Tyron Posted December 21, 2021 Report Share Posted December 21, 2021 Dear Homesteaders v1.16.0-rc.1, a unstable release, can now be downloaded through the account manager. [Edit:] Also released rc.2 to fix a crash bug. Alrighty, 12 updates later v1.16 is feature complete. All that is left is to balance some mechanics and fix (hopefully mostly minor) bugs. As with the last major update I will only list everything new since pre.1 and then for the first stable release present you with a complete feature list again. Anyhow, check out our update video! Game updates Everything listed in the pre.1 blog post + tons of bugfixes for all newly introduced features Feature: Easy multimaterial chiseling - can now easily add more materials to a chiseled block, by dropping blocks into the tool model selector dialog Feature: Added rare polar bear spawn. The other bear types should get added in the future. Feature: Added vertical planks block Feature: Added 11 colored tailored gambeson + recipes Feature: 3 more fruit tree types: Breadfruit, Lychee and Pomegranate Feature: Added Rifts. These appear and disappear at random in the world. Drain your stability when close to one. Surface drifters now only spawn within a 25 block radius of rifts. Feature: Clockmaker exclusive feature - hacking spear. Each hit with a hacking spear gives the clock maker a 15% chance to hack a locust, which will then fight by his side. Beware, hacked locus are extremely jealous on one another Feature: Mushroom worldgen & growth rework Mushrooms no longer leave stumps when harvested, but will still regrow over time Completed Mushroom world generation mechanic. This produces distinct regions where certain only a subset of all mushrooms grow. Feature: Added another 7 more mushrooms Feature: Server side moddb install utility - /moddb Feature: Added jugs for drinking Feature: New world config to disable class exclusive recipes Feature: Added Alcohol-soaked bandages, and grid recipe for solder bars Feature: More combat rework Added crude wooden shields, when standing 15% chance of blocking 1.5 to 3 damage, when sneaking 85% chance of blocking 3 to 5 damage, depending on the shield type Mitigate cases where creatures attack players while looking away Ranged aiming accuracy buildup is now about 50% quicker The hurt screen overlay effect now indicates from which direction the attack came from Feature: Added admin longblade for testing purposes. (Creative mode only) Feature: Chatting while drunk now produces slurred words Feature: Added command /gm shorthand for /gamemode Tweak: Improved creative inventory search, e.g. when searching for "stone" the loose stones are near the top now Tweak: Major Crop rebalance. Doubled growth times and yields for most crops with some exceptions. (Experimental) Rye Cold Dmg changed to -12, Cold Mult to .75, and Heat Dmg to 27 (same heat dmg as turnip). Spawn conditions of Rye were changed to be in the -12 to 14 temperature range. Overal rye should now be more suited to northerly climates. Rice Heat Damage ceiling increased from default to 46. Peanut growth time was doubled, but yield was left alone. Amaranth growth time not changed, since its already about 50% of irl. Yield still doubled though. Cassava growth time was left alone, being already rather long (though still nowhere near irl). Yield was still doubled to keep the satiety per day vaguely 'competitive'. Doubled pumpkin mother plant growth time, but did not touch anything else, for now. Pineapple was not touched due to already being a very long growth time and its also the only farmable fruit. Tweak: Creature ai tweaks, applies to all creatures Slower look around speed They now tend to wander further Mitigate chasing derp (where creatures turn back for a second) Fixed walking sideways in 3rd camera mode caused animals to target wrongly Creature attack knockback now proportional to damage Tweak: Zoomed in all spear gui transforms. Looks weird but can tell apart spears more easily now. Tweak: Added more water bubbles when walking in water Tweak: Windmills no longer work underground, unless worldconfig undergroundWindmills is set to "true" Tweak: Slight speedup when walking in water, for creatures and players Tweak: Increased max light level spawn cap for drifters again, from 6 to 9 (as they are now also constrained by rift vicinity) Tweak: Added berry picking and shield blocking sound Tweak: Added tempStormFrequencyMul worldconfig Tweak: Standing still now reduces your hunger rate 4-fold instead of 3-fold Tweak: Renamed all spirits to brandy Tweak: Dark blocks now get a white selected block outline for easier chiseling Tweak: Reduced RAM usage by about 75 MB (Technical info: generate animation frames only on demand, optimized particles ram usage) Tweak: Fine tuned snow accumulating and melting to be a bit less abrupt. Tweak: Added white and gray dye Tweak: Removed liquid items from the creative inventory. Replaced them with liquids inside buckets. Added a new liquids creative tab. Tweak: All mods in the mod manager not having set up an icon will now use a default icon. Fixed crashing game if mods did not define a mod icon Tweak: Can now also right click with a bucket on the barrel slot in GUI to take out liquids (and also added holding CTRL to move only small portions) Fixed: Creature hurt sounds not playing? (Might break other things) Fixed: Wrong shading on first person held items Fixed: Missing texture on one of the shields Fixed: Freshly crafted clothes had not 100% condition Fixed: Missing texture on thrown hacking spears, fp hand spears upside down Fixed: Incorrect day/night cycle. Looks promising now, as in, behaving physically correct on all latitudes Fixed: First person spear upside down, spear attack animation a bit smoother Fixed: Ingame error text in front of dialogs Fixed: Missing "25k" option on world config world length Fixed: Freshly crafted clothes had not 100% condition   Fixed: Chopping down bamboo chopped nearby bamboo trees Fixed: Able to always pick up clear quartz from loose quarts ores Fixed: Crash when setting the chisel tool mode right at the edge of a block Fixed: Derpy positioning of the itemstack infobox Fixed: Exception thrown on some /worldconfig commands Fixed: Opened coken oven doors dropping a different block variant Fixed: Should fix fern trees spawning underwater Fixed: Clay dupe glitch Fixed: Fog flicker when moving vertically Fixed: Game crashing when pasting text into the config world screen Fixed: Itemstack infobox sometimes displaying the wrong text Fixed: Fixed creature hostility configuration not properly applying whenever a major update comes out (To the author of the golden wolf mod: add "friendlyTarget:true" to your seek entity json config) Fixed: Firepit ash overlay culled with a block above Fixed: Woad not yellow in world map Fixed: Crash related to interacting with pies Fixed: Wrong sizes of cheese on shelves Fixed: Avoid an exception in the trader restock code if an item no longer exists (e.g. due to a removed mod) Fixed: Items in the grid crafting output slot starting to spoil/dry Fixed: "Dryable. Duration: NaN Hours" Fixed: Multimaterial chiseled blocks containing Glass disabled some faces that it shouldn't (glass chiseling is still not supported in vanilla though) Fixed: Difficulties using the teleport block on server with mild or heavy lag Fixed: Should fix rare crash in the error reporter  API Updates since pre.1 Feature: New JSON Patch operation "addeach" allows inserting/appending of multiple elements in one operation. (the value must be an array) Feature: Added Block.PriorityInteract to be able to sneak interact with a block before sneak interacting with the currently held item Tweak: Added the boolean properties CanDrinkFrom, IsTopOpened and AllowHeldLiquidTransfer to BlockLiquidContainerBase, can also be set via json attribute (unless you use the class BlockLiquidContainerTopOpened, which sets them all to true) Refactor: Begin Engine paradigm shift - recipe systems are no longer engine exclusive. The meal cooking recipe system is now moved from api/engine to the survival mod, with the plan being that all recipe systems (grid recipes, barrel recipes, smithing recipes, clay forming recipes and knapping recipes) will be transferred to the survival mod. This means:  If you need to look up cooking recipes, reference VSSurvivalMod.dll and exchange world.CookingRecipes with "Api.ModLoader.GetModSystem<RecipeRegistry>().CookingRecipes" or through the helper method "Api.CookingRecipes()"  If you only add cooking recipe json files, no changes are required  You can now add your own recipe system. Check out RecipeRegistry.cs for reference (still needs handbook support, though) Refactor: The Handbook and all recipe system except grid recipes are now part of the survival mod. If you accessed any of the recipe lists via api.World.XXXRecipes, you now need to reference VSSurvivalMod.dll, then you can access them via api.GetXXXRecipes() Refactor: All Barrel recipes that have liquids as input or output, instead of quantity and stacksize respectively, these should now define "litres". However for backwards compatibility, if the recipe loader encounters a liquid ingredient or output without a litres definition, it will assume quantity/stacksize = litres and log a warning. Refactor: Rename BlockLiquidContainerBase.GetInContainerProps to BlockLiquidContainerBase.GetContainableProps Refactor: The block code for planks has changed from planks-{wood} to planks-{wood}-hor Refactor: Minor refactor in Weather/WeatherSimulationParticles.cs Tweak: Holding sneak key with .edi enabled shows you item attributes in the itemstack tooltip Tweak: RegisterAiTask and RegisterVtmlTagConverter is now in ICoreApi (through C# class extension in the esentials/survival mod) Tweak: Shape elements of zero size are now no longer tesselated Tweak: New tool: /debug heldstattr key type value Tweak: Added CollectibleObject.TpOffHandTransform Tweak: Added helper methods for ITreeAttribute Set/GetVec3i, Set/GetBlockPos and Set/GetVec3is Tweak: Added ISaveGame.StoreData<T> and ISaveGame.GetData<T>() Tweak: Added SendBlockEntityPacket<T>(IServerPlayer player, BlockPos pos, int packetId, T data = default(T)) BroadcastBlockEntityPacket<T>(BlockPos pos, int packetId, T data = default(T)) Fixed: Handbook crashing the game on invalid grid recipes Fixed: Json patch addeach not implemented in the engine Fixed: game crashing when removing the hunger behavior from the player Fixed: Wildcard liquids in grid recipes crashing the handbook Fixed: CreativeInventoryStacks property not working properly for items Fixed: Wildcards not working on grid recipe returnedStacks Fixed: Failure to resolve itemstack for a crafting recipe ingredient did not print a warning Fixed: Texture Rotation not applied to alternates when using * wildcard  New/Changed since pre.13 Feature: Mushrooms no longer leave stumps when harvested, but will still regrow over time. Feature: Completed Mushroom world generation mechanic. This produces distinct regions where certain only a subset of all mushrooms grow. Tweak: Less awkward grass cover side for forest floors Tweak: The hurt screen overlay effect now indicates from which direction the attack came from Tweak: Added Lychee and Pomegranate fruit trees Tweak: Added Ales Tweak: Avoid spawning rifts near lit bases Tweak: Windmills no longer work underground, unless worldconfig undergroundWindmills is set to "true" Fixed: Fog flicker when moving vertically Fixed: Crafted and collected crates not stackable Fixed: Sizzling sound spam when throwing oillamps in water Fixed: Game crashing when pasting text into the config world screen Fixed: Creatures Powercircling in water Api tweak: Added helper methods for ITreeAttribute Set/GetVec3i, Set/GetBlockPos and Set/GetVec3is New in rc.2 Fixed: Client game crash in new worlds Fixed: Crates not having the advertised 20/25 slots Fixed: Bear death animation Fixed: Not able to craft condenser and boiler with silver solder Fixed: Client Error log spam  View full record 9 1 1 2 Link to comment Share on other sites More sharing options...
Anders Andersson Posted December 23, 2021 Report Share Posted December 23, 2021 About snow, I just had a thought that really when you dig snow it shouldn't just disappear, but instead build up on neighboring blocks. It could also work in layers, so in deep snow you have to shovel multiple times to clear the block of snow. Could also introduce a snow shovel tool that would make snow clearing more efficient. Clearing snow I think should by default throw the snow to the side. Would be an interesting thing to have big piles of snow you've built up over a whole winter. 1 Link to comment Share on other sites More sharing options...
RogueRaiden Posted December 23, 2021 Report Share Posted December 23, 2021 4 hours ago, Anders Andersson said: About snow, I just had a thought that really when you dig snow it shouldn't just disappear, but instead build up on neighboring blocks. It could also work in layers, so in deep snow you have to shovel multiple times to clear the block of snow. Could also introduce a snow shovel tool that would make snow clearing more efficient. Clearing snow I think should by default throw the snow to the side. Would be an interesting thing to have big piles of snow you've built up over a whole winter. Had the exact same thought a week ago haha Link to comment Share on other sites More sharing options...
Domkrats Posted December 23, 2021 Report Share Posted December 23, 2021 Link to comment Share on other sites More sharing options...
vvvvvvv Posted December 23, 2021 Report Share Posted December 23, 2021 I wonder if the combat will be updated next. Awesome update though! I like fruit tree mechanics and new drifter spawn system. Link to comment Share on other sites More sharing options...
Domkrats Posted December 23, 2021 Report Share Posted December 23, 2021 Tried caving in new version. Shield is great, but now lighting is a bit struggle as lantern can be used at the same time. That could be thing i could get used to. But that knockback from drifters...oof.... Long time haven't felt so unsafe near deep caves or on ladders.  If you get attacked while jumping better hope there isn't any dep cave near. Link to comment Share on other sites More sharing options...
Hells Razer Posted December 24, 2021 Report Share Posted December 24, 2021 (edited) Two Three questions: On 12/21/2021 at 1:10 PM, Tyron said: Â Feature: Added Rifts. These appear and disappear at random in the world. Drain your stability when close to one. Surface drifters now only spawn within a 25 block radius of rifts. Can rifts spawn inside your house and/or claimed area? If yes, are there plans to allow us to mitigate it in some way? On 12/21/2021 at 1:10 PM, Tyron said: Feature: New world config to disable class exclusive recipes Do you mean disable them completely, or disable the fact that they are class exclusive? Edited December 24, 2021 by Hells Razer Link to comment Share on other sites More sharing options...
Philtre Posted December 25, 2021 Report Share Posted December 25, 2021 18 hours ago, Hells Razer said: Two Three questions: Can rifts spawn inside your house and/or claimed area? If yes, are there plans to allow us to mitigate it in some way? I assume the "Tweak: Avoid spawning rifts near lit bases" line is relevant here. It sound like you will want to light up the area around your base. 1 Link to comment Share on other sites More sharing options...
Streetwind Posted December 25, 2021 Report Share Posted December 25, 2021 20 hours ago, Hells Razer said: Do you mean disable them completely, or disable the fact that they are class exclusive? The setting disables the class exclusivity, meaning anyone can craft all of them. 1 Link to comment Share on other sites More sharing options...
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