak: Gambeson no longer High Damage Tier Resistant. Gambeson and leather armor also reduced to Tier 1 protection. There's actually an error in this. The leather/gamebeson is still Tier 2 and will stay tier 2. I've fixed that now. The high damage resistance only has been removed. We felt removing both was too much of a debuff. 1 Link to comment Share on other sites More sharing options...
daretmavi Posted December 1, 2021 Report Share Posted December 1, 2021 It is not starting on linux with run.sh client-crash.txt: Version: v1.16.0-pre.2 (Unstable)01.12.2021 22:36:02: Critical error occurred System.DllNotFoundException: libnanosvg.so assembly:<unknown assembly> type:<unknown type> member:(null) at (wrapper managed-to-native) NanoSvg.SvgNativeMethods.nsvgCreateRasterizer() at Vintagestory.Client.NoObf.SvgLoader..ctor (Vintagestory.API.Client.ICoreClientAPI _capi) [0x0000d] in <3be15e3e91d742dab550cd163b37a7a0>:0 at _8hKY98YYLSNuzwitBfBtUzSBDWJ..ctor (_HRfDngnpBWTmEXiuwbRWkFKyJZs , Vintagestory.API.Client.ICoreClientAPI ) [0x00030] in <3be15e3e91d742dab550cd163b37a7a0>:0 at _Qhe5emKnc9jNv5pN4mtlr6oB06l..ctor (_HRfDngnpBWTmEXiuwbRWkFKyJZs ) [0x00025] in <3be15e3e91d742dab550cd163b37a7a0>:0 at _HRfDngnpBWTmEXiuwbRWkFKyJZs._HH2M6AmcpFUMki4uDKOPMndAYft (_hFZgobIYoX0BrM3J1kokPKB9IqB , System.String[] ) [0x00000] in <3be15e3e91d742dab550cd163b37a7a0>:0 at _aeznW7dUzRtbc6gGqfLLAAGPvUF._HH2M6AmcpFUMki4uDKOPMndAYft (_hFZgobIYoX0BrM3J1kokPKB9IqB , System.String[] ) [0x003bf] in <8d66166b5af84e99b52d52577ba8f9cf>:0 at _aeznW7dUzRtbc6gGqfLLAAGPvUF+_ixZKgNgo7I3kbr4QthQzdebcglA._hUauVNSzd1WLRRhHfkNd8O6agJy () [0x00000] in <8d66166b5af84e99b52d52577ba8f9cf>:0 at _D1bjqjMU3djkJ14p5zl8JiWp0sG._HH2M6AmcpFUMki4uDKOPMndAYft (System.Threading.ThreadStart ) [0x00007] in <3be15e3e91d742dab550cd163b37a7a0>:0 ------------------------------- Link to comment Share on other sites More sharing options...
Jane Dee Posted December 2, 2021 Report Share Posted December 2, 2021 Maybe clockmaker could get a compass that upgrades to show direction to base, time of day? OR, a multitool that can be used as a knive/hammer/shovel/pick and only uses one slot Link to comment Share on other sites More sharing options...
Sinda Posted December 2, 2021 Report Share Posted December 2, 2021 This new version sound really interesting and wanted to try it but unfortunately on linux it doesn't run Link to comment Share on other sites More sharing options...
Tyron Posted December 2, 2021 Author Report Share Posted December 2, 2021 14 hours ago, daretmavi said: It is not starting on linux with run.sh Temproary fix - copy Lib64/libnanosvg.so to the Lib/ folder 1 1 Link to comment Share on other sites More sharing options...
Sinda Posted December 2, 2021 Report Share Posted December 2, 2021 It helped, thank you Link to comment Share on other sites More sharing options...
PFS Posted December 2, 2021 Report Share Posted December 2, 2021 So, so , SO looking forward to permadeath when it reaches stable. ty. Link to comment Share on other sites More sharing options...
daretmavi Posted December 2, 2021 Report Share Posted December 2, 2021 5 hours ago, Tyron said: Temproary fix - copy Lib64/libnanosvg.so to the Lib/ folder Hi, thanx. Game starts, but I can't load/create any world. It stays stuck in loading screen. This is console output. Spoiler 17:48:22 [Server Debug] BlockID Remapper: Begin 17:48:22 [Server Debug] Block IDs not found in savegame. 17:48:22 [Server Debug] Found 0 block requiring remapping 17:48:22 [Server Debug] Found 0 missing blocks 17:48:22 [Server Debug] Added 7907 new blocks to the mapping 17:48:22 [Server Debug] Block IDs have been written to savegame 17:48:22 [Server Debug] ItemID Remapper: Begin 17:48:22 [Server Debug] Item IDs not found in savegame. 17:48:22 [Server Debug] Found 0 Item requiring remapping 17:48:22 [Server Debug] Found 0 missing Items 17:48:22 [Server Debug] Added 2329 new Items to the mapping 17:48:22 [Server Debug] Item IDs have been written to savegame17:48:23 [Server Error] Cannot resolve stack randomizer block with code torch-cloth-extinct-up, wrong code? 17:48:23 [Server Event] 7 metal alloys loaded 17:48:23 [Server Event] 6 cooking recipes loaded 17:48:24 [Server Event] 446 crafting recipes loaded from 196 files 17:48:24 [Server Event] 197 smithing recipes loaded 17:48:24 [Server Event] 54 clay forming recipes loaded 17:48:24 [Server Event] 36 knapping recipes loaded 17:48:24 [Server Event] 148 barrel recipes loaded 17:48:24 [Server Notification] Server map set 17:48:24 [Server Notification] Entering runphase LoadGame 17:48:24 [Server Notification] Entering runphase WorldReady17:48:25 [Server Warning] Block schematic file barn-1.json uses blocks that could no longer be found. These will tu rn into air blocks! (affected: game:bowl-burned) 17:48:25 [Server Warning] Block schematic file dining-room-1.json uses blocks that could no longer be found. These will turn into air blocks! (affected: game:bowl-burned) 17:48:25 [Server Warning] Block schematic file archives-1.json uses blocks that could no longer be found. These wil l turn into air blocks! (affected: game:bowl-burned) 17:48:25 [Server Warning] Block schematic file dormitory-4.json uses blocks that could no longer be found. These wi ll turn into air blocks! (affected: game:bowl-burned) 17:48:26 [Server Warning] Block schematic file village-27.json uses blocks that could no longer be found. These wil l turn into air blocks! (affected: game:torch-burnedout-up) 17:48:26 [Server Notification] Reloaded 35 tree generators 17:48:26 [Server Warning] Block patch Nr. 79: Unable to resolve block with code game:mushroom-devilsbolete-normal. Will ignore. 17:48:26 [Server Event] Loading 7x7x8 spawn chunks... 17:48:26 [Server Event] 0% (49 in queue) 17:48:27 [Server Event] 0% (49 in queue) 17:48:29 [Server Event] 0% (69 in queue) 17:48:30 [Server Event] 0% (81 in queue) 17:48:32 [Server Event] 0% (119 in queue) 17:48:33 [Server Event] 0% (160 in queue) 17:48:35 [Server Event] 0% (200 in queue) 17:48:36 [Server Event] 0% (186 in queue) 17:48:38 [Server Event] Begin save game ticking... 17:48:38 [Server Notification] Entering runphase RunGame 17:48:38 [Server Notification] Starting server threads 17:48:38 [Server Event] Server pre jedného hráča now running! 17:48:38 [Client Notification] Server launched 17:48:38 [Server Notification] All clients disconnected, pausing game calendar. 17:48:38 [Server Notification] A Client attempts connecting via Dummy connection, assigning client id 1 17:48:38 [Server Notification] Client uid wAwq5J3tdJjN6h+RJJpTpE/X attempting identification. Name: daret17:48:38 [Server Error] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Method not found: !!0 Vintagestory.API.Common.IModLoader.GetModSyst em<!0>() at (wrapper managed-to-native) System.Reflection.RuntimeConstructorInfo.InternalInvoke(System.Reflection.RuntimeC onstructorInfo,object,object[],System.Exception&) at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System .Boolean wrapExceptions) [0x00005] in <533173d24dae460899d2b10975534bb0>:0 --- End of inner exception stack trace --- at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System .Boolean wrapExceptions) [0x0001a] in <533173d24dae460899d2b10975534bb0>:0 at System.Reflection.RuntimeConstructorInfo.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAtt r, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00086] in <533173d24dae460899d2b10975534bb0>:0 at System.Reflection.RuntimeConstructorInfo.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection. Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <533173d24dae4608 99d2b10975534bb0>:0 at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder bi nder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System. Threading.StackCrawlMark& stackMark) [0x0022b] in <533173d24dae460899d2b10975534bb0>:0 at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflecti on.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttribu tes) [0x0009c] in <533173d24dae460899d2b10975534bb0>:0 at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <533173d24dae460899d2b10 975534bb0>:0 at Vintagestory.Common.ClassRegistry.CreateEntityBehavior (Vintagestory.API.Common.Entities.Entity forEntity, Sys tem.String className) [0x00030] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Common.ClassRegistryAPI.CreateEntityBehavior (Vintagestory.API.Common.Entities.Entity forEntity, System.String entityBehaviorName) [0x00000] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.Entities.EntityProperties properties, Vintagestory.API.Common.IWorldAccessor world) [0x00051] in <2e0a9922d73a43e783ef0d95da39b328>:0 at Vintagestory.API.Common.Entities.EntityProperties.Initialize (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.ICoreAPI api) [0x00041] in <2e0a9922d73a43e783ef0d95da39b328>:0 at Vintagestory.API.Common.Entities.Entity.Initialize (Vintagestory.API.Common.Entities.EntityProperties properti es, Vintagestory.API.Common.ICoreAPI api, System.Int64 InChunkIndex3d) [0x001f1] in <2e0a9922d73a43e783ef0d95da39b3 28>:0 at Vintagestory.API.Common.EntityAgent.Initialize (Vintagestory.API.Common.Entities.EntityProperties properties, Vintagestory.API.Common.ICoreAPI api, System.Int64 InChunkIndex3d) [0x00027] in <2e0a9922d73a43e783ef0d95da39b328>: 0 at Vintagestory.API.Common.EntityPlayer.Initialize (Vintagestory.API.Common.Entities.EntityProperties properties, Vintagestory.API.Common.ICoreAPI api, System.Int64 chunkindex3d) [0x0004b] in <2e0a9922d73a43e783ef0d95da39b328>:0 at Vintagestory.Server.ServerMain.SpawnEntity (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.C ommon.Entities.EntityProperties type) [0x000da] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Server.ServerMain.SpawnEntity (Vintagestory.API.Common.Entities.Entity entity) [0x0000e] in <3be1 5e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Server.ServerMain.FinalizePlayerIdentification (_fuwtwimWTPsAK8Q6HqNY8Nh3Z3N packet, Vintagestory .Server.ConnectedClient client, System.String entitlements) [0x00382] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Server.ServerMain.HandlePlayerIdentification (_PgMIN0pxH8Khi2IbHKYtZSIRnaP p, Vintagestory.Server .ConnectedClient client) [0x002e9] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] d ata) [0x0005a] in <3be15e3e91d742dab550cd163b37a7a0>:0 at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Com mon.NetServer mainSocket) [0x00150] in <3be15e3e91d742dab550cd163b37a7a0>:0 Link to comment Share on other sites More sharing options...
junawood Posted December 2, 2021 Report Share Posted December 2, 2021 Can you see the ore bits on the map again in 1.16? Link to comment Share on other sites More sharing options...
Jane Dee Posted December 2, 2021 Report Share Posted December 2, 2021 It sounds like rock throwing drifters are now extremely lethal, and I was wondering if worldgen customization for Exploration Mode ("for players that do not enjoy combat") might have an optional toggle to either disable drifters altogether, or at least disable rock throwing. Currently you can only disable drifters for the first few days, but they are relatively easy to ignore/avoid after that in past builds..... 1 Link to comment Share on other sites More sharing options...
Maelstrom Posted December 2, 2021 Report Share Posted December 2, 2021 @Jane DeeI would expect that you can still opt for passive drifters that won't attack unless you attack them. Link to comment Share on other sites More sharing options...
Hells Razer Posted December 3, 2021 Report Share Posted December 3, 2021 On 11/20/2021 at 4:54 PM, Tyron said: Feature/Tweak: Can no longer sleep during temporal storms for standard and wilderness survival. Is this configurable? On 11/20/2021 at 4:54 PM, Tyron said: Tweak: Added hunter backpack recipe that uses 3 small pelts THANK YOU! It was really annoying that you could not use the piles of small hides that you would have until you acquired access to leatherworking. Link to comment Share on other sites More sharing options...
daretmavi Posted December 3, 2021 Report Share Posted December 3, 2021 21 hours ago, Sinda said: It helped, thank you Hi Sinda, it works for you? You can even load/create the world? Link to comment Share on other sites More sharing options...
Tyron Posted December 3, 2021 Author Report Share Posted December 3, 2021 2 hours ago, daretmavi said: Hi Sinda, it works for you? You can even load/create the world? check your server-main.txt, you might have mods enabled that are not compatible with 1.16 1 Link to comment Share on other sites More sharing options...
Tyron Posted December 3, 2021 Author Report Share Posted December 3, 2021 3 hours ago, Hells Razer said: Is this configurable? Yes it is, its a world config. (via command its /worldconfig temporalStormSleeping 1) 1 1 Link to comment Share on other sites More sharing options...
Sinda Posted December 3, 2021 Report Share Posted December 3, 2021 3 hours ago, daretmavi said: Hi Sinda, it works for you? You can even load/create the world? Yes, I can So I would suggest as a Tyron did already to check if you don't have any mods installed - they can interfere. 1 Link to comment Share on other sites More sharing options...
daretmavi Posted December 3, 2021 Report Share Posted December 3, 2021 3 hours ago, Tyron said: check your server-main.txt, you might have mods enabled that are not compatible with 1.16 Right, I forgot I use one mode (Player corpse) and the modes are shared for all versions, so this is causing it. Now it is working. Link to comment Share on other sites More sharing options...
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