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Dear Extraordinary Survivalists v1.22.1, a stable release, can now be downloaded through the account manager. The 4D querns were a bit too powerful so we had to remove them Screenshot by mouse, shared on Discord in #screenshots Game updates Tweak: Improved bellows sounds Tweak: QOL: Tamed elks now stop and wait when you interact with an attached saddlebag Tweak: Nerf wooden tongs. -30% durability Tweak/Fixed: Quenching for durability now also increases durability of an already used tool (chisel and shears) - it didn't before Tweak: Reduce satiety drain from injury by 50% and from sprinting by 40% Tweak: You can now also use flax twine to make fishing poles Tweak: Show a prompt before executing commands from clicked links Tweak: The game installer will now download the latest available .Net Version Tweak: The automatic updater launched from inside the game now updates the current running game instead of where VS was installed last Tweak: Ensure when starting a singeplayer game that the singleplayer server has the same mod paths as the client to prevent mod loading issues Tweak: Show clothing category on all wearables in item info Fixed: 4D quern rendering Fixed: Wrong label used for distilling in handbook Fixed: Rush matting going invisible when certain blocks were placed above (e.g. large lanterns) Fixed: Mouse slot content got lost if the server shut down Fixed: Handbook config json for fishing guide was missing, resulting in it not showing up. Fixed: Devastation clutter required tool tier 99 to break, which was no longer necessary, and now some of it is used in dungeons, so it needs to be breakable. Fixed: Holding sprint while standing in place would still apply a hunger penalty Fixed: Elk's bought from some of the new trader structures would not spawn Fixed: Not able to sell clothing in the auction house and having the item disappear on the client side (was still there server side) Fixed: Invisible opened cabinet doors when loading a game world API Fixed: api.WorldManager.PeekChunkColumn() was not save to use outside already generated map regions and did not properly check world boundaries
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Dear Extraordinary Survivalists v1.22.1, a stable release, can now be downloaded through the account manager. The 4D querns were a bit too powerful so we had to remove them Screenshot by mouse, shared on Discord in #screenshots Game updates Tweak: Improved bellows sounds Tweak: QOL: Tamed elks now stop and wait when you interact with an attached saddlebag Tweak: Nerf wooden tongs. -30% durability Tweak/Fixed: Quenching for durability now also increases durability of an already used tool (chisel and shears) - it didn't before Tweak: Reduce satiety drain from injury by 50% and from sprinting by 40% Tweak: You can now also use flax twine to make fishing poles Tweak: Show a prompt before executing commands from clicked links Tweak: The game installer will now download the latest available .Net Version Tweak: The automatic updater launched from inside the game now updates the current running game instead of where VS was installed last Tweak: Ensure when starting a singeplayer game that the singleplayer server has the same mod paths as the client to prevent mod loading issues Tweak: Show clothing category on all wearables in item info Fixed: 4D quern rendering Fixed: Wrong label used for distilling in handbook Fixed: Rush matting going invisible when certain blocks were placed above (e.g. large lanterns) Fixed: Mouse slot content got lost if the server shut down Fixed: Handbook config json for fishing guide was missing, resulting in it not showing up. Fixed: Devastation clutter required tool tier 99 to break, which was no longer necessary, and now some of it is used in dungeons, so it needs to be breakable. Fixed: Holding sprint while standing in place would still apply a hunger penalty Fixed: Elk's bought from some of the new trader structures would not spawn Fixed: Not able to sell clothing in the auction house and having the item disappear on the client side (was still there server side) Fixed: Invisible opened cabinet doors when loading a game world API Fixed: api.WorldManager.PeekChunkColumn() was not save to use outside already generated map regions and did not properly check world boundaries View full record
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will fix
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We've been mulling over a potential game cover art rebrand, which is also a pre-requisite for me personally before we can do any merchandise, i.e. we need a consistent art style from an artist that's available. The original artist of the first logo left the team a long time ago. I'd like to gather some community feedback. Do you like the original more or the reworked one? If chosen, the new art style would likely get more broadly adopted in our visual language within the game and outside of it (=consistent with duargras art). Original on the left, the new reworked one on the right
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wild berries should yield the same amounts as in 1.21, forever. Propagated berry bushes don't need much fertilizer at all, and even the most common one (bone meal) will already help
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thanks, updated
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Dear Extraordinary Survivalists v1.22.0, a stable release, can now be downloaded through the account manager. Well, here we are again. Another update is ready for everyone's enjoyment. We recommend everyone to update to 1.22.0 now, unless you need to wait for mods to update. In this update we focused heavily on bringing you new and improved game mechanics. No extravagant update blog post blurb this time - I'm out of ideas and I just keep repeating myself every major update anyway lel. Suffice to say, we hope you enjoy this absolute unit of an update, encompassing over 700 individual features, tweaks and fixes! There is more content that we came close to finishing and for which we might make a smaller update before 1.23: Inventory Item/Block sounds More procedural dungeon content Mechanically powered bellows In-Barrel/Crate content visual rework Metal tier mechanical power (and once that is available, then wood tier elements turning too fast may ignite ... !) Update trailer video Screenshots and Gifs Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood-typed and can be upgraded with cabinet doors. Added fishing system with fish bait preferences and location-specific fish populations Added mannequins to display your clothing Added over 20 species of freshwater fish Fish behavior rework. They now quickly escape melee weapons, and killed fish are collectible as a whole Added Taxidermy for caught fish. Displayable on the antler mount block - now renamed to just "Wall mount" Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more Tool head quenching and tempering system: Quench items to improve their power value or durability (but not both) Added grinding wheel. Lets you sharpen tools for a critical hit bonus (WIP) Added waterwheels New type of rivulets: The Rapids. A comparison with the standard rivulet on the right Mechanical power upgrades: Added large windmill, in-wall axles and spur gears Added snow shovel mechanic Fully rebuilt trader outposts Added the first iteration of dynamic dungeons to Survival mode Trader clutter: Trader outposts are further individualized to the type of trader inhabiting the place Oil & Fat mechanic rework Added iron and steel spears. Each spear now has its own spear head model Boar rework: Full model overhaul. Added huge variant, warthogs and red river hogs. Two new farm-able crops: Fennel and Licorice - specifically added for fishing Eight new Mushrooms Added side effects from eating certain mushrooms Fully reworked berry bushes with rare traits and a more in-depth propagation system Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Refined tule plant textures Added 6 new hair colors Fully reworked Trader models Added many new clothing sets for the player Papyrus chests now have their own model and texture Sleek doors texture rework and they now have a glass window Oil lamp model reworked and ground storable Added wood typed ladders Added 8 new variants of storage vessels Added earthy orange ceramic color Added travertine rock type and block variants Added survival mode craftable clay tiles Tweaked glass textures. Smaller frame and textured reflections More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs Can now attach chiseled figureheads to sailboats Added crowbar for easier removal of wooden beams Added crock labels for fruit jam Placed backpacks can now be opened Creative mode tool: Can now place decor (such as moss or dust) on most blocks Reworked bighorn sheep model and added mouflon sheep Creative mode tool: Added entity mover wand Game updates (everything since 1.21) Feature: Fishing System Fish rework Added over 20 species of freshwater fish Fish now require large bodies of water to spawn Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item Fish now flee very quickly if melee attacked Some fish - arapaimas, pike, piranhas, and sheatfish - may attack players if cornered. Red-bellied piranhas are especially aggressive towards injured players Fishing pole Craftable fishing pole from sticks or bamboo Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system Fish distribution system Fishing in the same location eventually depletes the fish in that area Different types of fish can be found at different locations, so you will need to travel to find every kind of fish Fishing bait Without bait, catching a fish will take much, much longer Added Earth worms and Worm Grunter to catch earth worms. Worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location Can now cook stink baits from fennel and licorice plus meats and dough Fish collecting Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process Feature: Forge rework Added fancier Forge model Tongs now have durability. 1 durability point is subtracted per each item picked up Added metal tongs, which provide 10x to 100x the durability of wooden tongs Added bellows. Reaching higher temperatures in your forge now requires a bellows Forge fuel types. Fuel quality now determines heating temperatures and duration Can now also heat up tool heads in the forge Creatures standing on lit forges will now get damaged Glowing hot ingots can ignite unlit coal in the forge Feature: Quenching and Tempering system You can now improve their power or durability of tool heads by quenching them, but at the risk of potentially destroying the tool instead The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper Quenching can be done in barrels of water or pools Throwing hot items onto lake ice will cool them down and may melt the ice Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value Feature: Tool buffing system with the grinding wheel Added grinding wheel to sharpen bladed weapons A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage New Sound Tracks Added "Latvia" sound track, plays at Latvian latitudes Added 4 village exclusive tracks, one per season Feature: A first, proof-of-concept fully dynamic dungeon now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks Feature: Fully reworked trader models. Added climate specific clothing for traders Feature: Added many new clothing sets to be found, traded or crafted. Feature: Fully reworked berry bushes. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game Fully reworked models. Now has a barren model in winter Can only be propagated by taking a cutting with a knife which when planted takes 4 to 8 months to mature into a new bush Berry bushes that have been propageted and are fully grown now require fertilization or they will stop bearing fruit. Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest 8 rare traits have been added. 4 positive, 4 negative, each having a chance to appear on any berry bush Flowering/Ripening behavior still mostly similar to the old system Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves Feature: Can now mount shields on wall mounts Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively Feature: Added footstep sounds to the wolf and the bear Feature: Chisel system improvements Chiseled blocks can now be placed on sailboats as figureheads Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left Feature: New collectibles and craftables Feature: Added craftable clay tiles in all standard clay colors, which can further be turned into blocks and slabs Feature: Added new small lantern Feature: Added iron and steel spears, but de-buffed the lower tier spears Feature: Added travertine stone, which can be made into ashlar and tiles Feature: Raccoons and foxes now drop species-specific hides, which can be made into fur hats Feature: Added oils (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground. Feature: Steel anvils can now be crafted in survival Feature: Added pot pies - this allows you to create mixed meat & vegetable pies Tweak: Added wood-typed ladders Tweak: Added light mudbrick slabs. Allow low fertility soil in mudbrick slab recipes Tweak: Added "earthy orange" ceramic color for pit-kilned red clay items Feature: Added 4 types of survival mode craftable mannequins (full body, leg, head, torso) which allow you to display your clothing Feature: New flora Added 2 new farmable crops - fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not Added four new flowers! Bluebell, mugwort, ghost pipe and daffodils Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim) Tweak: Block overhauls Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling Feature: Mechanical power updates Feature: Added large windmill Feature: Added in-wall mechanical power axles Feature: Added waterwheel (WIP). Needs to be placed on rapids (fast-moving water) Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily] Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated Feature: Added 4 small optional side quests offered by the villagers Feature: Added 6 new seraph hair colors the player can select from in the character creation screen Feature: Hacked locust improvements Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust Feature: Can now heal and revive hacked locust with metal parts Follows the owner a little quicker Fixed: Hacked locust jumping after player as if attempting to attack them Quality-Of-Life improvements Feature: Held bags that are placed on the ground can now be interacted with Feature: Added crowbar, which lets you remove the most recently added support beam from a block Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached) Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted Tweak: Allow bulk placement of metal bits in ground storage Tweak: Flower pots can be placed on shelves Tweak: Can now slice pies using knife in crafting grid Tweak: Dirty pots can now be stored on the elk, like regular cooking pots Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke. Tweak: The red in-game error texts now have a black border around them to make them easier to read Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world Tweak: No more 1-second delay on picking up mined items Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty Tweak: More intense low health / low satiety alarm visuals Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage" Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind Tweak: When using 1-click mod install, the game autofocuses now Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and /fixmapping applyall should now never be necessary] Fixed: You can no longer waste a poultice attempting to heal a fully dead elk Fixed: Multiple issues with selection boxes of support beams Fixed: Player viewing direction jumping after exiting an inventory Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42) Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown Fixed: Not possible to reinforce or lock labeled chests New In-World Interaction capabilities Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items Feature: Can now remove the head of a ground placed bear pelt Feature: Sieves, and saddle blankets can fit onto shelves Feature: Liquid containers on shelves can be interacted with directly Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items Can now scrape ground placed soaked hides Can carve bone flutes from ground placed bones Can saw long bowstave into recurve bowstave on the ground Can shear parchment out of scraped small hide on the ground Can smash ore chunks on the ground using a hammer Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity Tweak: Tool heads can now be placed on the ground Tweak: Weapons can now be placed on antler mounts (but not tools) Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items. Tweak: A pile of thatch on the ground now holds up to 18 items Tweak: Papyrus tops pile transfer quantity raised to 3 Gameplay balance affecting changes Tweak: Can now also sell trapped animals in the auction house, increased auction duration 60% Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions Tweak: Iron and Steel spears added. Other spears nerfed to make room for them Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing Tweak: Improvised armor now also requires rope Tweak: Armor stand now has more intuitive attaching of items Tweak: Can no longer grid craft stuff from hot items Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt. Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel Tweak: Added a few usable storage blocks to the Resonance Archives entrance Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods Tweak: Horsetail no longer qualifies as bee or butterfly feed Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal Tweak: Upped survival time of trapped animals from 1 day to 2 days Tweak: Restored custom spawn conditions lost in the 1.18 update Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears. Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas) Fixed: Farmland crops consumed slightly less soil nutrients than intended Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes Fixed: Material transmutation/dupe glitch with chiseled blocks (technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once) Fixed: Peanuts did not give a satiety bonus in meals Fixed: Cassava would dry out even while in a meal Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately Fixed: Resonance Archives gasifier would burn fuel too quickly Fixed: Baking an item in an oven would reset the spoilage timer Fixed: Cheese wheel would reset freshness each time a slice was cut off Fixed: Lava that turned water into basalt/obsidian did not delete the water Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns) Fixed: Luxury trader was still selling gold omok pieces Creature behavior changes Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you Tweak: Sun bears will now break skeps and steal berries off bushes Tweak: Slightly slower creature look around speeds Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north Tweak: Brown bears will drop a little more fat Fixed: In snow walkspeed debuff applied twice to all locusts Fixed: Less wonky locust stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences Fixed: Animals would never eat planted crops Fixed: 23 types of butterflies never spawned Fixed: Bighorn sheep now live in dryer regions rather than wetter ones Fixed: Inconsistencies in raccoon climate conditions Fixed: Missing minimum temperature for tang fish spawns Creative Mode additions Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest (but placement on plants is not possible) Feature: Entity mover tool. Lets you pick up and move around creatures Feature: Added leather decor overlay block - "sheet of stitched leather" Feature: Added aged acacia plank blocks Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack. Tweak: Add chiselable full block stone path Tweak: Added ruined metal door variants Tweak: Thrown stone improvements Bricks, stonebrick, refractory bricks are now also throwable Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked. Fixed: thrown stones would make no thud sound if they landed close to the throwing player Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water Handbook improvements Feature: Handbook search is more flexible with better results Feature: Handbook shows which animal eats which food, on food pages Feature: Handbook shows trappable animals on trap pages Feature: Show what plants can go in which flowerpots and planters in the handbook Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours Tweak: Animal traps and troughs included in storable information in handbook Tweak: Omok table and pieces included in storable information in handbook Tweak: Show destroyed animal traps in the handbook Tweak: Handbook display of smithing recipes improved Tweak: Handbook display of metal molding improved Tweak: Better spacing for beehive kiln results in the handbook Tweak: Quern shows grinding outputs on handbook page Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery. Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section Tweak: Display what clothing can fit on what mannequins in the handbook Tweak: Remove handbook grouping from clothing Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6). Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page Visual fine tuning Feature: Added fruit labels for jam on crocks Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows) Tweak: Scene shader tweak - prevent complete whiteness on overly bright surfaces Tweak: Tule model and texture reworked Tweak: Spears have new spear head models, each metal with a unique design. Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands. Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak" Tweak: Nicer first person hand transform for slabs Tweak: Papyrus chest now has separate shape from reed chest Tweak: Tool heads now have sockets where appropriate Tweak: Iron and steel pickaxes have revised model Tweak: Ratlines now have knots at the intersections Tweak: Wolf holds its tail straighter and lower Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling Tweak: Cooking pot model now has rope cradle when attached to elk Tweak: Seraph rendered into GUIs are now animated Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground Tweak: Redid Brass Ruby Brooch model to more match original vision Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates. Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers. Tweak: Messy12 ground storage changed to be spaced more evenly Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab Tweak: Weather system: Don't spawn snow storm particles when above 5°C Tweak: Fixed items way to strongly wind affected when in hands Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm Fixed: Pie dough sides were unusually dark when placed besides blocks Fixed: Make particles use proper multiblock collision Fixed Fortune Teller Hip Scarf model z-fighting with gambeson Fixed: Some block breaking overlays were incorrectly applied Fixed z-fighting on sloped (main) roof segments Fixed: Seraphs shoulders clipping through in "hold both hands" pose Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data Fixed: Animation jerkiness on traders Fixed: One line break too much in the block info HUD in some cases Fixed: Stretched UVs on axle and aged armorstand Fixed: Some tool heads had bad origins and so would do crazy flips when tossed Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Some texts off vertically by 1 pixel Fixed: Incorrect feathers texture on arrows Fixed: Player yaw jitter when closing chat window while in overhead camera mode Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities) Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary Fixed: Seraph from the character dialog clipping through creative inventory Fixed: Holding a pulverizer frame would obstruct player view significantly Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision Fixed: Baskettrap trigger animation was rotated differently than the base block Fixed: Baskettrap or Crate trap animation broken when both traps were placed Tweak: Sound additions Lots of internal preparatory work for foot steps sounds Charlemagne entity has a new sound set Added more Wolf sounds for variation Added 2 dive attack sounds to the second boss Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning Tweak: Performance tweaks Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag) Improve loading times with many mods installed (json patching times 47s => 3.6s). Contribution by tehtelev Improve loading times with many mods installed (recipe loading times 21s => 8s). Contribution by tehtelev Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed Further 400k objects removed from permanent heap (mainly duplicate strings) Reduced client-side lag spikes caused by various commonly used blocks Ground storage, toolrack, shelves and similar utility blocks [Technical info: BEContainerDisplay types - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread] Flowerpots and planters [Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread] Small increase in loading time for doors and toolracks Further reductions in Matrixf and vector object creation Further reductions in Vec2f and Vec3f object creation in many places Explosion shell vectors calc now uses FastVec3f not Vec3f Further low level matrix improvements in animations; reduce memory pressure on client Many low level matrix operations moved from heap to stack Re-use some matrices and vectors at low level Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant Fixed memory leak when displaying skep or basket trap in inventory or handbook Fixed potential memory leak in forge RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary] Particles - reduce RAM requirements and heap pressure General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server Added LOD2 shapes and textures for all clutter bookshelves Very minor, but system-wide rendering optimization [Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec] Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers Tweak: In-game guidance tweaks Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot Fixed: Show only workable items in anvil interaction help Fixed: Interaction help for mortally wounded elk said "Revive player" Tweak: Game Server tweaks Tweak: AntiAbuse system partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player Tweak: When a server has more than 50 players, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold") Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of Tweak: Allow the server heartbeat/register to master server also work in standby mode Tweak: Added more audit logging when trading and using the action house Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks. Fixed: Command /serverconfig entityspawning 0 did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before Fixed: Possible server exception on player death Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login. Tweak: Command Tweaks: Tweak: Most /wgen commands can now be called from console Tweak: Added /serverconfig blockTickChunkRange Tweak: Added worldgen command /wgen regenrange Tweak: Now /entity spawn command can optionally also specify the generation, eg. generation=3 Tweak: New command /entity findnpc to count the villagers or find a specific one Tweak: New command /entity list to list the types of all loaded entities, and count them Tweak: Add alias /wcc for the worldconfigcreate command Tweak: Fixed typo in command /dev per-player-lootable-reset Tweak: add client ping to /stats and /list clients commands Tweak: Removed no longer working /wgen regenr and /wgen regenrc commands Tweak: Wireframes display command can now be abbreviated to .debug wf Fixed: /wgen regen did not reload the deposits files Fixed: When using /wgen regen the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that Fixed: Command /land list would not output the correct center postions if a claim had multiple areas Fixed: .we command no longer working to open/close the world edit ui Fixed: GameTickListener debug command /debug tickhandlers dump dcentity not working Fixed: Command .chb expcmds did not make sure the ModConfig folder exists Tweak: Ladder tweaks Wood ladders can connect as one ladder, crude and rope cannot connect to others Wood ladders can be sawed back into boards Ladders made entirely of sticks have their own model, separate from ladders made from planks Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support Tweak: Water tweaks Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1) Tweak: Also spawn rivulets on mountain sides Tweak: Water now spreads faster Tweak: Flowing water shader tweaks Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally Tweak: Lightning flash visual tuning. Lights up the world from a greater distance and a bit more realistically Tweak: Players are now visible on the map up to 1000 blocks away or if in a shared group, by default Tweak: Player map markers will show the supporter color, like player names in chat Tweak: Held/dynamic light range now better corresponds to placed light range Tweak: Added a Creative mode pocket sun. Caution: Very hot! Tweak: Increase dynamic lights detection range from 60 to 120 blocks Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale) Tweak: Tuned seraph idle animations Tweak: Can now add linings or change the color of glass for small lanterns in ground storage Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap Tweak: The Devastation Tower elevator now prevents falling through when going down Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout Tweak: Rendered fat recipe no longer dirties the pot Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close Tweak: Removed unused 'eidolon gearbox' item from the game Tweak: Firestarter can now be burned in a firepit Tweak: Allow candles to be removed from an existing bunch of candles without breaking it Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router. Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems Tweak: "Antler mount" is renamed to "Wall mount". Tweak: Wall mount block info text name is now set to the placed item Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences. Tweak: Ovens now no longer allows igniting of non-fuel, such as pies Tweak: Allow liquids to be chiseled only in creative mode Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency Fixed: Fixes npc dialogue link text cut off in some cases Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition Fixed: Oven would give incorrect error message when trying to add non-bakeable items Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall Fixed: Hunger rate applied twice by accident, causing a setting of 0.5x to be 0.25x and of 2x to be 4x Fixed: Unable to put empty bowl into barrel inventory slot Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing Fixed: Pies with default full top crust style would not stack properly if cycled through crust types Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme Fixed: Holding down the sprint key before starting to move would still start off with walking Fixed: Armor stands could only be placed at edges of blocks Fixed: Color accurate worldmap: Still used vintage colors until the map was opened Fixed: Clouds going black when using [x] Override default values from the world edit control panel Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu Fixed: Empty triggered animal traps would not drop block if broken Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game Fixed: Falling maple seeds did not fall with reduced gravity Fixed: Crash when Ctrl+scrolling up on the firepit input slot Fixed: Rotation of clayforming for watering cans matches output Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric) Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold" Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed Fixed: Removed uncraftable soaked bear pelts Fixed: Cutting snow covered grass with a knife did not yield dry grass Fixed: Missing horns on female goats, also they can fight back now Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player) Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD Fixed: Ladders would sometimes allow strange interactions between different types Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719) Fixed: Logged error for carburizable properties in handbook Fixed: Many repeated logged OpenGL errors on Mac filling up the log file Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server. Fixed: Various water plants could have non-matching top and bottom section pieces Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall Fixed: Crash when viewing corrupted rock-typed block Fixed: Another possible cause of ghost Players Fixed: Beams not placing correctly in free mouse mode or when client->server not in sync. Fixed: Some fruit trees would spawn as empty stumps during worldgen Fixed: Crash in the music system when flying fast Fixed: Wild fruit trees not fruiting in the first year Fixed: Honey would give the wrong satiety in a meal Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud. Fixed: Tempering applied a buff instead of only reducing the break chance Fixed: Applying many buffs added many lines of text to the item info hud Fixed: The player would get full nutrition from drinking spoiling liquid Fixed: Properly stop animations when ground processing items Fixed: Animation would never end when breaking ore chunks in ground storage Fixed: Drifters had a missing face on their neck that would show on their back side, when dead. Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard Fixed: Grindstone grid recipe conflicted with polished stone recipe Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door. Fixed: Collapsed clutter scroll racks were not texture-swappable. Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground. Fixed: Bugnet durability wasn't consumed Fixed: Brass torchholder description didn't have useful info from aged torchholder description Fixed: /debug helddurability command not marking slot dirty Fixed: Armor breaks on zero durability Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text Fixed: Empty chests playing incorrect sound when closed Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes Fixed: Flax fibers' held transform was WAY too small Fixed: Black coal was a pigment for sign writing, but could not do cave drawings Fixed: Tule root didn't say in description that it can be planted again Fixed: Luxury trader was selling two shields that were missing the wood attribute. Fixed: Placing a crock into ground storage would crash the game on some operating systems Fixed: Sheep no longer spawn in thick forests or shrubland Fixed: Rope couldn't be placed on ground without already existing ground storage Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position Fixed: Couldn't pick up empty armor stand Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light Fixed: Bamboo stakes and shovel gui icons when moused over were not centered. Fixed: Long bowstave is invisible in ground storage when dry Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook) Fixed: Flax fibers were not centered in the gui Fixed: Hot items invisible in ground storage Fixed: Metal arrow fletching was solid black Fixed: Rare crash when chiseled block name is null Fixed: Drygrass item was not centered in it's selection box when laying on the ground Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations. Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position Fixed: Clouds disappearing after sleeping in some cases Fixed: Dirty cooking pot had bad incorrect idle pose Fixed: Anomalously light texture section on adult male elk's neck fur Fixed: Scraping multiple soaked hides causes game crash #8479 Fixed: Old traders were upgraded to the new traders, but naked and no face Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1 Fixed: Some Nadiyan clothing was not using the correct textures. Fixed: Merchant hat and fur coat had some texture issues. Fixed: Snowcovered slabs not flush with adjacent blocks Fixed: Incorrect UV on Gearfoot Bowtorn legs Fixed: Various small issues with bear textures and model Fixed: Olives' on-ground transform was bad API Updates For our modders - please be aware, the game engine and game content have undergone several significant changes Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now use tags for all crafting recipes. In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3 Paradigm shift: You can now precisely time creature sounds by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds. We have migrated our source projects from .NET 8 to .NET 10. You will need to install the .net10 sdk to compile our public code. entity.ServerPos is no more. You can still access it but it now redirects to entity.Pos We moved world generation code from the survival mod to the essentials mod, so that total conversion mods can also utilize it CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead. For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones. Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team: The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features We have a multi-year long goal of switching over to nullable value types in all code files We continued to slowly integrate a comprehensive tags system. New since 1.21: Changed types of tag arrays and renamed them to tag sets Block and item tags merged into general tags General tags have limit of 65k tags now Tag sets now provide API with set methods Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation Modders now can register their own tag types NOTE: there may be further changes to tags code before -rc.1 We continued to refactor, improve and consistency check all our entity AI Tasks We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game API changelog Feature: Rewrite stone throwing code into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined Feature: New server event "HandInteract". Called before any server side hand interact code is executed Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability Feature: Allow BlockBehaviorHarvestable to require a tool Feature: Anvil blocks keep track of their metal tier Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled. Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings Refactor: Major rework of the recipe systems in order to support tags Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it Refactor: Changed args in capi.StartTrack() Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask() Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ] Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken() Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder. Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment Refactor: Many fields of Collectible now more moddable Implemented GetAttackRange for CollectibleBehavior Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior Implemented GetDamagedBy for CollectibleObject Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly) Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly) Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly) Replaced NutritionProps with GetNutritionProperties where possible Replaced TransitionableProps with GetTransitionableProperties where possible Implemented GetGrindingProperties for CollectibleObject Implemented GetCrushingProperties for CollectibleObject Implemented GetRequiredMiningTier for Block API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target API Feature: Added MouseWheelMove input event API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces API Feature: Added texture bleeding system for seamless block transitions Feature: New block properties for controlling texture bleed behavior: BleedPriority (auto from material or manual override) CanReceiveBleed, BleedOverlayTexture BleedTopFaceOnly, BleedGroup, BlocksTextureBleed Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe" Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen() Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]). In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c) examples: [["all", "of", "these"]] [["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] } { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] } { anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] } { allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System Tweak: Use GetInterfaces for all instances of IIgnitable Tweak: Add stencil buffer API to rendering interface Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability" Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well Fixed: Collectible.OnHeldDropped was not called server side Fixed: Rideable behavior no longer ignores minGeneration setting Fixed: Crash when entity tries to play sound it did not have Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above Tweak: Transform editor dialog now has firepit transform support Tweak: Spawner blocks can now define rain and temperature conditions Tweak: Added OnContainedInteractCancel for use in ground storage interactions Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows Fixed: 'scale' property in shape overlays did not work Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting The mounted animation should position the player relative to the hitbox The attachment point on the mounted creature should go on the part of the entity the player's movement follows The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work. Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before. Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats. Tweak: Better logging for errors in grid recipes Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh Tweak: Structure placement "Surface" now also checks U blocks Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose. Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed. Tweak: Ground placed collectibles can now emit light Tweak: Doors can now specify liquidBarrierHeight per block segment Tweak: AnimationMetaData Sounds can now be set to looping Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching Tweak: Sound tracks can now be structure specific Tweak: Allow liquid containers to set custom drink portion sizes in JSON Tweak: Improve loading times with many mods installed (recipe loading times 21s => 8s, json patching times 47s => 3.6s). Contribution by tehtelev Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over Tweak: Can now configure ground storage messy12 positioning Tweak: Made prevPlayerPos public in GuiElementMap Tweak: Made world map color randomization configurable Tweak: Made button background color not hardcoded Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks) Tweak: BEQuern.cs move all private fields and methods to protected Tweak: Add font stroke to debug screen text to make it more readable Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings Tweak: Allow custom shape for harvestable skep mesh Tweak: Make the game engine more tolerant towards missing files Tweak: Add ability to remove a mod asset origin Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode() Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes) Tweak: AnimationSound now supports 'chance' of the sound being played Tweak: Can now bulk edit transforms of variantgrouped collectibles Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2 Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found Tweak: It's now possible for meals to be intoxicating Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook Tweak: Trait attributes can now define blend types Tweak: New CollectibleBehavior for harvesting items in ground storage Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards. Tweak: IContainedInteractable now has GetContainedInteractionHelp method Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument Tweak: Added CollectibleBehavior.GetAttackPower() Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier) Tweak: Renamed IWorldManagerAPI.CurrentWorldName -> CurrentWorldFilepath to better describe itself Tweak: OnTree BlockPatches now respects the TreeType property Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem Tweak: BlockEntity tick listeners now log their positions on exception Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame Tweak: Unhardcode antler item names from antler growth behavior Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where. Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible. Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain. Tweak: Methods in BehaviorRideableAccessories made protected and virtual Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code. Tweak: Allow harvestable skeps to have custom food tags defined in JSON Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags Tweak: Blockpatch system: also respect forest value even for UnderTree placement Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead. Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey Fixed: seraph face and body became invisible after .reload textures command Fixed: When loading a world the font size of labeled chests will no longer reset to the default size Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels Fixed: The termite mound would drop itself instead of termites when their supporting block was removed Fixed: .reload shapes command was not reloading placed blocks properly Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized. Fixed: Properly use loaded metal variants for all types of blocks and items Fixed: Max saturation being reset to 1500 on client side Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets Fixed: Crash when parsing json to an AssetLocation using AsObject Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon) Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty Fixed: Creative inventory tabs cut off wide text Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability() Fixed: Interaction help itemstack rendering can go oversize Fixed: Rendering ui inventory contents into a framebuffer did not work Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant Game updates (changes since 1.22.0-rc.10, also included above) Tweak: Remove large bellows recipe since mechanical power integration was not finished in time Tweak: Allow diagonal snow shovelling Tweak: When pushing lots of snow, little bits may fall off on either side Fixed: Incorrect link in the fishing guide Fixed: Rare crash involving written parchment or book in hotbar Fixed: Rare crash when adding meal to an empty bowl on the ground. GH #8650 Fixed: One exploit to split rapid flowing streams when flowing vertically down Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall Fixed: Sprinting would drain less satiety when low on health Fixed: Hunger rate applied twice, causing a setting of 0.5x to be 0.25x and of 2x to be 4x Fixed: Unable to put empty bowl into barrel inventory slot Fixed: Berry bush cuttings would drop without traits when broken Fixed: Bear attack range increase wasn't properly applied Fixed: Missing carp texture error Fixed: Able to temper more often than quench Fixed: Falling coal was rendered as a big unknown block Fixed: Fishbait dupe bug Fixed: Ability to duplicate/destroy various blocks using snow shovels Fixed: Snowcovered slabs not flush with adjacent blocks Fixed: Multiple locust fixes Tamed locust behavior all over the place. Now properly protects the owner again and does not attack neutral creatures Tamed locust Moves faster to owner when owner is too far away (had foot sliding) In snow walkspeed debuff applied twice to all locusts Fixed game crashing when right clicking a dead tamed locust Less wonky stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences Fixed: Again broken layering of upperbody clothing on seraphs Fixed: No longer able to sell clothing in the auction house Revert "Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched."
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Dear Extraordinary Survivalists v1.22.0, a stable release, can now be downloaded through the account manager. Well, here we are again. Another update is ready for everyone's enjoyment. We recommend everyone to update to 1.22.0 now, unless you need to wait for mods to update. In this update we focused heavily on bringing you new and improved game mechanics. No extravagant update blog post blurb this time - I'm out of ideas and I just keep repeating myself every major update anyway lel. Suffice to say, we hope you enjoy this absolute unit of an update, encompassing over 700 individual features, tweaks and fixes! There is more content that we came close to finishing and for which we might make a smaller update before 1.23: Inventory Item/Block sounds More procedural dungeon content Mechanically powered bellows In-Barrel/Crate content visual rework Metal tier mechanical power (and once that is available, then wood tier elements turning too fast may ignite ... !) Update trailer video Screenshots and Gifs Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood-typed and can be upgraded with cabinet doors. Added fishing system with fish bait preferences and location-specific fish populations Added mannequins to display your clothing Added over 20 species of freshwater fish Fish behavior rework. They now quickly escape melee weapons, and killed fish are collectible as a whole Added Taxidermy for caught fish. Displayable on the antler mount block - now renamed to just "Wall mount" Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more Tool head quenching and tempering system: Quench items to improve their power value or durability (but not both) Added grinding wheel. Lets you sharpen tools for a critical hit bonus (WIP) Added waterwheels New type of rivulets: The Rapids. A comparison with the standard rivulet on the right Mechanical power upgrades: Added large windmill, in-wall axles and spur gears Added snow shovel mechanic Fully rebuilt trader outposts Added the first iteration of dynamic dungeons to Survival mode Trader clutter: Trader outposts are further individualized to the type of trader inhabiting the place Oil & Fat mechanic rework Added iron and steel spears. Each spear now has its own spear head model Boar rework: Full model overhaul. Added huge variant, warthogs and red river hogs. Two new farm-able crops: Fennel and Licorice - specifically added for fishing Eight new Mushrooms Added side effects from eating certain mushrooms Fully reworked berry bushes with rare traits and a more in-depth propagation system Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Refined tule plant textures Added 6 new hair colors Fully reworked Trader models Added many new clothing sets for the player Papyrus chests now have their own model and texture Sleek doors texture rework and they now have a glass window Oil lamp model reworked and ground storable Added wood typed ladders Added 8 new variants of storage vessels Added earthy orange ceramic color Added travertine rock type and block variants Added survival mode craftable clay tiles Tweaked glass textures. Smaller frame and textured reflections More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs Can now attach chiseled figureheads to sailboats Added crowbar for easier removal of wooden beams Added crock labels for fruit jam Placed backpacks can now be opened Creative mode tool: Can now place decor (such as moss or dust) on most blocks Reworked bighorn sheep model and added mouflon sheep Creative mode tool: Added entity mover wand Game updates (everything since 1.21) Feature: Fishing System Fish rework Added over 20 species of freshwater fish Fish now require large bodies of water to spawn Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item Fish now flee very quickly if melee attacked Some fish - arapaimas, pike, piranhas, and sheatfish - may attack players if cornered. Red-bellied piranhas are especially aggressive towards injured players Fishing pole Craftable fishing pole from sticks or bamboo Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system Fish distribution system Fishing in the same location eventually depletes the fish in that area Different types of fish can be found at different locations, so you will need to travel to find every kind of fish Fishing bait Without bait, catching a fish will take much, much longer Added Earth worms and Worm Grunter to catch earth worms. Worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location Can now cook stink baits from fennel and licorice plus meats and dough Fish collecting Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process Feature: Forge rework Added fancier Forge model Tongs now have durability. 1 durability point is subtracted per each item picked up Added metal tongs, which provide 10x to 100x the durability of wooden tongs Added bellows. Reaching higher temperatures in your forge now requires a bellows Forge fuel types. Fuel quality now determines heating temperatures and duration Can now also heat up tool heads in the forge Creatures standing on lit forges will now get damaged Glowing hot ingots can ignite unlit coal in the forge Feature: Quenching and Tempering system You can now improve their power or durability of tool heads by quenching them, but at the risk of potentially destroying the tool instead The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper Quenching can be done in barrels of water or pools Throwing hot items onto lake ice will cool them down and may melt the ice Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value Feature: Tool buffing system with the grinding wheel Added grinding wheel to sharpen bladed weapons A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage New Sound Tracks Added "Latvia" sound track, plays at Latvian latitudes Added 4 village exclusive tracks, one per season Feature: A first, proof-of-concept fully dynamic dungeon now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks Feature: Fully reworked trader models. Added climate specific clothing for traders Feature: Added many new clothing sets to be found, traded or crafted. Feature: Fully reworked berry bushes. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game Fully reworked models. Now has a barren model in winter Can only be propagated by taking a cutting with a knife which when planted takes 4 to 8 months to mature into a new bush Berry bushes that have been propageted and are fully grown now require fertilization or they will stop bearing fruit. Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest 8 rare traits have been added. 4 positive, 4 negative, each having a chance to appear on any berry bush Flowering/Ripening behavior still mostly similar to the old system Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves Feature: Can now mount shields on wall mounts Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively Feature: Added footstep sounds to the wolf and the bear Feature: Chisel system improvements Chiseled blocks can now be placed on sailboats as figureheads Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left Feature: New collectibles and craftables Feature: Added craftable clay tiles in all standard clay colors, which can further be turned into blocks and slabs Feature: Added new small lantern Feature: Added iron and steel spears, but de-buffed the lower tier spears Feature: Added travertine stone, which can be made into ashlar and tiles Feature: Raccoons and foxes now drop species-specific hides, which can be made into fur hats Feature: Added oils (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground. Feature: Steel anvils can now be crafted in survival Feature: Added pot pies - this allows you to create mixed meat & vegetable pies Tweak: Added wood-typed ladders Tweak: Added light mudbrick slabs. Allow low fertility soil in mudbrick slab recipes Tweak: Added "earthy orange" ceramic color for pit-kilned red clay items Feature: Added 4 types of survival mode craftable mannequins (full body, leg, head, torso) which allow you to display your clothing Feature: New flora Added 2 new farmable crops - fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not Added four new flowers! Bluebell, mugwort, ghost pipe and daffodils Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim) Tweak: Block overhauls Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling Feature: Mechanical power updates Feature: Added large windmill Feature: Added in-wall mechanical power axles Feature: Added waterwheel (WIP). Needs to be placed on rapids (fast-moving water) Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily] Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated Feature: Added 4 small optional side quests offered by the villagers Feature: Added 6 new seraph hair colors the player can select from in the character creation screen Feature: Hacked locust improvements Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust Feature: Can now heal and revive hacked locust with metal parts Follows the owner a little quicker Fixed: Hacked locust jumping after player as if attempting to attack them Quality-Of-Life improvements Feature: Held bags that are placed on the ground can now be interacted with Feature: Added crowbar, which lets you remove the most recently added support beam from a block Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached) Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted Tweak: Allow bulk placement of metal bits in ground storage Tweak: Flower pots can be placed on shelves Tweak: Can now slice pies using knife in crafting grid Tweak: Dirty pots can now be stored on the elk, like regular cooking pots Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke. Tweak: The red in-game error texts now have a black border around them to make them easier to read Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world Tweak: No more 1-second delay on picking up mined items Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty Tweak: More intense low health / low satiety alarm visuals Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage" Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind Tweak: When using 1-click mod install, the game autofocuses now Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and /fixmapping applyall should now never be necessary] Fixed: You can no longer waste a poultice attempting to heal a fully dead elk Fixed: Multiple issues with selection boxes of support beams Fixed: Player viewing direction jumping after exiting an inventory Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42) Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown Fixed: Not possible to reinforce or lock labeled chests New In-World Interaction capabilities Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items Feature: Can now remove the head of a ground placed bear pelt Feature: Sieves, and saddle blankets can fit onto shelves Feature: Liquid containers on shelves can be interacted with directly Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items Can now scrape ground placed soaked hides Can carve bone flutes from ground placed bones Can saw long bowstave into recurve bowstave on the ground Can shear parchment out of scraped small hide on the ground Can smash ore chunks on the ground using a hammer Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity Tweak: Tool heads can now be placed on the ground Tweak: Weapons can now be placed on antler mounts (but not tools) Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items. Tweak: A pile of thatch on the ground now holds up to 18 items Tweak: Papyrus tops pile transfer quantity raised to 3 Gameplay balance affecting changes Tweak: Can now also sell trapped animals in the auction house, increased auction duration 60% Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions Tweak: Iron and Steel spears added. Other spears nerfed to make room for them Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing Tweak: Improvised armor now also requires rope Tweak: Armor stand now has more intuitive attaching of items Tweak: Can no longer grid craft stuff from hot items Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt. Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel Tweak: Added a few usable storage blocks to the Resonance Archives entrance Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods Tweak: Horsetail no longer qualifies as bee or butterfly feed Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal Tweak: Upped survival time of trapped animals from 1 day to 2 days Tweak: Restored custom spawn conditions lost in the 1.18 update Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears. Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas) Fixed: Farmland crops consumed slightly less soil nutrients than intended Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes Fixed: Material transmutation/dupe glitch with chiseled blocks (technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once) Fixed: Peanuts did not give a satiety bonus in meals Fixed: Cassava would dry out even while in a meal Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately Fixed: Resonance Archives gasifier would burn fuel too quickly Fixed: Baking an item in an oven would reset the spoilage timer Fixed: Cheese wheel would reset freshness each time a slice was cut off Fixed: Lava that turned water into basalt/obsidian did not delete the water Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns) Fixed: Luxury trader was still selling gold omok pieces Creature behavior changes Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you Tweak: Sun bears will now break skeps and steal berries off bushes Tweak: Slightly slower creature look around speeds Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north Tweak: Brown bears will drop a little more fat Fixed: In snow walkspeed debuff applied twice to all locusts Fixed: Less wonky locust stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences Fixed: Animals would never eat planted crops Fixed: 23 types of butterflies never spawned Fixed: Bighorn sheep now live in dryer regions rather than wetter ones Fixed: Inconsistencies in raccoon climate conditions Fixed: Missing minimum temperature for tang fish spawns Creative Mode additions Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest (but placement on plants is not possible) Feature: Entity mover tool. Lets you pick up and move around creatures Feature: Added leather decor overlay block - "sheet of stitched leather" Feature: Added aged acacia plank blocks Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack. Tweak: Add chiselable full block stone path Tweak: Added ruined metal door variants Tweak: Thrown stone improvements Bricks, stonebrick, refractory bricks are now also throwable Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked. Fixed: thrown stones would make no thud sound if they landed close to the throwing player Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water Handbook improvements Feature: Handbook search is more flexible with better results Feature: Handbook shows which animal eats which food, on food pages Feature: Handbook shows trappable animals on trap pages Feature: Show what plants can go in which flowerpots and planters in the handbook Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours Tweak: Animal traps and troughs included in storable information in handbook Tweak: Omok table and pieces included in storable information in handbook Tweak: Show destroyed animal traps in the handbook Tweak: Handbook display of smithing recipes improved Tweak: Handbook display of metal molding improved Tweak: Better spacing for beehive kiln results in the handbook Tweak: Quern shows grinding outputs on handbook page Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery. Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section Tweak: Display what clothing can fit on what mannequins in the handbook Tweak: Remove handbook grouping from clothing Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6). Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page Visual fine tuning Feature: Added fruit labels for jam on crocks Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows) Tweak: Scene shader tweak - prevent complete whiteness on overly bright surfaces Tweak: Tule model and texture reworked Tweak: Spears have new spear head models, each metal with a unique design. Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands. Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak" Tweak: Nicer first person hand transform for slabs Tweak: Papyrus chest now has separate shape from reed chest Tweak: Tool heads now have sockets where appropriate Tweak: Iron and steel pickaxes have revised model Tweak: Ratlines now have knots at the intersections Tweak: Wolf holds its tail straighter and lower Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling Tweak: Cooking pot model now has rope cradle when attached to elk Tweak: Seraph rendered into GUIs are now animated Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground Tweak: Redid Brass Ruby Brooch model to more match original vision Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates. Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers. Tweak: Messy12 ground storage changed to be spaced more evenly Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab Tweak: Weather system: Don't spawn snow storm particles when above 5°C Tweak: Fixed items way to strongly wind affected when in hands Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm Fixed: Pie dough sides were unusually dark when placed besides blocks Fixed: Make particles use proper multiblock collision Fixed Fortune Teller Hip Scarf model z-fighting with gambeson Fixed: Some block breaking overlays were incorrectly applied Fixed z-fighting on sloped (main) roof segments Fixed: Seraphs shoulders clipping through in "hold both hands" pose Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data Fixed: Animation jerkiness on traders Fixed: One line break too much in the block info HUD in some cases Fixed: Stretched UVs on axle and aged armorstand Fixed: Some tool heads had bad origins and so would do crazy flips when tossed Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Some texts off vertically by 1 pixel Fixed: Incorrect feathers texture on arrows Fixed: Player yaw jitter when closing chat window while in overhead camera mode Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities) Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary Fixed: Seraph from the character dialog clipping through creative inventory Fixed: Holding a pulverizer frame would obstruct player view significantly Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision Fixed: Baskettrap trigger animation was rotated differently than the base block Fixed: Baskettrap or Crate trap animation broken when both traps were placed Tweak: Sound additions Lots of internal preparatory work for foot steps sounds Charlemagne entity has a new sound set Added more Wolf sounds for variation Added 2 dive attack sounds to the second boss Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning Tweak: Performance tweaks Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag) Improve loading times with many mods installed (json patching times 47s => 3.6s). Contribution by tehtelev Improve loading times with many mods installed (recipe loading times 21s => 8s). Contribution by tehtelev Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed Further 400k objects removed from permanent heap (mainly duplicate strings) Reduced client-side lag spikes caused by various commonly used blocks Ground storage, toolrack, shelves and similar utility blocks [Technical info: BEContainerDisplay types - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread] Flowerpots and planters [Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread] Small increase in loading time for doors and toolracks Further reductions in Matrixf and vector object creation Further reductions in Vec2f and Vec3f object creation in many places Explosion shell vectors calc now uses FastVec3f not Vec3f Further low level matrix improvements in animations; reduce memory pressure on client Many low level matrix operations moved from heap to stack Re-use some matrices and vectors at low level Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant Fixed memory leak when displaying skep or basket trap in inventory or handbook Fixed potential memory leak in forge RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary] Particles - reduce RAM requirements and heap pressure General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server Added LOD2 shapes and textures for all clutter bookshelves Very minor, but system-wide rendering optimization [Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec] Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers Tweak: In-game guidance tweaks Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot Fixed: Show only workable items in anvil interaction help Fixed: Interaction help for mortally wounded elk said "Revive player" Tweak: Game Server tweaks Tweak: AntiAbuse system partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player Tweak: When a server has more than 50 players, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold") Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of Tweak: Allow the server heartbeat/register to master server also work in standby mode Tweak: Added more audit logging when trading and using the action house Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks. Fixed: Command /serverconfig entityspawning 0 did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before Fixed: Possible server exception on player death Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login. Tweak: Command Tweaks: Tweak: Most /wgen commands can now be called from console Tweak: Added /serverconfig blockTickChunkRange Tweak: Added worldgen command /wgen regenrange Tweak: Now /entity spawn command can optionally also specify the generation, eg. generation=3 Tweak: New command /entity findnpc to count the villagers or find a specific one Tweak: New command /entity list to list the types of all loaded entities, and count them Tweak: Add alias /wcc for the worldconfigcreate command Tweak: Fixed typo in command /dev per-player-lootable-reset Tweak: add client ping to /stats and /list clients commands Tweak: Removed no longer working /wgen regenr and /wgen regenrc commands Tweak: Wireframes display command can now be abbreviated to .debug wf Fixed: /wgen regen did not reload the deposits files Fixed: When using /wgen regen the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that Fixed: Command /land list would not output the correct center postions if a claim had multiple areas Fixed: .we command no longer working to open/close the world edit ui Fixed: GameTickListener debug command /debug tickhandlers dump dcentity not working Fixed: Command .chb expcmds did not make sure the ModConfig folder exists Tweak: Ladder tweaks Wood ladders can connect as one ladder, crude and rope cannot connect to others Wood ladders can be sawed back into boards Ladders made entirely of sticks have their own model, separate from ladders made from planks Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support Tweak: Water tweaks Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1) Tweak: Also spawn rivulets on mountain sides Tweak: Water now spreads faster Tweak: Flowing water shader tweaks Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally Tweak: Lightning flash visual tuning. Lights up the world from a greater distance and a bit more realistically Tweak: Players are now visible on the map up to 1000 blocks away or if in a shared group, by default Tweak: Player map markers will show the supporter color, like player names in chat Tweak: Held/dynamic light range now better corresponds to placed light range Tweak: Added a Creative mode pocket sun. Caution: Very hot! Tweak: Increase dynamic lights detection range from 60 to 120 blocks Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale) Tweak: Tuned seraph idle animations Tweak: Can now add linings or change the color of glass for small lanterns in ground storage Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap Tweak: The Devastation Tower elevator now prevents falling through when going down Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout Tweak: Rendered fat recipe no longer dirties the pot Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close Tweak: Removed unused 'eidolon gearbox' item from the game Tweak: Firestarter can now be burned in a firepit Tweak: Allow candles to be removed from an existing bunch of candles without breaking it Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router. Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems Tweak: "Antler mount" is renamed to "Wall mount". Tweak: Wall mount block info text name is now set to the placed item Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences. Tweak: Ovens now no longer allows igniting of non-fuel, such as pies Tweak: Allow liquids to be chiseled only in creative mode Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency Fixed: Fixes npc dialogue link text cut off in some cases Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition Fixed: Oven would give incorrect error message when trying to add non-bakeable items Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall Fixed: Hunger rate applied twice by accident, causing a setting of 0.5x to be 0.25x and of 2x to be 4x Fixed: Unable to put empty bowl into barrel inventory slot Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing Fixed: Pies with default full top crust style would not stack properly if cycled through crust types Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme Fixed: Holding down the sprint key before starting to move would still start off with walking Fixed: Armor stands could only be placed at edges of blocks Fixed: Color accurate worldmap: Still used vintage colors until the map was opened Fixed: Clouds going black when using [x] Override default values from the world edit control panel Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu Fixed: Empty triggered animal traps would not drop block if broken Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game Fixed: Falling maple seeds did not fall with reduced gravity Fixed: Crash when Ctrl+scrolling up on the firepit input slot Fixed: Rotation of clayforming for watering cans matches output Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric) Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold" Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed Fixed: Removed uncraftable soaked bear pelts Fixed: Cutting snow covered grass with a knife did not yield dry grass Fixed: Missing horns on female goats, also they can fight back now Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player) Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD Fixed: Ladders would sometimes allow strange interactions between different types Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719) Fixed: Logged error for carburizable properties in handbook Fixed: Many repeated logged OpenGL errors on Mac filling up the log file Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server. Fixed: Various water plants could have non-matching top and bottom section pieces Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall Fixed: Crash when viewing corrupted rock-typed block Fixed: Another possible cause of ghost Players Fixed: Beams not placing correctly in free mouse mode or when client->server not in sync. Fixed: Some fruit trees would spawn as empty stumps during worldgen Fixed: Crash in the music system when flying fast Fixed: Wild fruit trees not fruiting in the first year Fixed: Honey would give the wrong satiety in a meal Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud. Fixed: Tempering applied a buff instead of only reducing the break chance Fixed: Applying many buffs added many lines of text to the item info hud Fixed: The player would get full nutrition from drinking spoiling liquid Fixed: Properly stop animations when ground processing items Fixed: Animation would never end when breaking ore chunks in ground storage Fixed: Drifters had a missing face on their neck that would show on their back side, when dead. Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard Fixed: Grindstone grid recipe conflicted with polished stone recipe Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door. Fixed: Collapsed clutter scroll racks were not texture-swappable. Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground. Fixed: Bugnet durability wasn't consumed Fixed: Brass torchholder description didn't have useful info from aged torchholder description Fixed: /debug helddurability command not marking slot dirty Fixed: Armor breaks on zero durability Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text Fixed: Empty chests playing incorrect sound when closed Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes Fixed: Flax fibers' held transform was WAY too small Fixed: Black coal was a pigment for sign writing, but could not do cave drawings Fixed: Tule root didn't say in description that it can be planted again Fixed: Luxury trader was selling two shields that were missing the wood attribute. Fixed: Placing a crock into ground storage would crash the game on some operating systems Fixed: Sheep no longer spawn in thick forests or shrubland Fixed: Rope couldn't be placed on ground without already existing ground storage Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position Fixed: Couldn't pick up empty armor stand Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light Fixed: Bamboo stakes and shovel gui icons when moused over were not centered. Fixed: Long bowstave is invisible in ground storage when dry Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook) Fixed: Flax fibers were not centered in the gui Fixed: Hot items invisible in ground storage Fixed: Metal arrow fletching was solid black Fixed: Rare crash when chiseled block name is null Fixed: Drygrass item was not centered in it's selection box when laying on the ground Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations. Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position Fixed: Clouds disappearing after sleeping in some cases Fixed: Dirty cooking pot had bad incorrect idle pose Fixed: Anomalously light texture section on adult male elk's neck fur Fixed: Scraping multiple soaked hides causes game crash #8479 Fixed: Old traders were upgraded to the new traders, but naked and no face Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1 Fixed: Some Nadiyan clothing was not using the correct textures. Fixed: Merchant hat and fur coat had some texture issues. Fixed: Snowcovered slabs not flush with adjacent blocks Fixed: Incorrect UV on Gearfoot Bowtorn legs Fixed: Various small issues with bear textures and model Fixed: Olives' on-ground transform was bad API Updates For our modders - please be aware, the game engine and game content have undergone several significant changes Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now use tags for all crafting recipes. In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3 Paradigm shift: You can now precisely time creature sounds by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds. We have migrated our source projects from .NET 8 to .NET 10. You will need to install the .net10 sdk to compile our public code. entity.ServerPos is no more. You can still access it but it now redirects to entity.Pos We moved world generation code from the survival mod to the essentials mod, so that total conversion mods can also utilize it CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead. For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones. Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team: The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features We have a multi-year long goal of switching over to nullable value types in all code files We continued to slowly integrate a comprehensive tags system. New since 1.21: Changed types of tag arrays and renamed them to tag sets Block and item tags merged into general tags General tags have limit of 65k tags now Tag sets now provide API with set methods Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation Modders now can register their own tag types NOTE: there may be further changes to tags code before -rc.1 We continued to refactor, improve and consistency check all our entity AI Tasks We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game API changelog Feature: Rewrite stone throwing code into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined Feature: New server event "HandInteract". Called before any server side hand interact code is executed Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability Feature: Allow BlockBehaviorHarvestable to require a tool Feature: Anvil blocks keep track of their metal tier Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled. Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings Refactor: Major rework of the recipe systems in order to support tags Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it Refactor: Changed args in capi.StartTrack() Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask() Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ] Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken() Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder. Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment Refactor: Many fields of Collectible now more moddable Implemented GetAttackRange for CollectibleBehavior Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior Implemented GetDamagedBy for CollectibleObject Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly) Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly) Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly) Replaced NutritionProps with GetNutritionProperties where possible Replaced TransitionableProps with GetTransitionableProperties where possible Implemented GetGrindingProperties for CollectibleObject Implemented GetCrushingProperties for CollectibleObject Implemented GetRequiredMiningTier for Block API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target API Feature: Added MouseWheelMove input event API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces API Feature: Added texture bleeding system for seamless block transitions Feature: New block properties for controlling texture bleed behavior: BleedPriority (auto from material or manual override) CanReceiveBleed, BleedOverlayTexture BleedTopFaceOnly, BleedGroup, BlocksTextureBleed Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe" Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen() Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]). In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c) examples: [["all", "of", "these"]] [["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] } { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] } { anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] } { allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System Tweak: Use GetInterfaces for all instances of IIgnitable Tweak: Add stencil buffer API to rendering interface Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability" Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well Fixed: Collectible.OnHeldDropped was not called server side Fixed: Rideable behavior no longer ignores minGeneration setting Fixed: Crash when entity tries to play sound it did not have Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above Tweak: Transform editor dialog now has firepit transform support Tweak: Spawner blocks can now define rain and temperature conditions Tweak: Added OnContainedInteractCancel for use in ground storage interactions Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows Fixed: 'scale' property in shape overlays did not work Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting The mounted animation should position the player relative to the hitbox The attachment point on the mounted creature should go on the part of the entity the player's movement follows The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work. Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before. Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats. Tweak: Better logging for errors in grid recipes Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh Tweak: Structure placement "Surface" now also checks U blocks Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose. Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed. Tweak: Ground placed collectibles can now emit light Tweak: Doors can now specify liquidBarrierHeight per block segment Tweak: AnimationMetaData Sounds can now be set to looping Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching Tweak: Sound tracks can now be structure specific Tweak: Allow liquid containers to set custom drink portion sizes in JSON Tweak: Improve loading times with many mods installed (recipe loading times 21s => 8s, json patching times 47s => 3.6s). Contribution by tehtelev Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over Tweak: Can now configure ground storage messy12 positioning Tweak: Made prevPlayerPos public in GuiElementMap Tweak: Made world map color randomization configurable Tweak: Made button background color not hardcoded Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks) Tweak: BEQuern.cs move all private fields and methods to protected Tweak: Add font stroke to debug screen text to make it more readable Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings Tweak: Allow custom shape for harvestable skep mesh Tweak: Make the game engine more tolerant towards missing files Tweak: Add ability to remove a mod asset origin Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode() Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes) Tweak: AnimationSound now supports 'chance' of the sound being played Tweak: Can now bulk edit transforms of variantgrouped collectibles Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2 Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found Tweak: It's now possible for meals to be intoxicating Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook Tweak: Trait attributes can now define blend types Tweak: New CollectibleBehavior for harvesting items in ground storage Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards. Tweak: IContainedInteractable now has GetContainedInteractionHelp method Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument Tweak: Added CollectibleBehavior.GetAttackPower() Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier) Tweak: Renamed IWorldManagerAPI.CurrentWorldName -> CurrentWorldFilepath to better describe itself Tweak: OnTree BlockPatches now respects the TreeType property Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem Tweak: BlockEntity tick listeners now log their positions on exception Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame Tweak: Unhardcode antler item names from antler growth behavior Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where. Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible. Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain. Tweak: Methods in BehaviorRideableAccessories made protected and virtual Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code. Tweak: Allow harvestable skeps to have custom food tags defined in JSON Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags Tweak: Blockpatch system: also respect forest value even for UnderTree placement Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead. Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey Fixed: seraph face and body became invisible after .reload textures command Fixed: When loading a world the font size of labeled chests will no longer reset to the default size Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels Fixed: The termite mound would drop itself instead of termites when their supporting block was removed Fixed: .reload shapes command was not reloading placed blocks properly Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized. Fixed: Properly use loaded metal variants for all types of blocks and items Fixed: Max saturation being reset to 1500 on client side Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets Fixed: Crash when parsing json to an AssetLocation using AsObject Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon) Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty Fixed: Creative inventory tabs cut off wide text Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability() Fixed: Interaction help itemstack rendering can go oversize Fixed: Rendering ui inventory contents into a framebuffer did not work Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant Game updates (changes since 1.22.0-rc.10, also included above) Tweak: Remove large bellows recipe since mechanical power integration was not finished in time Tweak: Allow diagonal snow shovelling Tweak: When pushing lots of snow, little bits may fall off on either side Fixed: Incorrect link in the fishing guide Fixed: Rare crash involving written parchment or book in hotbar Fixed: Rare crash when adding meal to an empty bowl on the ground. GH #8650 Fixed: One exploit to split rapid flowing streams when flowing vertically down Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall Fixed: Sprinting would drain less satiety when low on health Fixed: Hunger rate applied twice, causing a setting of 0.5x to be 0.25x and of 2x to be 4x Fixed: Unable to put empty bowl into barrel inventory slot Fixed: Berry bush cuttings would drop without traits when broken Fixed: Bear attack range increase wasn't properly applied Fixed: Missing carp texture error Fixed: Able to temper more often than quench Fixed: Falling coal was rendered as a big unknown block Fixed: Fishbait dupe bug Fixed: Ability to duplicate/destroy various blocks using snow shovels Fixed: Snowcovered slabs not flush with adjacent blocks Fixed: Multiple locust fixes Tamed locust behavior all over the place. Now properly protects the owner again and does not attack neutral creatures Tamed locust Moves faster to owner when owner is too far away (had foot sliding) In snow walkspeed debuff applied twice to all locusts Fixed game crashing when right clicking a dead tamed locust Less wonky stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences Fixed: Again broken layering of upperbody clothing on seraphs Fixed: No longer able to sell clothing in the auction house Revert "Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched." View full record
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Dear Extraordinary Survivalists v1.22.0-rc.9, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release very soon™ [Edit:] Release retracted for now. Will fix an entity spawn spamming bug tomorrow morning and release rc10 [Edit2:] Released rc.10 and also 1.21.7, both containing a dupe bug fix that I recommend all server owners they upgrade to. Game clients that are on 1.21.6 don't need to upgrade. rc.10 also contains another fix that caused entity spawn spamming in rc.9. Will reveal the dupe bug glitch details after server owners had some time to update their servers. Screenshot by Nil, shared in #screenshots on Discord Game updates Tweak: Wall mount block info text name is now set to the placed item Tweak: Bass and carp shapes and textures changed to support greater variety of fin sizes Tweak: Allow diagonal snow shovelling Tweak: When pushing lots of snow, little bits may fall off on either side Tweak: Display what clothing can fit on what mannequins in the handbook Tweak: Remove handbook grouping from clothing Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower). Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves Tweak: Upped survival time of trapped animals from 1 day to 2 days Tweak: Can now also sell trapped animals in the auction house Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones Tweak: Restored custom spawn conditions lost in the 1.18 update Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears. Tweak: (minor) Wild berry bushes now show greenhouse temperature bonus Tweak: Further increased duration of auctions by 66% (3 weeks => 5 weeks) Tweak: Show adjusted mining speed in tool tip for quenched tools Fixed: Crash when using tongs to hold a hot item with no attributes Fixed: Pickled veggies would display incorrectly in cooking pot Fixed: Axles in walls properly act solid in various situations like for rooms or when blocking water or light Fixed: Server-side exception when breaking waterwheel mechanical power network with unconnected network on far side of wheel Fixed: Two issues with water wheel losing power on 2nd side Fixed: Snow shovel had only 1 durability Fixed: Ability to duplicate/destroy various blocks using snow shovels Fixed: Oddities when shovelling deep snow Fixed: Disabled solid fat causing error logs. Fixed: Snow-covered cranberries, strawberryies, and cloudberries had full-block hitboxes. Fixed: 'Nadiyan' trader hoods were not using correct textures. Fixed: Clay tile piles would show 4 tiles at a time added or removed, even if less than four were in fact added/removed. Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched. Fixed: Dead fox tails went into the ground, and the body hovered above the ground a bit. Fixed: Partially worked iron blooms from before the 1.22 update would turn into random other items when completed Fixed: Butterfly related client crash Fixed: Quenching and tempering buffs where not properly applied Fixed: Propick was not buffable Fixed: Tongs could not be placed into the forge Fixed: Cleaver heads could not be covered in clay for quenching Fixed: Chisel needed hammer in offhand to be placed into the forge Fixed: Crash when going throught a TL while a empty collapsed chest is open Fixed: Should theoretically fix client side ghost item entities on laggy servers Fixed: Baskettrap trigger animation was rotated differently than the base block Fixed: Baskettrap or Crate trap animation broken when both traps were placed Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately Fixed: Command /land list would not output the correct center postions if a claim had multiple areas Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server. Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left Fixed: Prevent game crash on invalid worldmap waypoint saved names file loading Fixed: Custom spawn condition harsh winters not correctly applied to the south hemisphere Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks. Fixed: Performance: Soil ticking twice as often than needed. Reduced single tickrate by another 30% Fixed: Able to quench tools without a chance of shattering them Fixed: "\" character in the quenching info Fixed: Water not placed in worldgen schematics Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown Fixed: Thrown bricks got destroyed on impact Fixed: Z-fighting / UV issues on some clothing Fixed: Not possible to reinforce or lock labeled chests API Tweak: Added ITagRegistry.CreateMergedTagSet to merge two tagsets into one (previously only possible on TagSetFast) API Refactor: Smithing recipes now require a 'code' to be defined. A unique identifier that must not be changed once defined. Will print a warning for 1.22 but not be used. Will be actively used once we hit 1.23. API Tweak: Allow mods to define their own tileddungeons.json file similar to other structures API Fixed: ITagSet.RegisterAndCreateTagSet() not behaving correctly API Fixed: Using a texture overlay on an entity causes a crash (thank you JantekM for describing the exact line of code to change) View full record
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Dear Extraordinary Survivalists v1.22.0-rc.9, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release very soon™ [Edit:] Release retracted for now. Will fix an entity spawn spamming bug tomorrow morning and release rc10 [Edit2:] Released rc.10 and also 1.21.7, both containing a dupe bug fix that I recommend all server owners they upgrade to. Game clients that are on 1.21.6 don't need to upgrade. rc.10 also contains another fix that caused entity spawn spamming in rc.9. Will reveal the dupe bug glitch details after server owners had some time to update their servers. Screenshot by Nil, shared in #screenshots on Discord Game updates Tweak: Wall mount block info text name is now set to the placed item Tweak: Bass and carp shapes and textures changed to support greater variety of fin sizes Tweak: Allow diagonal snow shovelling Tweak: When pushing lots of snow, little bits may fall off on either side Tweak: Display what clothing can fit on what mannequins in the handbook Tweak: Remove handbook grouping from clothing Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower). Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves Tweak: Upped survival time of trapped animals from 1 day to 2 days Tweak: Can now also sell trapped animals in the auction house Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones Tweak: Restored custom spawn conditions lost in the 1.18 update Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears. Tweak: (minor) Wild berry bushes now show greenhouse temperature bonus Tweak: Further increased duration of auctions by 66% (3 weeks => 5 weeks) Tweak: Show adjusted mining speed in tool tip for quenched tools Fixed: Crash when using tongs to hold a hot item with no attributes Fixed: Pickled veggies would display incorrectly in cooking pot Fixed: Axles in walls properly act solid in various situations like for rooms or when blocking water or light Fixed: Server-side exception when breaking waterwheel mechanical power network with unconnected network on far side of wheel Fixed: Two issues with water wheel losing power on 2nd side Fixed: Snow shovel had only 1 durability Fixed: Ability to duplicate/destroy various blocks using snow shovels Fixed: Oddities when shovelling deep snow Fixed: Disabled solid fat causing error logs. Fixed: Snow-covered cranberries, strawberryies, and cloudberries had full-block hitboxes. Fixed: 'Nadiyan' trader hoods were not using correct textures. Fixed: Clay tile piles would show 4 tiles at a time added or removed, even if less than four were in fact added/removed. Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched. Fixed: Dead fox tails went into the ground, and the body hovered above the ground a bit. Fixed: Partially worked iron blooms from before the 1.22 update would turn into random other items when completed Fixed: Butterfly related client crash Fixed: Quenching and tempering buffs where not properly applied Fixed: Propick was not buffable Fixed: Tongs could not be placed into the forge Fixed: Cleaver heads could not be covered in clay for quenching Fixed: Chisel needed hammer in offhand to be placed into the forge Fixed: Crash when going throught a TL while a empty collapsed chest is open Fixed: Should theoretically fix client side ghost item entities on laggy servers Fixed: Baskettrap trigger animation was rotated differently than the base block Fixed: Baskettrap or Crate trap animation broken when both traps were placed Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately Fixed: Command /land list would not output the correct center postions if a claim had multiple areas Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server. Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left Fixed: Prevent game crash on invalid worldmap waypoint saved names file loading Fixed: Custom spawn condition harsh winters not correctly applied to the south hemisphere Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks. Fixed: Performance: Soil ticking twice as often than needed. Reduced single tickrate by another 30% Fixed: Able to quench tools without a chance of shattering them Fixed: "\" character in the quenching info Fixed: Water not placed in worldgen schematics Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown Fixed: Thrown bricks got destroyed on impact Fixed: Z-fighting / UV issues on some clothing Fixed: Not possible to reinforce or lock labeled chests API Tweak: Added ITagRegistry.CreateMergedTagSet to merge two tagsets into one (previously only possible on TagSetFast) API Refactor: Smithing recipes now require a 'code' to be defined. A unique identifier that must not be changed once defined. Will print a warning for 1.22 but not be used. Will be actively used once we hit 1.23. API Tweak: Allow mods to define their own tileddungeons.json file similar to other structures API Fixed: ITagSet.RegisterAndCreateTagSet() not behaving correctly API Fixed: Using a texture overlay on an entity causes a crash (thank you JantekM for describing the exact line of code to change)
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ops. That extra note there is no longer relevant. But in essence it seems to have prevented runtime respawns of animals in higher elevations
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Dear Extraordinary Survivalists v1.22.0-rc.8, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release soon™ Screenshot by Sirayne, shared in #screenshots on Discord Game updates Feature: Added a backup partial command, /db backuppartial 16000 16000 16005 16005 to extract all game and player data but only some chunks. Usefull to extract a broken area for debugging. Tweak: The Theater and Deep Noble clothing set now has a rare chance to drop in ruins loot Tweak: Turned the worldmap waypoint backdrop from an outline into a shadow, which looks better on some icons Tweak: Rusted gates and doors now all drop metal scrap (some used to drop themselves). Tweak: Added a handbook guide for fishing, which more thoroughly describes how to find fish, and why you might not be catching fish. Also added links in worm handbook entries, to the worm grunting stick. Tweak: Raccoons can now fight back Tweak: Less janky wormgrunting. Fix durability desync, fix audio not stopping, grunting now ends after 5 seconds Tweak: Fine tuned grunting sound and animation. Can now also worm grunt on farmland (but the farmlands fertilty will not influence yield) Tweak: Foxes now move about 1/3 faster. Tweak: Pigs' movement speed and seeking ranges increased. Tweak: Performance: Items on the ground, not close to a player, enter a slow-updating state after 5 seconds Tweak: Performance: Further minor improvement for farmland ticking Tweak: Performance: Improve multiplayer server tick times around farmland and berry bushes Tweak: Generate gravel in some areas where it would generate no block layers and only have exposed rock (Worldgen change) Tweak: More glow and particles on the forge when being bellowed Tweak: Added selected block class to hud debug screen Tweak: Berry bush handbook text updated to reflect recent changes regarding soil fertility mechanics. Tweak: Command /genbackup backup.vcdbs will now delete the prior backup file before a backup is started to ensure a proper backup is made Tweak: /wgen regen now also reloads blocklayers.json Tweak: Added contaminated coal item model and tweaked texture Tweak: SFX & GFX fine tuning Tweak: Rainfall particles buff: +5% opacity, +20% rain particles, +300% raindrop splash particles, +30% rain particle size Fixed: Dead shivers no longer keep mouth idle animation running Tweak: Replaced placeholder fishing rod swish Tweaked hats to show more hair. Fixed small issues on Theater hats Fixed: Some hoods were hiding hats Fixed: All pigs would only be protective around gray boar piglets, even if not that species. Pigs also would only attack if in aggressiveondamage emotion state, resulting in charging the player and then running away. They now will attack whenever in close range. Fixed: Replaced many big lanterns with the new small ones in generated structures Fixed: Replaced old berry bushes in story locations Fixed: Placing snow shovel on ground locks movement speed to 60% Fixed: Worldmap: Only the first 36 waypoint icons were displaying the correct icon Fixed: Spawning of animals during world generation would use the wrong temperature Fixed: Imposter bellows cacti. Caused cacti to generate on water and not stack Fixed: Texture overlays didn't work for attached items Fixed: Aged and very aged cabinets were not available in creative inventory Fixed: Sheep logging errors with regard to a 'look' animation they did not have Fixed: Rawhide mantle related errors in the loot randomizer Fixed: Fishing pole tool rack transform position was excessively high Fixed: Wanderer belt and sturdy backpack would cause texture problems when worn together Fixed: Small bellows leather textures had some mis-match near the nozzle. Fixed: Unable to catch juvenile fish due to fishing pole not recognizing bait Fixed: Berry bush cuttings would say "trait-" when they had no traits Fixed: Help command logged an error when asked about wgen structures spawn Fixed: Chiseled block combine in the crafting grid at the entire stack of chiseled blocks Fixed: Should fix rare lockup of chunkdbthread when attempting to suspend server for autosave [details: de-link thread paused state from worldgen threads paused state] Fixed: Prevent NRE in /debug chunk here command when chunk is not loaded Fixed: Farmland not updating moisture levels on the interim days while fast-forwarding when chunk-loading Fixed: Server crashing for unhandled exceptions Fixed: Should fix kicked from server when interacting with the fishinpole in some way Fixed: Should fix geting kicked when using /group kick command Fixed: Error log when many players connect and once and some get disconnected during that very early Fixed: Should fix getting kicked when interacting with liquids Fixed: Should fix server side error log with berry bush Fixed: Mitigate game calendar client<=>server desync issue by sending more calendar syncs to clients. Should reduce oddities with time sensitive actions, such as hot ingots on a forge Fixed: Should fix wildly jumping forge contents at random Fixed: Multiple issues with the fishing bobber and fishing line. Ghost bobbers should no longer be a thing. Ghost rope should no longer happen. The fishing line will now rip if too far away from the bobber. Fixed: Entity box searching with e[] selector not working since rc7 Fixed: Should fix rare crash when loading in mehcanical power networks Fixed: Cloudberry hitbox too large Fixed: Fundamental breakage with the entity spawner Fixed: Properly remove players from the map tracking system even when their game crashes Fixed: Sheep would use the wrong name when being listed in troughs API Tweak: Prevent exceptions in Mod events in Server/ClientEventAPI Server/ClientEventManger canceling any further event processing API Tweak: The looked at block class is now displayed on the hud debug screen API Tweak: Can now run "/wgen region animal" to export animal spawn maps of the current region. Also prints out current animal=>map association to the log file. API Fixed: Some mechanical power blocks not having the right texture
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Dear Extraordinary Survivalists v1.22.0-rc.8, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release soon™ Screenshot by Sirayne, shared in #screenshots on Discord Game updates Feature: Added a backup partial command, /db backuppartial 16000 16000 16005 16005 to extract all game and player data but only some chunks. Usefull to extract a broken area for debugging. Tweak: The Theater and Deep Noble clothing set now has a rare chance to drop in ruins loot Tweak: Turned the worldmap waypoint backdrop from an outline into a shadow, which looks better on some icons Tweak: Rusted gates and doors now all drop metal scrap (some used to drop themselves). Tweak: Added a handbook guide for fishing, which more thoroughly describes how to find fish, and why you might not be catching fish. Also added links in worm handbook entries, to the worm grunting stick. Tweak: Raccoons can now fight back Tweak: Less janky wormgrunting. Fix durability desync, fix audio not stopping, grunting now ends after 5 seconds Tweak: Fine tuned grunting sound and animation. Can now also worm grunt on farmland (but the farmlands fertilty will not influence yield) Tweak: Foxes now move about 1/3 faster. Tweak: Pigs' movement speed and seeking ranges increased. Tweak: Performance: Items on the ground, not close to a player, enter a slow-updating state after 5 seconds Tweak: Performance: Further minor improvement for farmland ticking Tweak: Performance: Improve multiplayer server tick times around farmland and berry bushes Tweak: Generate gravel in some areas where it would generate no block layers and only have exposed rock (Worldgen change) Tweak: More glow and particles on the forge when being bellowed Tweak: Added selected block class to hud debug screen Tweak: Berry bush handbook text updated to reflect recent changes regarding soil fertility mechanics. Tweak: Command /genbackup backup.vcdbs will now delete the prior backup file before a backup is started to ensure a proper backup is made Tweak: /wgen regen now also reloads blocklayers.json Tweak: Added contaminated coal item model and tweaked texture Tweak: SFX & GFX fine tuning Tweak: Rainfall particles buff: +5% opacity, +20% rain particles, +300% raindrop splash particles, +30% rain particle size Fixed: Dead shivers no longer keep mouth idle animation running Tweak: Replaced placeholder fishing rod swish Tweaked hats to show more hair. Fixed small issues on Theater hats Fixed: Some hoods were hiding hats Fixed: All pigs would only be protective around gray boar piglets, even if not that species. Pigs also would only attack if in aggressiveondamage emotion state, resulting in charging the player and then running away. They now will attack whenever in close range. Fixed: Replaced many big lanterns with the new small ones in generated structures Fixed: Replaced old berry bushes in story locations Fixed: Placing snow shovel on ground locks movement speed to 60% Fixed: Worldmap: Only the first 36 waypoint icons were displaying the correct icon Fixed: Spawning of animals during world generation would use the wrong temperature Fixed: Imposter bellows cacti. Caused cacti to generate on water and not stack Fixed: Texture overlays didn't work for attached items Fixed: Aged and very aged cabinets were not available in creative inventory Fixed: Sheep logging errors with regard to a 'look' animation they did not have Fixed: Rawhide mantle related errors in the loot randomizer Fixed: Fishing pole tool rack transform position was excessively high Fixed: Wanderer belt and sturdy backpack would cause texture problems when worn together Fixed: Small bellows leather textures had some mis-match near the nozzle. Fixed: Unable to catch juvenile fish due to fishing pole not recognizing bait Fixed: Berry bush cuttings would say "trait-" when they had no traits Fixed: Help command logged an error when asked about wgen structures spawn Fixed: Chiseled block combine in the crafting grid at the entire stack of chiseled blocks Fixed: Should fix rare lockup of chunkdbthread when attempting to suspend server for autosave [details: de-link thread paused state from worldgen threads paused state] Fixed: Prevent NRE in /debug chunk here command when chunk is not loaded Fixed: Farmland not updating moisture levels on the interim days while fast-forwarding when chunk-loading Fixed: Server crashing for unhandled exceptions Fixed: Should fix kicked from server when interacting with the fishinpole in some way Fixed: Should fix geting kicked when using /group kick command Fixed: Error log when many players connect and once and some get disconnected during that very early Fixed: Should fix getting kicked when interacting with liquids Fixed: Should fix server side error log with berry bush Fixed: Mitigate game calendar client<=>server desync issue by sending more calendar syncs to clients. Should reduce oddities with time sensitive actions, such as hot ingots on a forge Fixed: Should fix wildly jumping forge contents at random Fixed: Multiple issues with the fishing bobber and fishing line. Ghost bobbers should no longer be a thing. Ghost rope should no longer happen. The fishing line will now rip if too far away from the bobber. Fixed: Entity box searching with e[] selector not working since rc7 Fixed: Should fix rare crash when loading in mehcanical power networks Fixed: Cloudberry hitbox too large Fixed: Fundamental breakage with the entity spawner Fixed: Properly remove players from the map tracking system even when their game crashes Fixed: Sheep would use the wrong name when being listed in troughs API Tweak: Prevent exceptions in Mod events in Server/ClientEventAPI Server/ClientEventManger canceling any further event processing API Tweak: The looked at block class is now displayed on the hud debug screen API Tweak: Can now run "/wgen region animal" to export animal spawn maps of the current region. Also prints out current animal=>map association to the log file. API Fixed: Some mechanical power blocks not having the right texture View full record
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yep, thats the one
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Oh ops, yea, its meant to write Tailor
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Dear Extraordinary Survivalists v1.22.0-rc.7, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release soon™ Greenhouse by enn, shared in #screenshots on Discord Game updates Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction Tweak: Added command "/announcenear [range] [message]" to send an announcement in given block range only Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25% Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded) Tweak: Log additional information when the server is unable to save Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave Fixed: Many z-fighting, clipping and texture issues in the new clothing Fixed: Crocks sealed in ground storage would not properly update model Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side Fixed: Crash when breaking rubble using the prospecting pick Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items Fixed: When buying an elk in winter, the snow could prevent elks from spawning Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878 Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908 Fixed: Rare WindPattern SimplexNoiseOctave exceptions Fixed: Rare server lock-ups relating to internal chunkdata locks Fixed: Rare crash when animating pouring from a container Fixed: "/tp Tyron e[id=140]" not working Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall Fixed: Forge workitem temperature desync between server and client Fixed: Hot coals flicker when adding/removing ingots Fixed: Hitboxes of piles of items were off by 1 layer on the server side Fixed: Raccoon sometimes stuck on endless eat animation Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top API Tweak: Clutter blocks can now define custom drops and a custom block material API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes API Tweak: RecipeLoader load methods made public for use in mods, they remain static though. API Tweak: Further JSON documentations by Dana API Fixed: "inBarrelShape" attribute not working as intended API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior 1.22 related changes Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight Tweak: Held and planted berry bush cuttings now also display their traits Tweak: Switched body slot for rawhide mantle and rawhide tunic Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry. Fixed: Crash when picking up some items with tongs Fixed: Kicked from server when harvesting berry bushes with a knife Fixed: Crash when riding elk in multiplayer Fixed: Spelling in handbook: propogate -> propagate Fixed: Adjusted warmth values for new clothing Fixed: Aprons had the wrong color Fixed: A couple of missing translation entries Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6 Fixed: Aged and veryaged cabinets were missing textures Fixed: Fishing pole eats a stack of bait (Github #8887) Fixed: Water not always spreading horizontally along channels with half-slabs forming sides Fixed: Rapid flowing water continuously oscillating between two different routes Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself) Fixed: Worm grunting stick not placeable solo Fixed: Another case of the snow shovel deleting blocks Fixed: Fertilized berry bushes produced upgraded soil that can be harvested View full record
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Dear Extraordinary Survivalists v1.22.0-rc.7, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release soon™ Greenhouse by enn, shared in #screenshots on Discord Game updates Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction Tweak: Added command "/announcenear [range] [message]" to send an announcement in given block range only Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25% Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded) Tweak: Log additional information when the server is unable to save Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave Fixed: Many z-fighting, clipping and texture issues in the new clothing Fixed: Crocks sealed in ground storage would not properly update model Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side Fixed: Crash when breaking rubble using the prospecting pick Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items Fixed: When buying an elk in winter, the snow could prevent elks from spawning Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878 Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908 Fixed: Rare WindPattern SimplexNoiseOctave exceptions Fixed: Rare server lock-ups relating to internal chunkdata locks Fixed: Rare crash when animating pouring from a container Fixed: "/tp Tyron e[id=140]" not working Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall Fixed: Forge workitem temperature desync between server and client Fixed: Hot coals flicker when adding/removing ingots Fixed: Hitboxes of piles of items were off by 1 layer on the server side Fixed: Raccoon sometimes stuck on endless eat animation Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top API Tweak: Clutter blocks can now define custom drops and a custom block material API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes API Tweak: RecipeLoader load methods made public for use in mods, they remain static though. API Tweak: Further JSON documentations by Dana API Fixed: "inBarrelShape" attribute not working as intended API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior 1.22 related changes Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight Tweak: Held and planted berry bush cuttings now also display their traits Tweak: Switched body slot for rawhide mantle and rawhide tunic Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry. Fixed: Crash when picking up some items with tongs Fixed: Kicked from server when harvesting berry bushes with a knife Fixed: Crash when riding elk in multiplayer Fixed: Spelling in handbook: propogate -> propagate Fixed: Adjusted warmth values for new clothing Fixed: Aprons had the wrong color Fixed: A couple of missing translation entries Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6 Fixed: Aged and veryaged cabinets were missing textures Fixed: Fishing pole eats a stack of bait (Github #8887) Fixed: Water not always spreading horizontally along channels with half-slabs forming sides Fixed: Rapid flowing water continuously oscillating between two different routes Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself) Fixed: Worm grunting stick not placeable solo Fixed: Another case of the snow shovel deleting blocks Fixed: Fertilized berry bushes produced upgraded soil that can be harvested
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Dear Extraordinary Survivalists v1.22.0-rc.6, an unstable release, can now be downloaded through the account manager. The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from BisectHosting. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically. The road to stable continues.... Screenshot by ZerSchitzler, shared in #screenshots on Discord Game updates Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking. Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates) Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks Fixed: Z-fighting on large ruined crate Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover). Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD) Fixed: Aged thatch roof tips had unnaturally dark faces Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values Fixed: Milking an animal would not always give you fresh milk Fixed: Berry bush cutting had collision boxes Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory Fixed: Quenching buffs on some tools applied multiple times during crafting API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction 1.22 related changes Tweak: Item clutter is now cabinet-place-able, if appropriate size Tweak: Berry bushes can also be planted on low fertility soil Tweak: Show the number of days left on berry bushes for certain stages Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard Fixed: Mannequins did not accept arm wearables Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally Fixed: Avoid crash in EntityItemRenderer Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli] Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side Fixed: Theater randomizer properly localized Fixed: Ruined clay lamps had bad collision boxes Fixed: Raw fish transfer their freshness when filleted Fixed: Missing language strings for berry bush cuttings covered in snow Tweak: Added neck hole to pillory API Fixed: Ground processing will now only process one item at a time instead of an entire stack
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Dear Extraordinary Survivalists v1.22.0-rc.6, an unstable release, can now be downloaded through the account manager. The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from BisectHosting. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically. The road to stable continues.... Screenshot by ZerSchitzler, shared in #screenshots on Discord Game updates Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking. Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates) Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks Fixed: Z-fighting on large ruined crate Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover). Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD) Fixed: Aged thatch roof tips had unnaturally dark faces Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values Fixed: Milking an animal would not always give you fresh milk Fixed: Berry bush cutting had collision boxes Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory Fixed: Quenching buffs on some tools applied multiple times during crafting API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction 1.22 related changes Tweak: Item clutter is now cabinet-place-able, if appropriate size Tweak: Berry bushes can also be planted on low fertility soil Tweak: Show the number of days left on berry bushes for certain stages Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard Fixed: Mannequins did not accept arm wearables Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally Fixed: Avoid crash in EntityItemRenderer Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli] Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side Fixed: Theater randomizer properly localized Fixed: Ruined clay lamps had bad collision boxes Fixed: Raw fish transfer their freshness when filleted Fixed: Missing language strings for berry bush cuttings covered in snow Tweak: Added neck hole to pillory API Fixed: Ground processing will now only process one item at a time instead of an entire stack View full record
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Dear Extraordinary Survivalists v1.22.0-rc.5, an unstable release, can now be downloaded through the account manager. We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release... Screenshot by TylerSantaFe, shared on discord #screenshots Game updates Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS) Tweak: Performance: Game freezing when many blocks started falling Tweak: For Server owners: A quick little solution to tell apart your server staff - "/player [playername] privilege grant staffentitlement" will give you a cyan colored [Staff] prefix Tweak: Simple AFK kick timer for game servers (enable via /sc afkkickseconds and /sc afkwarnseconds) Tweak: Added /sc timeoutkickseconds Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none) Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats. Tweak: Theater arm clothing fully implemented. Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving Tweak: The server /stats commands now no longer includes connecting players in the current player count Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures [existing beams with ? textures can be removed using the Crowbar tool] Fixed: Logged errors when a Worm Grunter stick reaches zero durability Fixed: Error log spam from hidden clothing parts when wearing armor Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred Fixed: Game crash caused by gnats Fixed: Game crash caused by ground storage Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information Fixed: Stones thrown straight up getting stuck mid-air Fixed: Bowl water splash particles not colored correctly Fixed: Ambient slider in settings not working when settings are not expanded Fixed: Seraph 'grin' face and 'kind' face swapped Fixed: Berry bushes will properly randomize their appearance Fixed: Dropped items forever rotating even when colliding with the ground Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory Fixed: Iron blooms did not always have enough metal voxels to make a full ingot Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream Fixed: Animals still able to multiply with dead males nearby Fixed: Psychedelic mushrooms would not properly get you high when used in a meal Fixed: Various berry bush fixes Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth Wild berry bushes would incorrectly pretend to be young when spawned Grown berry bushes would not have a young stage Young berry bushes would not use the proper graphics Thin skinned and thick skinned berry bush traits were accidentally swapped Berry bushes would not properly pause their growth when below or above the pausing growth temperatures Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe Fixed: Rollers place inconsistently based on player's orientation Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies. Fixed: Raw and fired-but-empty lamp bodies showed the wick. Fixed: Non-ruined metal gates were not dropping themselves when broken. Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces. Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable). Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install Fixed: Various multiplayer server fixes Fixed: Able to queue up in the player join queue multiple times Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers Fixed: Crash when starting a standalone server after removing certain roles from serverconfig.json Fixed: A large connection queue affected how many players can join Fixed: The connection queue only processing when a player leaves Fixed: The ModIdWhitelist did not work properly for some mods Fixed: Wonky /list clients output. Now prints *all* clients sorted by connection state API Fixed: Psychedelic properties of food were not synched from server to client API Fixed: FoodNutritionProperties.SaturationLossDelay was unused
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Dear Extraordinary Survivalists v1.22.0-rc.5, an unstable release, can now be downloaded through the account manager. We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release... Screenshot by TylerSantaFe, shared on discord #screenshots Game updates Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS) Tweak: Performance: Game freezing when many blocks started falling Tweak: For Server owners: A quick little solution to tell apart your server staff - "/player [playername] privilege grant staffentitlement" will give you a cyan colored [Staff] prefix Tweak: Simple AFK kick timer for game servers (enable via /sc afkkickseconds and /sc afkwarnseconds) Tweak: Added /sc timeoutkickseconds Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none) Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats. Tweak: Theater arm clothing fully implemented. Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving Tweak: The server /stats commands now no longer includes connecting players in the current player count Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures [existing beams with ? textures can be removed using the Crowbar tool] Fixed: Logged errors when a Worm Grunter stick reaches zero durability Fixed: Error log spam from hidden clothing parts when wearing armor Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred Fixed: Game crash caused by gnats Fixed: Game crash caused by ground storage Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information Fixed: Stones thrown straight up getting stuck mid-air Fixed: Bowl water splash particles not colored correctly Fixed: Ambient slider in settings not working when settings are not expanded Fixed: Seraph 'grin' face and 'kind' face swapped Fixed: Berry bushes will properly randomize their appearance Fixed: Dropped items forever rotating even when colliding with the ground Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory Fixed: Iron blooms did not always have enough metal voxels to make a full ingot Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream Fixed: Animals still able to multiply with dead males nearby Fixed: Psychedelic mushrooms would not properly get you high when used in a meal Fixed: Various berry bush fixes Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth Wild berry bushes would incorrectly pretend to be young when spawned Grown berry bushes would not have a young stage Young berry bushes would not use the proper graphics Thin skinned and thick skinned berry bush traits were accidentally swapped Berry bushes would not properly pause their growth when below or above the pausing growth temperatures Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe Fixed: Rollers place inconsistently based on player's orientation Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies. Fixed: Raw and fired-but-empty lamp bodies showed the wick. Fixed: Non-ruined metal gates were not dropping themselves when broken. Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces. Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable). Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install Fixed: Various multiplayer server fixes Fixed: Able to queue up in the player join queue multiple times Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers Fixed: Crash when starting a standalone server after removing certain roles from serverconfig.json Fixed: A large connection queue affected how many players can join Fixed: The connection queue only processing when a player leaves Fixed: The ModIdWhitelist did not work properly for some mods Fixed: Wonky /list clients output. Now prints *all* clients sorted by connection state API Fixed: Psychedelic properties of food were not synched from server to client API Fixed: FoodNutritionProperties.SaturationLossDelay was unused View full record
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ooof lol. will fix!
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thanks, we'll take a look
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Dear Extraordinary Survivalists v1.22.0-rc.4, an unstable release, can now be downloaded through the account manager. The road to stable continues. #2 Build by Galejro, shared on discord in #screenshots Game updates Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice! Fixed: Missing texture for pressed olive mash in small trough Fixed: When pouring liquid into different containers the transition time would not properly average Fixed: Always return pulverizer input item if caps are too weak to crush it Fixed: Reindeer herder collared shirt had incorrect warmth Fixed: Hens running threateningly towards player when injured Fixed: Rare chance for a rooster to lay an egg API Tweak: Farming growth rate temperature penalties are now defined in JSON config API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1 1.22 related changes Tweak: Bait exclusive biting. Worms will now only catch small-to-medium size fish. Larger fish will generally require stink baits, meat, or fish Tweak: Raw meats and small fish are now valid bait types Tweak: Thrown bricks no longer get destroyed on impact Tweak: Water wheels now only accept stronger wood types Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes Fixed: Male and female traders now have a full list of names to draw from Fixed: Rifts not working client side since 1.22.0-pre.1 Fixed: Crowbar leaving behind invisible block when last beam was removed Fixed: Sailboat not launching after construction Fixed: Strange additional grid recipes on cabinet doors Fixed: Cabinet dupe bug Fixed: Server-side exception when releasing a dead animal from a reed chest Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly Fixed: Harvesting berry bushes wouldn't play harvesting sound Fixed: Added missing olive mash trough texture Fixed: When the large windmill was obstructed it dropped the wrong kind of sails
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Dear Extraordinary Survivalists v1.22.0-rc.4, an unstable release, can now be downloaded through the account manager. The road to stable continues. #2 Build by Galejro, shared on discord in #screenshots Game updates Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice! Fixed: Missing texture for pressed olive mash in small trough Fixed: When pouring liquid into different containers the transition time would not properly average Fixed: Always return pulverizer input item if caps are too weak to crush it Fixed: Reindeer herder collared shirt had incorrect warmth Fixed: Hens running threateningly towards player when injured Fixed: Rare chance for a rooster to lay an egg API Tweak: Farming growth rate temperature penalties are now defined in JSON config API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1 1.22 related changes Tweak: Bait exclusive biting. Worms will now only catch small-to-medium size fish. Larger fish will generally require stink baits, meat, or fish Tweak: Raw meats and small fish are now valid bait types Tweak: Thrown bricks no longer get destroyed on impact Tweak: Water wheels now only accept stronger wood types Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes Fixed: Male and female traders now have a full list of names to draw from Fixed: Rifts not working client side since 1.22.0-pre.1 Fixed: Crowbar leaving behind invisible block when last beam was removed Fixed: Sailboat not launching after construction Fixed: Strange additional grid recipes on cabinet doors Fixed: Cabinet dupe bug Fixed: Server-side exception when releasing a dead animal from a reed chest Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly Fixed: Harvesting berry bushes wouldn't play harvesting sound Fixed: Added missing olive mash trough texture Fixed: When the large windmill was obstructed it dropped the wrong kind of sails View full record
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