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Homesteading part 2 & Combat update, stabler-er finetune (1.16.4)


Tyron

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Dear Homesteaders
v1.16.4, a stable release, can now be downloaded through the account manager.
 

2022-02-25_21-29-04.thumb.jpg.d662d797fea646dd8b77930798af2afe.jpg


All game updates since 1.16.3

  • Feature: Vintagehosting: Added ability to kill an unresponsive server
  • Tweak: Rifts sounds volume is now reduced by 85% when the player is not in direct line-of-sight of them
  • Tweak: Distant rifts are now less visible
  • Tweak: Can now do increment time via command in months and years /time add 2 years or /time add 2 months
  • Tweak: Reduced creature aggro sound rate if they cannot find a path. Should mitigate endless drifter growling around your base.
  • Tweak: Gameplay balancing
    • Halved produce drop rate on wild crops (they were doubled in 1.16, unintentionally)
    • Acacia trees now also spawn resin
    • Reduced mushroom spawning during worldgen by 20% and they stay harvestable less longer (30 days -> 20 days)
    • The Bell alarm mob spawning rate now scales with the amount of nearby players
    • The hacking spear can now also be made from bisbronze and tinbronze
    • Increased fruit tree cutting growth chance (25% -> 40%)
    • Increase resin spawn chance 2.5-fold
    • Increased rusty gear drop rate for drifters (normal: 0% -> 1%, deep: 2% -> 3%, tainted 5%->7%, corrupt 7%->10%, nightmare 10%->20%)
    • Beds now stack (1 -> 2)
  • Tweak/Fixed: Avoid game crashing on corrupted chiseled blocks
  • Tweak: More informative fruitpress block info hud text
  • Tweak: Further optimized entity physics simulation for overall improved game performance when lots of entities are loaded (Technical info: Skip loading all nearby block collision boxes if entity didn't move a full block since last tick)
  • Tweak: Scythe rework
    • New (default) tool mode: Trim grass. Will leave behind short grass that regrows. The 2nd tool mode restores old behavior.
    • Fixed desync issues with long duration tool interactions causing scything to sometimes have no effect
    • 3rd person scythe animation a bit more in sync with the fp animation
    • Fine tune timings a bit
    • The action no longer cancel when player looks at another grass block mid-swing. Added icons.
  • Tweak: Can now dry items on tool racks and chests. Can now place bow staves on tool racks. Bow staves show drying rate in the item tooltip.
  • Tweak: Added "Tree state" info to fruit tree blocks to help debug non-fruiting trees. A correctly behaving tree should loop through these states throughout a year: Young, Flowering, Fruiting, Ripe, Empty, EnterDormancy, Dormant, DormantVernalized. Please help me figure out where it gets stuck.
  • Tweak: Increased growth speed of fruit trees by about 37%
  • Tweak: Free-floating vines now slowly disappear over time
  • Tweak: Crocks now use vegetable labels for meals that have 3 or 4 of the same ingredient
  • Tweak: Mitigate clayforming lagspikes. Disabling the block interaction help while clay forming might reduce the lag even more now.
  • Tweak: Small server performance optimization related to entity spawning
  • Tweak: Rough hewn fence recipe a bit less generous (12 -> 8 fences)
  • Tweak: Added a new "arctic supplies" cracked vessel (not yet in worldgen).
  • Tweak: Right-click placing fuel into a firepit now plays a sound
  • Tweak: Arrows now show break chance on impact in their tooltip
  • Tweak: Increased fleeing distance on most creatures
  • Tweak: Improved teleporting behavior of hacked locusts
  • Tweak: Mitigate locust wall climbing derps
  • Tweak: Mitigate creatures forever stuck running into a wall
  • Tweak: Disabled unused bellows block
  • Fixed: Animal weight system not working at all since 1.16
  • Fixed: Able to circumvent block reinforcements with ore bombs
  • Fixed: Might fix some trader carts cut in half on world generation
  • Fixed: Should fix game no longer launching on MacOS
  • Fixed: Able to add chiseled blocks as material on chiseled blocks, producing unknown textures
  • Fixed: All spaces gone in english texts if the language was set to Japanese
  • Fixed: Mitigate issues with copying text to clipboards from various in-game buttons
  • Fixed: Retrieving buckets of juice or dairy from the creative inventory gave you buckets of rot instead in some cases
  • Fixed: Various oddities when sleeping in a bed and logging out / shutting down the server
  • Fixed: Dairy liquids yielding huge amounts of rot
  • Fixed: Block reinforcement system: Non reinforcable blocks could still be reinforced but had no effect
  • Fixed: Putting fruits 1-by-1 into the fruit press allowed you to get way more juice
  • Fixed: Able to relight burned out torches
  • Fixed: Able to mix items in the crate using a chute
  • Fixed: Harvesting lychee trees yielded breadfruit
  • Fixed: Cider and Juice not spoiling
  • Fixed: Placing firewood in claimed areas placed a firewood pile on the client side
  • Fixed: Wrong Playstyle selector hover texts on the create world screen
  • Fixed: Coke oven doors and chute sections floating on water
  • Fixed: Crushed olivine and quartz not smeltable into glass
  • IMPORTANT NOTICE FOR MODDERS: If you override Block.OnBlockExploded() and don't call the base method you now must manually delete the block with "world.BulkBlockAccessor.SetBlock(0, pos);" or your block will become a source of infinite drops
  • Fixed: Hitting creatures with a torch did not ignite them on occasion
  • Fixed: Should fix multiplayer animation derp when a player has a torch in hands and similar
  • Fixed: Itemstack tooltips sizing derps on sub-8 gui scales
  • Fixed: Consuming liquids played the eat sound instead of the drink sound in some cases
  • Fixed: Server disk space checks after the server has been started were failing silently, potentially causing loss of many hours of progress
  • Fixed: Dropped Shields sinking into the ground
  • Fixed: Player floating in air when breaking the block below and not moving (1.16.4-rc.1 bug)
  • Fixed: Small memory leak in crates
  • Fixed: Some derp with fruit tree branches not regrowing after being cut
  • Fixed: Pathfinding issues:
    • Entities that have fall damage would be willing to fall from greater heights instead of the opposite effect (but did add a reckless attribute so drifters still fall from large heights)
    • Creatures believed they could walk through diagonal openings. Should mitigate cases where drifters bunch up in corners
    • Potentially fixes hares "leaping" fences in winter when they should not [Detail: fixes a pathfinding issue where creatures believed they could step high off a low block such as snow layer]
    • Chickens looking for a Henbox to lay in are now less likely to give up when half-way there
  • Fixed: Rifts not affected by fog
  • Fixed: Dense fog causing fog even at very near distances. Should mitigate heavy fog inside homes a bit
  • Fixed: Should greatly mitigate melee attacks not registered when attacking a fleeing creature
  • Fixed: Teleport-on-lag is now off when AntiAbuse mode is off. Multiplayer players rejoice!
  • Fixed: Strange behavior when sleeping in a bed and right clicking on another bed
  • Fixed: Vintagehosting a failed request was displayed as sucessful in some cases
  • Fixed: Rare server freeze when running /stop in the same moment as a player joins
  • Fixed: Sawblade locust emitting light
  • Fixed: Particles glitching through blocks, such as snow particles
  • Fixed: Worldedit bug doing Undo and Redo on a placed schematic deleted all block entity data
  • Fixed: Some Z-fighting issues with chiseled block materials
  • Fixed: Player entered sneak mode when walking through doors and fence gates
  • Fixed: Player knockback not synced to other players on death
  • Fixed: Somewhat awkward first person animation when attacking with a spear while looking downwards
  • Fixed: Down faces of all roof blocks are now considered solid sides
  • Fixed: Snow breaking sound not attenuated over distance
  • Fixed: Rare client side crash related to particles
  • Fixed: Should fix .tfedit not using correct decimal seperator for numbers
  • Fixed: Current tool mode hud icon not scaling with the gui scale
  • Fixed: Rare rendering issue with X-ray vision on snow layer sides after snow melted nearby
  • Fixed: Rendering issues below snow-covered fences (etc.) with certain blocks
  • Fixed: Forest floor blocks now also have snowy grass sides if snow-covered
  • Fixed: Might fix a rare crash when connecting to a server
  • Fixed: A crash on heavily modded games when looking at soil/rock in the handbook
  • Fixed: Might fix rare glowing fruit mash glitch
  • Fixed: Should fix yet another liquid dupe glitch
  • Fixed: Mushrooms not spawning in the wilderness survival mode
  • Fixed: Unknown texture when putting solder ingots on forges
  • Fixed: Should fix the server mod downloader deleting manually installed mods that are outdated

 

Changed since v1.16.4-rc.3 (also listed above)

  • Tweak: Even smoother scything action. The action no longer cancel when player looks at another grass block mid-swing. Added icons.
  • Tweak: Can now dry items on tool racks and chests. Can now place bow staves on tool racks. Bow staves show drying rate in the item tooltip.
  • Tweak: Added "Tree state" info to fruit tree blocks to help debug non-fruiting trees. A correctly behaving tree should loop through these states throughout a year: Young, Flowering, Fruiting, Ripe, Empty, EnterDormancy, Dormant, DormantVernalized. Please help me figure out where it gets stuck.
  • Tweak: Increased growth speed of fruit trees by about 37%
  • Fixed: Forest floor blocks now also have snowy grass sides if snow-covered
  • Fixed: Current tool mode hud icon not scaling with the gui scale
  • Fixed: Rare rendering issue with X-ray vision on snow layer sides after snow melted nearby
  • Fixed: Rendering issues below snow-covered fences (etc.) with certain blocks
  • Fixed: Might fix a rare crash when connecting to a server
  • Fixed: A crash on heavily modded games when looking at soil/rock in the handbook
  • Fixed: Clay forming grid not visible in some cases (1.16.4-rc.3 bug)
  • Fixed: Might fix rare glowing fruit mash glitch
  • Fixed: Should fix yet another liquid dupe glitch
  • Fixed: Mushrooms not spawning in the wilderness survival mode
  • Fixed: Unknown texture when putting solder ingots on forges

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  • Tweak: Can now dry items on tool racks and chests. Can now place bow staves on tool racks. Bow staves show drying rate in the item tooltip.

thats cool but which container stops drying now? I got a few alcohol soaked bandages, where do i keep em

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4 hours ago, baba said:
  • Tweak: Can now dry items on tool racks and chests. Can now place bow staves on tool racks. Bow staves show drying rate in the item tooltip.

thats cool but which container stops drying now? I got a few alcohol soaked bandages, where do i keep em

Oh, it was the intention of those being a temporary healing item.

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3 hours ago, Tyron said:

Oh, it was the intention of those being a temporary healing item.

Ah okay, so I guess I will keep a bowl of aqua vita in the chest too to make them quickly

I wish there was some way to farm for a renewable healing item, like some plant other than horsetail that you can grow. Maybe someone you can do only late game. 

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1 hour ago, baba said:

Ah okay, so I guess I will keep a bowl of aqua vita in the chest too to make them quickly

I wish there was some way to farm for a renewable healing item, like some plant other than horsetail that you can grow. Maybe someone you can do only late game. 

You can make healing item with sulfur+linen and honey. it's the best in game. It renewable and doesn't dry like bandages.

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3 hours ago, baba said:

I have reached steel age and still havent found any sulfur yet

how do you find loads of sulfur?

Prospecting and luck. It's a rare ore sometimes found in sedimentary rock, and definitely not renewable. Not sure what Irulana meant.

That said, horsetail is renewable. The method is just a bit weird. When you leave farmland fallow, there is a chance that, over time, grass will spawn on it. And rarely, horsetail may spawn instead of grass. So, tilling a large amount of farmland and checking it once an ingame month will give you a small income of horsetail (and a lot of grass for animal feed as well).

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6 hours ago, baba said:

I have reached steel age and still havent found any sulfur yet

how do you find loads of sulfur?

Try search sandstone and limestone areas. If you don't have any around base, try translocators. Nice set of translocators around your base is important to get many rare resources. It's renawable for me as the biggest cost is flax and honey. We travel a lot and rarely harvest sulfur, we usally left it behind, as the receipt don't use it much, You don't need many of that. Once you find a region with sulfur it would last for loooong time.

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18 hours ago, Streetwind said:

Prospecting and luck. It's a rare ore sometimes found in sedimentary rock, and definitely not renewable. Not sure what Irulana meant.

That said, horsetail is renewable. The method is just a bit weird. When you leave farmland fallow, there is a chance that, over time, grass will spawn on it. And rarely, horsetail may spawn instead of grass. So, tilling a large amount of farmland and checking it once an ingame month will give you a small income of horsetail (and a lot of grass for animal feed as well).

I have noticed the horsetail growing but its too rare. i have collected them separately and i only got about 10 from the fields

I wish some kind of healing plant would be farmable properly 

 

15 hours ago, Irulana said:

Try search sandstone and limestone areas. If you don't have any around base, try translocators. Nice set of translocators around your base is important to get many rare resources. It's renawable for me as the biggest cost is flax and honey. We travel a lot and rarely harvest sulfur, we usally left it behind, as the receipt don't use it much, You don't need many of that. Once you find a region with sulfur it would last for loooong time.

I just found some sulfur in sandstone but its quite far away from my base to go back and find some more

It is found in chert too? cause thats the type of rock that my base has 

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7 hours ago, baba said:

I have noticed the horsetail growing but its too rare. i have collected them separately and i only got about 10 from the fields

I wish some kind of healing plant would be farmable properly 

 

I just found some sulfur in sandstone but its quite far away from my base to go back and find some more

It is found in chert too? cause thats the type of rock that my base has 

Yes it is possible, you should check it with prospecting pick. If you wish to know if specific stone has ores you need it's all in handbook (check blocks list) you can type stone name to list all ores, or type ore (sulfur for example) and it will list all stone types that can have it.

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Still bug on those patches (the filenames are wrong)

on 1.16.4

firewood.json

bony-layred.json

shelf.json

1.3.2022 21:41:12 [VerboseDebug] Patch 35 in domain:patches/storagetypes.json: File game:itemtypes/resource/firewod.json not found
1.3.2022 21:41:12 [VerboseDebug] Patch 103 in domain:patches/storagetypes.json: File game:blocktypes/soil/bony-layerred.json not found
1.3.2022 21:41:12 [VerboseDebug] Patch 153 in domain:patches/storagetypes.json: File game:blocktypes/wood/shelve.json not found

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Bug with knapping also with the UI in client-main on topts or on test server with 1.16.4

1.3.2022 16:44:44 [Error] The dialog GuiDialogBlockEntityRecipeSelector requested focus, but was not added yet. Missing call to api.Gui.RegisterDialog()

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On 2/26/2022 at 4:23 AM, Tyron said:

Fixed: Down faces of all roof blocks are now considered solid sides

I was hoping this would mean that you would no longer need an insulating layer of blocks under the roof to prevent the hunger penalty in winter, but apparently not. I'm not sure what this change affects, maybe attaching lanterns or something?

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I updated today and one thing I really like about the update is I can stay in creative and chisel, and multiblock  I can simply add them through the plus symbol which I couldn't do before.

I hope this was intended feature not a bug.

Edited by DX65
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2 hours ago, DX65 said:

I updated today and one thing I really like about the update is I can stay in creative and chisel, and multiblock  I can simply add them through the plus symbol which I couldn't do before.

I hope this was intended feature not a bug.

Yea that was a 1.16 feature

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On 3/5/2022 at 7:20 PM, Aledark said:

Yea that was a 1.16 feature

Thanks that is great.

I wonder if this is a feature too? I sorta I did it accidentally. The wiki said don't use 4 blocks. Do you know what happens or is this new thing we can do? Here is example of my new kitchen block.

2022-03-07_16-47-22.png

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21 hours ago, DX65 said:

Thanks that is great.

I wonder if this is a feature too? I sorta I did it accidentally. The wiki said don't use 4 blocks. Do you know what happens or is this new thing we can do? Here is example of my new kitchen block.

2022-03-07_16-47-22.png

yea wiki is wrong you can use up to 16 blocks.

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27 minutes ago, Aledark said:

yea wiki is wrong you can use up to 16 blocks.

Thank you that is amazing fact to know. Now I am going to go absolutely nuts with 16 color chisel stuff;)

Maybe I will just make my own creative food dishes and numerous other things:)

I just finished chimney pipe boy that was hard because I kept messing up.

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  • 2 weeks later...
On 3/27/2022 at 4:00 AM, Sinda said:

Hope so next update will be soon especially with this optimalizations there is talk about on discord because my game again went very laggy and this is quite tiresome xD 

Here I just thought it was due to me adding to many mods. I had my first crash last night. The lag getting pretty intense. I guess I need to go weeding out unessential mods now.

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