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Tyron

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  1. Dear Extraordinary Survivalists v1.22.0-rc.2, a unstable release, can now be downloaded through the account manager. This update fixes the most egregious bugs with the rc.1 release. While adding an unintended(!) new bug: in grid crafting, when spreading items between grid slots by dragging a stack, some recipe outputs will currently be invisible (but if the player clicks those items into the grid or takes the invisible item from the slot, the correct item has in fact been crafted) - we'll get this fixed for rc.3 ... Game updates Tweak: Fruiting bush cuttings now decay to a stick at only a 25% chance, rather than 100% chance. Tweak: Performance - eliminate client-side block lag when placing/breaking blocks at large view distances while distant parts of world still loading Fixed: Ongoing trader accessory cleanup, normalized element names across Villager hairstyle models Fixed: Several freshwater fish were missing a 'run' animations. Fixed: Hunter backpack was not centered on the seraph's back when worn. Fixed: The Server Dashboard would not show the seed anymore after a client restart Fixed: Dungeons where not properly disabled in Homo Sapiens mode Fixed: Unable to step up onto trapdoors in front of trader houses Fixed: Treasure hunter trader would give the same dialogue options as other traders Fixed: Add proper name for fish pies Fixed: Trading window would sometimes have too wide of a title bar Fixed: Trader dialog window showed the wrong title Fixed: Raccoons will once again harvest berries Fixed: Foraging bonus applies to wild berry bushes Fixed: Berry bushes will properly update the time needed to grow when changing state Fixed: Berry bush "Health state:" and "Growth state" can be properly localized Fixed: In handbook, armor items would crash the game in 1.22.0-rc.1 Fixed: Bad corruption to chunks in worlds first created in game version 1.20 or earlier, when loaded in 1.22.0-rc.1 Fixed: Crash when attempting to sit on a raft Fixed: Crash when players get too far away from each other in multiplayer Fixed: Error in log when players leave in multiplayer Fixed: Linux install script now properly checks for net 10 Fixed: Hay block not craftable, in 1.22.0-rc.1 [due to overlap with grass shirt recipe] API Feature: Add IBellowsAirReceiver to allow mods to attach the bellows to things other than the forge - thanks to funions123 API Fixed: Properly load all values of berry bushes the way you'd expect and add more defaults
  2. Dear Extraordinary Survivalists v1.22.0-rc.2, a unstable release, can now be downloaded through the account manager. This update fixes the most egregious bugs with the rc.1 release. While adding an unintended(!) new bug: in grid crafting, when spreading items between grid slots by dragging a stack, some recipe outputs will currently be invisible (but if the player clicks those items into the grid or takes the invisible item from the slot, the correct item has in fact been crafted) - we'll get this fixed for rc.3 ... Game updates Tweak: Fruiting bush cuttings now decay to a stick at only a 25% chance, rather than 100% chance. Tweak: Performance - eliminate client-side block lag when placing/breaking blocks at large view distances while distant parts of world still loading Fixed: Ongoing trader accessory cleanup, normalized element names across Villager hairstyle models Fixed: Several freshwater fish were missing a 'run' animations. Fixed: Hunter backpack was not centered on the seraph's back when worn. Fixed: The Server Dashboard would not show the seed anymore after a client restart Fixed: Dungeons where not properly disabled in Homo Sapiens mode Fixed: Unable to step up onto trapdoors in front of trader houses Fixed: Treasure hunter trader would give the same dialogue options as other traders Fixed: Add proper name for fish pies Fixed: Trading window would sometimes have too wide of a title bar Fixed: Trader dialog window showed the wrong title Fixed: Raccoons will once again harvest berries Fixed: Foraging bonus applies to wild berry bushes Fixed: Berry bushes will properly update the time needed to grow when changing state Fixed: Berry bush "Health state:" and "Growth state" can be properly localized Fixed: In handbook, armor items would crash the game in 1.22.0-rc.1 Fixed: Bad corruption to chunks in worlds first created in game version 1.20 or earlier, when loaded in 1.22.0-rc.1 Fixed: Crash when attempting to sit on a raft Fixed: Crash when players get too far away from each other in multiplayer Fixed: Error in log when players leave in multiplayer Fixed: Linux install script now properly checks for net 10 Fixed: Hay block not craftable, in 1.22.0-rc.1 [due to overlap with grass shirt recipe] API Feature: Add IBellowsAirReceiver to allow mods to attach the bellows to things other than the forge - thanks to funions123 API Fixed: Properly load all values of berry bushes the way you'd expect and add more defaults View full record
  3. Dear Extraordinary Survivalists v1.22.0-rc.1, a unstable release, can now be downloaded through the account manager. In this update we focused on cramming as much new content into one update as we possibly could. Reminder - the "rc" in the version number stands for "release candidate" which means our team's focus will now shift to bugfixing and game balancing until stable. Expect some level of jankiness still. Rivers and Sawmills did not make it in time for 1.22 unfortunately (they are still in progress) but even without these, this update is possibly the largest we ever made in terms of game content. Enjoy! Special thanks to community members devpikachu, sneezerstein, jayu, urm, Remilia (@Lazula on github) and tehtelev for contributing code to the 1.22 update Can I start playing 1.22 now? We are decently confident that your old worlds will not break. Please wait with upgrading your old worlds to 1.22 until we fixed newly introduced worldgen issues. Even so, we highly recommend making a backup copy of your 1.21 worlds before upgrading the game to 1.22. If you want to be on the safe side, wait until 1.22.0 stable. And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is not recommended. v1.22 still unfinished / known issues The large bellows cannot yet be powered through the mechanical power system. There are z-fighting and clipping issues with the new clothing for the seraph and trader. Some of the trader clothing combinations are too random. The new dynamic dungeons will not drop when broken and some parts are unfinished. Various other minor issues. Screenshots of new additions since pre.1 Added the first iteration of dynamic dungeons to Survival mode Fully reworked Trader models Added many new clothing sets for the player Full reworked berry bushes Game updates Everything listed in the pre.1 post plus everything below 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. (WIP) 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 Can only be propagated by taking a cutting with a knife which when planted takes 6 to 12 months to mature into a new bush Berry bushes 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 A handful of rare traits will be added in the next release candidate - traits propagate to the cutting taken 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: Some fish - arapaimas, pike, piranhas, and sheatfish - may attack players if cornered. Red-bellied piranhas are especially aggressive towards injured players Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively 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 (experimental!) 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: Lightning flash visual tuning. Lights up the world from a greater distance and a bit more realistically 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: Quern shows grinding outputs on handbook page Tweak: Tuned seraph idle animations Tweak: Can now add linings or change the color of glass for small lanterns in ground storage Tweak: Added fish bones item, which is functionally equivalent to existing tiny bones (cannot be used for handles or in armor) but looks fish-appropriate. 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: In the Handbook, for materials created by grinding, show the quern in "Created by" section 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: Performance - Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook Tweak: Performance: Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers 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: 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: Handbook search now shows results more closely matched to what was typed 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: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector Tweak: Added a (preliminary) handbook entry for berry bushes, explaining their propagation and care Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Added a Creative mode pocket sun. Caution: Very hot! Tweak: When using the Creative-mode Entity-mover tool, you can now use mousewheel to change entity distance Tweak: Update community translations 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. 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: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts 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: Various small issues with bear textures and model Fixed: Olives' on-ground transform was bad 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 API Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe" API Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen() API 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 API Tweak: Use GetInterfaces for all instances of IIgnitable API Tweak: Add stencil buffer API to rendering interface API Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability" API Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well API Fixed: Collectible.OnHeldDropped was not called server side API Fixed: Rideable behavior no longer ignores minGeneration setting API Fixed: Crash when entity tries to play sound it did not have API Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly API Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead API 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 API Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above API Tweak: Transform editor dialog now has firepit transform support API Tweak: Spawner blocks can now define rain and temperature conditions API Tweak: Added OnContainedInteractCancel for use in ground storage interactions API Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows API Fixed: 'scale' property in shape overlays did not work API 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. Changes since 1.22.0-pre.5, also included above Tweak: New main menu backgrounds Tweak: Added a creative mode pocket sun. Caution: Very hot 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: Lightning flash tuning. Lights up the world from a greater distance and a bit more realisticly Tweak: Increase dynamic lights detection range from 60 to 120 blocks Tweak: Other players are always 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 correspond to placed light range (experimental) Tweak: Add a bit of extra brightness near a held/dynamic light source 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 1.22 related changes Tweak: Can now use sprint+mousewheel with the entity mover to rotate the entity Tweak: Reduce rapids spawn quantity Tweak: Ruined doors and trapdoors (both metal and wood) will no longer drop anything when broken. Tweak: Strawberry plants now spawn in patches twice as large as other berry bushes, use half the fertilizer, and have half the yield Tweak: Fruiting bush yields increased 25% to account for the fact that struggling wild bushes only yield 50% of normal harvest. Reduced berry bush maturation length by 25% Tweak: Added Spur gear up and down orientations which were missing from -pre.5 Tweak: Spear thrown damage and draw speed nerfs backed off by about half Tweak: Performance (minor) save 100k RAM and fewer cache misses for SnowAccum randomShuffles, they can be ushort not int Tweak: Re-worded berry bush 'cluster' traits to 'sparse/dense' rather than 'weak/strong' Removed: Fruits which do not currently have a bush associated with them (to be added back as the bushes are completed). Fixed: spur gear bugs in -pre.5 (detail: they could cause neighbouring axles to turn even if no neighbouring gear) Fixed: Devastation area no longer generating shrikes Fixed: When fishing in the ocean it was possible to catch freshwater fish and vice versa Fixed: Treasure hunters no longer selling treasuremaps Fixed: Waterwheel now provides mechanical power on both sides of its axle Fixed: Folded clothes stored in shelves and cabinets all had the same texture. Fixed: Time switching no longer working after usign /wgen regen in the devastation area. Issue since 1.22.0-pre.1 Fixed: Several visual issues with berry bushes Fixed: Milking animal fails to produce milk due to desync Fixed: Rapids water splitting if the random horizontal path changed in shuffling Fixed: Mature berry bushes would float in the air if the soil block under them was broken. Fixed: occasional snowy blocks melting slower than surroundings in spring/summer, due to vines above Fixed: Bears would not seek out and eat food Fixed: Large lanterns had two of the grid elements using the wrong face, resulting in appearing to dark. Fixed: Spear and pick heads had bad shelving transforms Fixed: Leather decor had bad transforms, and z-fighting Fixed: Wallpaper was hidden from the handbook Fixed: Currants used inconsistent localization formats. Now consolidated to one word (i.e. redcurrant)
  4. Dear Extraordinary Survivalists v1.22.0-rc.1, a unstable release, can now be downloaded through the account manager. In this update we focused on cramming as much new content into one update as we possibly could. Reminder - the "rc" in the version number stands for "release candidate" which means our team's focus will now shift to bugfixing and game balancing until stable. Expect some level of jankiness still. Rivers and Sawmills did not make it in time for 1.22 unfortunately (they are still in progress) but even without these, this update is possibly the largest we ever made in terms of game content. Enjoy! Special thanks to community members devpikachu, sneezerstein, jayu, urm, Remilia (@Lazula on github) and tehtelev for contributing code to the 1.22 update Can I start playing 1.22 now? We are decently confident that your old worlds will not break. Please wait with upgrading your old worlds to 1.22 until we fixed newly introduced worldgen issues. Even so, we highly recommend making a backup copy of your 1.21 worlds before upgrading the game to 1.22. If you want to be on the safe side, wait until 1.22.0 stable. And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is not recommended. v1.22 still unfinished / known issues The large bellows cannot yet be powered through the mechanical power system. There are z-fighting and clipping issues with the new clothing for the seraph and trader. Some of the trader clothing combinations are too random. The new dynamic dungeons will not drop when broken and some parts are unfinished. Various other minor issues. Screenshots of new additions since pre.1 Added the first iteration of dynamic dungeons to Survival mode Fully reworked Trader models Added many new clothing sets for the player Full reworked berry bushes Game updates Everything listed in the pre.1 post plus everything below 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. (WIP) 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 Can only be propagated by taking a cutting with a knife which when planted takes 6 to 12 months to mature into a new bush Berry bushes 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 A handful of rare traits will be added in the next release candidate - traits propagate to the cutting taken 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: Some fish - arapaimas, pike, piranhas, and sheatfish - may attack players if cornered. Red-bellied piranhas are especially aggressive towards injured players Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively 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 (experimental!) 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: Lightning flash visual tuning. Lights up the world from a greater distance and a bit more realistically 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: Quern shows grinding outputs on handbook page Tweak: Tuned seraph idle animations Tweak: Can now add linings or change the color of glass for small lanterns in ground storage Tweak: Added fish bones item, which is functionally equivalent to existing tiny bones (cannot be used for handles or in armor) but looks fish-appropriate. 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: In the Handbook, for materials created by grinding, show the quern in "Created by" section 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: Performance - Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook Tweak: Performance: Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers 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: 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: Handbook search now shows results more closely matched to what was typed 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: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector Tweak: Added a (preliminary) handbook entry for berry bushes, explaining their propagation and care Tweak: Add a bit of extra brightness near a held/dynamic light source Tweak: Added a Creative mode pocket sun. Caution: Very hot! Tweak: When using the Creative-mode Entity-mover tool, you can now use mousewheel to change entity distance Tweak: Update community translations 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. 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: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts 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: Various small issues with bear textures and model Fixed: Olives' on-ground transform was bad 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 API Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe" API Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen() API 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 API Tweak: Use GetInterfaces for all instances of IIgnitable API Tweak: Add stencil buffer API to rendering interface API Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability" API Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well API Fixed: Collectible.OnHeldDropped was not called server side API Fixed: Rideable behavior no longer ignores minGeneration setting API Fixed: Crash when entity tries to play sound it did not have API Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly API Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead API 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 API Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above API Tweak: Transform editor dialog now has firepit transform support API Tweak: Spawner blocks can now define rain and temperature conditions API Tweak: Added OnContainedInteractCancel for use in ground storage interactions API Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows API Fixed: 'scale' property in shape overlays did not work API 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. Changes since 1.22.0-pre.5, also included above Tweak: New main menu backgrounds Tweak: Added a creative mode pocket sun. Caution: Very hot 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: Lightning flash tuning. Lights up the world from a greater distance and a bit more realisticly Tweak: Increase dynamic lights detection range from 60 to 120 blocks Tweak: Other players are always 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 correspond to placed light range (experimental) Tweak: Add a bit of extra brightness near a held/dynamic light source 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 1.22 related changes Tweak: Can now use sprint+mousewheel with the entity mover to rotate the entity Tweak: Reduce rapids spawn quantity Tweak: Ruined doors and trapdoors (both metal and wood) will no longer drop anything when broken. Tweak: Strawberry plants now spawn in patches twice as large as other berry bushes, use half the fertilizer, and have half the yield Tweak: Fruiting bush yields increased 25% to account for the fact that struggling wild bushes only yield 50% of normal harvest. Reduced berry bush maturation length by 25% Tweak: Added Spur gear up and down orientations which were missing from -pre.5 Tweak: Spear thrown damage and draw speed nerfs backed off by about half Tweak: Performance (minor) save 100k RAM and fewer cache misses for SnowAccum randomShuffles, they can be ushort not int Tweak: Re-worded berry bush 'cluster' traits to 'sparse/dense' rather than 'weak/strong' Removed: Fruits which do not currently have a bush associated with them (to be added back as the bushes are completed). Fixed: spur gear bugs in -pre.5 (detail: they could cause neighbouring axles to turn even if no neighbouring gear) Fixed: Devastation area no longer generating shrikes Fixed: When fishing in the ocean it was possible to catch freshwater fish and vice versa Fixed: Treasure hunters no longer selling treasuremaps Fixed: Waterwheel now provides mechanical power on both sides of its axle Fixed: Folded clothes stored in shelves and cabinets all had the same texture. Fixed: Time switching no longer working after usign /wgen regen in the devastation area. Issue since 1.22.0-pre.1 Fixed: Several visual issues with berry bushes Fixed: Milking animal fails to produce milk due to desync Fixed: Rapids water splitting if the random horizontal path changed in shuffling Fixed: Mature berry bushes would float in the air if the soil block under them was broken. Fixed: occasional snowy blocks melting slower than surroundings in spring/summer, due to vines above Fixed: Bears would not seek out and eat food Fixed: Large lanterns had two of the grid elements using the wrong face, resulting in appearing to dark. Fixed: Spear and pick heads had bad shelving transforms Fixed: Leather decor had bad transforms, and z-fighting Fixed: Wallpaper was hidden from the handbook Fixed: Currants used inconsistent localization formats. Now consolidated to one word (i.e. redcurrant) View full record
  5. Thanks for the input! This is good stuff. We will take a closer look at this likely for 1.23. For 1.22 its a little late already.
  6. Dear Extraordinary Survivalists v1.22.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Preamble Its a crispy cold winter day here at Anego Studios HQ and I get the privilege to write another one of these. What could be better than a snowy day, hot coffee and a juicy fat game update blog post And ... looks like we will manage to hit our aspirational release cadence - 7 months, to the day, have passed since the preview release for the last version, 1.21.0-pre1. The goal of this update was to enrich Vintage Story with new game mechanics to the max! I personally spent a lot of time writing code for many of the planned features in this update. If I had to pick a favorite, it was programming the new 'displayable' system that lets you place items on shelves with voxel precision. It originally started out as a request by Saraty to have clothing shelves - but I already knew where this would be going.... As soon as we would add clothing shelves, players and team members alike would request these shelves to be usable also for other items. And vice versa, for clothing to fit on the old shelves. So I set out to just solve this once and for all - with a universal shelf placement system. It was an intriguing coding journey - going off by intuition at first, to eventually finding tidbits of elegance in some of the solutions, to a fully working system that created a solid, modular and readable code architecture. We will be adapting this new system to the old storage blocks as well, eventually. It's been a hectic last few weeks. Many in the team are rushing to squeeze in as much content as possible before we get to a feature freeze. Meanwhile we had the arduous task of moving the hosting of the main site to our own hardware while minimizing downtime, we are actively hiring, several new projects are in planning and I lament that this frosty Latvian winter will likely kill off my blackberry bush Project Nex and Project Glint are also beginning to really take off, with the Glint team impressing me with their clever use of existing game engine features in ways I never expected. We'll get to show stuff on both projects Soon™ But this blog post is about Vintage Story and dayum do we have much to present to you this time! Get yourself comfortable, it will take some time to get through all of this. Pre-Release Disclaimer 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, overpowered or underpowered features, incomplete content, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.22 blog post will then come when the first full release candidate (rc.1) is ready. 3. If testing 1.22 on an old world from 1.21 or earlier, we strongly recommend making a backup copy before loading the world in 1.22. 4. We advise against starting a new permanent world with 1.22.0-pre.1. Pre-releases tend to break things. We specifically intend to add new worldgen in later preview versions after pre.1 (but before rc.1). You should therefore plan on starting a new world again, once rc.1 is available. 5. We recommend disabling all your previously installed mods when testing 1.22.0-pre.1, until the mods have had a chance to update for 1.22. 6. For modders: It's very possible that we introduced mod API changes that are not intentional. If you come across something incompatible with your 1.21 mod and it does not look intentional, please do let us know and we might be able to adjust that in a subsequent release. September Roadmap Scorecard In September 2025, I announced a 1.22 feature roadmap - we got most of it into this update with some exceptions and caveats: Quenching, Tempering and Grinding wheel These are new game mechanics that let you alter the properties of a tool or weapon, but in a balanced way. Please be aware that this is our first preview release, so as with all newly added mechanics this might be underpowered or overpowered. We will balance things as we build towards a stable release. Fishing (Rod) System Probably one of the most anticipated mechanics, this is a thing now. The catching mechanic itself is usable but not fully polished for now because just getting there was big undertaking. We had to do a large amount of tweaking for fishing to even make any sense and remain balanced in VS. Here's a summary: Fish no longer spawn in puddles (tiny ponds) Freshwater fish no longer limited to just 1 kind - there's now over 20 varieties of freshwater fish Melee attacking a fish makes them escape instantly A killed fish is no longer an entity that sinks to the bottom and needs to be harvested - instead it turns into a collectible dead fish Fish can be cut for fish fillet for cooking (in a later pre can be cooked on the firepit as a whole) Added a decent fishing rod & line physics simulation, which was a personal pet peeve of mine Fishing an area (temporarily) depletes it, so you cannot endlessly fish in the same place Fishing is diverse - you get different fish based on the climate and the location you are at The fishing rod lets you catch the actual fish you see in the water but also beyond that you might get extra catch - for example (but not only!) juvenile variants of the same fish You need fish bait. Without it, fishing takes a lot longer. We added a worm grunting system and 2 new crops for you to acquire a few types of fish bait Worm grunting lets you collect earthworms in warm and wet areas, but also (temporarily) depletes locations if over-used Caught fish can be made into a trophy item using taxidermy. Including a few very rare special catchables... Rivers The roadmap entry mentioned "researching the feasibility of Rivers". We did just that. Around 300 man-hours of it. It's not quite there yet, but we will keep working on it. River generation is something that, if we add it, we want it to be a high quality addition, so this will take time. Procedural dungeons: Not yet part of 1.22.0-pre.1 but we feel confident that at least a first proof of concept will still be in 1.22.0 stable. Status Effects System and Item Heating Overhaul: Will have to be postponed to another update, unfortunately. Berry bush rework: Still planned for 1.22 Elevators: Nope, but likely instead Sawmills for 1.22 Waterwheel: Is in the game, but needs more work. Beyond that, we plan to further tweak pre.1 content. Amongst other things: Add heat resistant mechanical power blocks Fix spur gears having placement limitations In-wall axles need a rework 1.22 notice to players Several game mechanics have changed in ways you might not expect and which you may need to prepare for. Item heating: We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size. Mechanical power changes: Please be aware that once we reach v1.22.0 stable, existing mechanical power builds that have been up-geared at least 3 times will ignite. You can test your game world (make backups first!) in any of the pre-releases or release candidates to see if your mechanical power builds are at risk - in these preview releases they will only emit smoke but not catch fire. We hope to still add to 1.22.0, second tier, sturdier mechanical power parts to counteract this change. Please also be aware that, placing windmills too close to each other will now cause turbulence and reduce their effectiveness by 50%. You can now craft a newly added Large Windmill instead, to satisfy your dreams of ultimate power. Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops! Glacier Ice: Any glacier ice block placed by a player will now turn into a variant that will melt if ambient temperature is above freezing. Any previously placed glacier ice will not melt like this, until broken and placed again. Spears: Iron spears have been added but, in turn, spears of tiers below iron have been nerfed. 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 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 fishing system 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) New type of rivulets: The Rapids. A comparison with the standard rivulet on the right Added waterwheels Mechanical power upgrades: Added large windmill, in-wall axles and spur gears (WIP) Too high speeds can now overheat mechanical power blocks, and starting from 1.22.0 stable will ignite Fully rebuilt trader outposts Trader clutter: By 1.22.0 stable, trader outposts will be 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 Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Refined tule plant textures Added 6 new hair colors 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 Creative mode tool: Added entity mover wand Game updates 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. 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 Earthworms and Worm Grunter to catch earth worms. Earth 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: Added footstep sounds to the wolf and the bear Feature: Allow chiseled blocks to be placed on sailboats 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 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) 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: 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: 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 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: 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: 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: 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 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 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 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] 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: 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: .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: 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: 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: 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: 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 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 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 View full record
  7. Dear Extraordinary Survivalists v1.22.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Preamble Its a crispy cold winter day here at Anego Studios HQ and I get the privilege to write another one of these. What could be better than a snowy day, hot coffee and a juicy fat game update blog post And ... looks like we will manage to hit our aspirational release cadence - 7 months, to the day, have passed since the preview release for the last version, 1.21.0-pre1. The goal of this update was to enrich Vintage Story with new game mechanics to the max! I personally spent a lot of time writing code for many of the planned features in this update. If I had to pick a favorite, it was programming the new 'displayable' system that lets you place items on shelves with voxel precision. It originally started out as a request by Saraty to have clothing shelves - but I already knew where this would be going.... As soon as we would add clothing shelves, players and team members alike would request these shelves to be usable also for other items. And vice versa, for clothing to fit on the old shelves. So I set out to just solve this once and for all - with a universal shelf placement system. It was an intriguing coding journey - going off by intuition at first, to eventually finding tidbits of elegance in some of the solutions, to a fully working system that created a solid, modular and readable code architecture. We will be adapting this new system to the old storage blocks as well, eventually. It's been a hectic last few weeks. Many in the team are rushing to squeeze in as much content as possible before we get to a feature freeze. Meanwhile we had the arduous task of moving the hosting of the main site to our own hardware while minimizing downtime, we are actively hiring, several new projects are in planning and I lament that this frosty Latvian winter will likely kill off my blackberry bush Project Nex and Project Glint are also beginning to really take off, with the Glint team impressing me with their clever use of existing game engine features in ways I never expected. We'll get to show stuff on both projects Soon™ But this blog post is about Vintage Story and dayum do we have much to present to you this time! Get yourself comfortable, it will take some time to get through all of this. Pre-Release Disclaimer 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, overpowered or underpowered features, incomplete content, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.22 blog post will then come when the first full release candidate (rc.1) is ready. 3. If testing 1.22 on an old world from 1.21 or earlier, we strongly recommend making a backup copy before loading the world in 1.22. 4. We advise against starting a new permanent world with 1.22.0-pre.1. Pre-releases tend to break things. We specifically intend to add new worldgen in later preview versions after pre.1 (but before rc.1). You should therefore plan on starting a new world again, once rc.1 is available. 5. We recommend disabling all your previously installed mods when testing 1.22.0-pre.1, until the mods have had a chance to update for 1.22. 6. For modders: It's very possible that we introduced mod API changes that are not intentional. If you come across something incompatible with your 1.21 mod and it does not look intentional, please do let us know and we might be able to adjust that in a subsequent release. September Roadmap Scorecard In September 2025, I announced a 1.22 feature roadmap - we got most of it into this update with some exceptions and caveats: Quenching, Tempering and Grinding wheel These are new game mechanics that let you alter the properties of a tool or weapon, but in a balanced way. Please be aware that this is our first preview release, so as with all newly added mechanics this might be underpowered or overpowered. We will balance things as we build towards a stable release. Fishing (Rod) System Probably one of the most anticipated mechanics, this is a thing now. The catching mechanic itself is usable but not fully polished for now because just getting there was big undertaking. We had to do a large amount of tweaking for fishing to even make any sense and remain balanced in VS. Here's a summary: Fish no longer spawn in puddles (tiny ponds) Freshwater fish no longer limited to just 1 kind - there's now over 20 varieties of freshwater fish Melee attacking a fish makes them escape instantly A killed fish is no longer an entity that sinks to the bottom and needs to be harvested - instead it turns into a collectible dead fish Fish can be cut for fish fillet for cooking (in a later pre can be cooked on the firepit as a whole) Added a decent fishing rod & line physics simulation, which was a personal pet peeve of mine Fishing an area (temporarily) depletes it, so you cannot endlessly fish in the same place Fishing is diverse - you get different fish based on the climate and the location you are at The fishing rod lets you catch the actual fish you see in the water but also beyond that you might get extra catch - for example (but not only!) juvenile variants of the same fish You need fish bait. Without it, fishing takes a lot longer. We added a worm grunting system and 2 new crops for you to acquire a few types of fish bait Worm grunting lets you collect earthworms in warm and wet areas, but also (temporarily) depletes locations if over-used Caught fish can be made into a trophy item using taxidermy. Including a few very rare special catchables... Rivers The roadmap entry mentioned "researching the feasibility of Rivers". We did just that. Around 300 man-hours of it. It's not quite there yet, but we will keep working on it. River generation is something that, if we add it, we want it to be a high quality addition, so this will take time. Procedural dungeons: Not yet part of 1.22.0-pre.1 but we feel confident that at least a first proof of concept will still be in 1.22.0 stable. Status Effects System and Item Heating Overhaul: Will have to be postponed to another update, unfortunately. Berry bush rework: Still planned for 1.22 Elevators: Nope, but likely instead Sawmills for 1.22 Waterwheel: Is in the game, but needs more work. Beyond that, we plan to further tweak pre.1 content. Amongst other things: Add heat resistant mechanical power blocks Fix spur gears having placement limitations In-wall axles need a rework 1.22 notice to players Several game mechanics have changed in ways you might not expect and which you may need to prepare for. Item heating: We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size. Mechanical power changes: Please be aware that once we reach v1.22.0 stable, existing mechanical power builds that have been up-geared at least 3 times will ignite. You can test your game world (make backups first!) in any of the pre-releases or release candidates to see if your mechanical power builds are at risk - in these preview releases they will only emit smoke but not catch fire. We hope to still add to 1.22.0, second tier, sturdier mechanical power parts to counteract this change. Please also be aware that, placing windmills too close to each other will now cause turbulence and reduce their effectiveness by 50%. You can now craft a newly added Large Windmill instead, to satisfy your dreams of ultimate power. Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops! Glacier Ice: Any glacier ice block placed by a player will now turn into a variant that will melt if ambient temperature is above freezing. Any previously placed glacier ice will not melt like this, until broken and placed again. Spears: Iron spears have been added but, in turn, spears of tiers below iron have been nerfed. 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 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 fishing system 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) New type of rivulets: The Rapids. A comparison with the standard rivulet on the right Added waterwheels Mechanical power upgrades: Added large windmill, in-wall axles and spur gears (WIP) Too high speeds can now overheat mechanical power blocks, and starting from 1.22.0 stable will ignite Fully rebuilt trader outposts Trader clutter: By 1.22.0 stable, trader outposts will be 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 Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Refined tule plant textures Added 6 new hair colors 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 Creative mode tool: Added entity mover wand Game updates 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. 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 Earthworms and Worm Grunter to catch earth worms. Earth 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: Added footstep sounds to the wolf and the bear Feature: Allow chiseled blocks to be placed on sailboats 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 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) 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: 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: 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 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: 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: 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: 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 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 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 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] 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: 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: .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: 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: 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: 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: 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 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 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
  8. It was 10 years ago to this day when I set out to create Vintage Story, with the encouragement of my loving wife Saraty. It was just me at first, with Saraty, Luke and Hayden joining forces half a year later. The very first release of Vintage Story followed a month later, a very barebones, creative mode only voxel game experience, which is downloadable for free for those that feel nostalgic. Barely anything more than a tech demo. Since then we've grown to a team of over 20 developers, work on a game engine that has more than 500.000 lines of code, maintain multiple services and platforms and host a discord community of over 120.000 members. 10 years.... a quarter of my life has been dedicated to creating Vintage Story. It has been a fascinating journey. And not just for me! I've had the privilege to work with a talented team and many more contributors to make VS the best it can be. To commemorate this day, we decided to do a 200 game key giveaway - no strings attached. All we need is an email address to which we'll send the game key if you have been selected. We will not use your email addresses for anything else. => Participate in the Vintage Story Game Key Giveaway <= To everyone that contributed to its development, to those that provided feedback and provided bug reports, to those that uploaded screenshots of their builds or just played the game and gave it a fair shake - you have my gratitude! I am looking forward to the next 10 years of building and creating - together! Cheers, Tyron and the entire VS Team
  9. It was 10 years ago to this day when I set out to create Vintage Story, with the encouragement of my loving wife Saraty. It was just me at first, with Saraty, Luke and Hayden joining forces half a year later. The very first release of Vintage Story followed a month later, a very barebones, creative mode only voxel game experience, which is downloadable for free for those that feel nostalgic. Barely anything more than a tech demo. Since then we've grown to a team of over 20 developers, work on a game engine that has more than 500.000 lines of code, maintain multiple services and platforms and host a discord community of over 120.000 members. 10 years.... a quarter of my life has been dedicated to creating Vintage Story. It has been a fascinating journey. And not just for me! I've had the privilege to work with a talented team and many more contributors to make VS the best it can be. To commemorate this day, we decided to do a 200 game key giveaway - no strings attached. All we need is an email address to which we'll send the game key if you have been selected. We will not use your email addresses for anything else. => Participate in the Vintage Story Game Key Giveaway <= To everyone that contributed to its development, to those that provided feedback and provided bug reports, to those that uploaded screenshots of their builds or just played the game and gave it a fair shake - you have my gratitude! I am looking forward to the next 10 years of building and creating - together! Cheers, Tyron and the entire VS Team View full record
  10. lol, nice work guys. I fixed it now.
  11. Dear Player, you've been warned before on January 12 about excessive posting of memes and offtopic posting in #vintagestory. We use a bot to do the warning and banning, which sends out DMs to the affected users. If you block these, then you might not have gotten that warning, unfortunately. There are also instructions in #rules-and-info as well as the VintageStory channel header to remain on topic and to keep memes to the #memes channel. You have not been singled out, other players with similar behavior have been warned and/or banned as well. The ban is not permanent, you can rejoin in 30 days. The reason we do this is that we would like to retain #vintagestory as a place you can still have normal conversations. If thousands of users post just a handful of gifs it breaks up text flow a lot where its gets near impossible to talk to users. It is unfortunate that you see that as draconian and abusive, it is not our intention. Thank you for your understanding - Tyron
  12. We're working on it. Animal foot steps will be a thing Soon(TM)
  13. Dear Extraordinary Survivalists v1.21.6, a stable release, can now be downloaded through the account manager. We've accumulated another handful of small patches worthy of a release. The Lion's Den by Pento, shared in #screenshot on Discord Game updates Everything included in the rc.1 update Fixed: Launching a Sailboat spawned it on land instead of in water View full record
  14. Dear Extraordinary Survivalists v1.21.6, a stable release, can now be downloaded through the account manager. We've accumulated another handful of small patches worthy of a release. The Lion's Den by Pento, shared in #screenshot on Discord Game updates Everything included in the rc.1 update Fixed: Launching a Sailboat spawned it on land instead of in water
  15. Dear Extraordinary Survivalists v1.21.6-rc.1, an unstable release, can now be downloaded through the account manager. We've accumulated another handful of small patches worthy of a release. Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord Game updates Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting Tweak: Allow liquids to be chiseled only in creative mode Tweak: Small improvement to elk rider animation in idle and walk Tweak: New 'manageotherplayergroups' privilege and /group addplayer or removeplayer commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group) Tweak: Add server audit logging for out-of-range block break/place attempts Tweak: Updated community translations Tweak: Updated in-game credits Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters Fixed: Storage vessels were applying double the perish rate bonus Fixed: Items stored on shelves would not dry or melt at the intended rate Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?") Fixed: Boars and sows not consistently being aggressive to players when piglets are around Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks Fixed: Placing straw dummies always positioned them on the very edge of blocks Fixed: Some ropes not properly loading from a savegame to client side Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and /wgen regen used Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226 Fixed: Rare crash relating to insect sounds. Github #7201 Fixed: Rare crash from async particle spawn Fixed: Crash when Ctrl+scroll up on the firepit input slot Fixed: Rare crash when copying the Resonance Archives Fixed: Potential crash on player death with no specific damage source (e.g. from combustion) Fixed: Potential crash with BodyTemperature system during server shutdown Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found Fixed: Potential client crash in windowed mode when the game fails to center the game Fixed: WorldEdit chisel tools crash when holding an item instead of a block Fixed: Pasting line breaks into single line text field showed up as a missing character Fixed: Certain errors seen in logs on multiplayer servers Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories API Tweak: Added to IBlockEntityContainer a new method CheckInventoryClearedMidTick() - this may affect a small number of mods which use this code, apologies, mod breakage was not intended
  16. Dear Extraordinary Survivalists v1.21.6-rc.1, an unstable release, can now be downloaded through the account manager. We've accumulated another handful of small patches worthy of a release. Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord Game updates Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting Tweak: Allow liquids to be chiseled only in creative mode Tweak: Small improvement to elk rider animation in idle and walk Tweak: New 'manageotherplayergroups' privilege and /group addplayer or removeplayer commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group) Tweak: Add server audit logging for out-of-range block break/place attempts Tweak: Updated community translations Tweak: Updated in-game credits Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters Fixed: Storage vessels were applying double the perish rate bonus Fixed: Items stored on shelves would not dry or melt at the intended rate Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?") Fixed: Boars and sows not consistently being aggressive to players when piglets are around Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks Fixed: Placing straw dummies always positioned them on the very edge of blocks Fixed: Some ropes not properly loading from a savegame to client side Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and /wgen regen used Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226 Fixed: Rare crash relating to insect sounds. Github #7201 Fixed: Rare crash from async particle spawn Fixed: Crash when Ctrl+scroll up on the firepit input slot Fixed: Rare crash when copying the Resonance Archives Fixed: Potential crash on player death with no specific damage source (e.g. from combustion) Fixed: Potential crash with BodyTemperature system during server shutdown Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found Fixed: Potential client crash in windowed mode when the game fails to center the game Fixed: WorldEdit chisel tools crash when holding an item instead of a block Fixed: Pasting line breaks into single line text field showed up as a missing character Fixed: Certain errors seen in logs on multiplayer servers Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories API Tweak: Added to IBlockEntityContainer a new method CheckInventoryClearedMidTick() - this may affect a small number of mods which use this code, apologies, mod breakage was not intended View full record
  17. One thing though for which I will abuse my admin rights and post on a locked topic: We can't please everyone, someone will always be mad: a) I under promise on rivers: People are mad because a mod already did it b) I over promise on rivers: People are mad if we can't deliver on it or the update takes too long c) We copy the rivers mod unchanged: People are mad that we don't put effort into it, when it has bugs, suffers from mod-ability and the code becomes unmaintainable d) I don't promise anything: People are mad we don't get enough content done / don't implement whats on the roadmap All of us only ever can see a partial picture of the full situation and react accordingly. And that's okay. What I do ask for is that you remain friendly and cordial with one another. We're all on the same boat. Anyone who posts here cares for the game. I think we all need to remind ourselves from time to time that opposing opinions, no matter how wrong they sound, are not a problem, but an opportunity to learn on how to act more virtuously.
  18. Both sides here tend to get into overheat mode. I will lock this post, I don't think anything positive can be gained from a 2-sided flame-war.
  19. Dear Extraordinary Survivalists v1.21.5, a stable release, can now be downloaded through the account manager. We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it. Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord Game updates Tweak: /db prune command now has an additional optional argument for game version: if specified, everything below that version will be preserved. [Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while keeping the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: /db prune 3 drop confirm 1.21.2] Tweak: Higher performance /db prune command (completes more quickly, less RAM burden) Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier. [Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: /wgen regen 1 at the affected location, or for the whole map using the /db prune command, see full example of this command above. A backup of the world first is advisable] Fixed: Command /db prune should now work properly. [Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable] Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster Fixed: Gaps in water surface near underwater ruins Fixed: Rice and flax grain were being eaten by animals when they should not Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804 Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277 Fixed: For Mac installations, the packaged fonts should now be available
  20. Dear Extraordinary Survivalists v1.21.5, a stable release, can now be downloaded through the account manager. We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it. Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord Game updates Tweak: /db prune command now has an additional optional argument for game version: if specified, everything below that version will be preserved. [Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while keeping the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: /db prune 3 drop confirm 1.21.2] Tweak: Higher performance /db prune command (completes more quickly, less RAM burden) Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier. [Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: /wgen regen 1 at the affected location, or for the whole map using the /db prune command, see full example of this command above. A backup of the world first is advisable] Fixed: Command /db prune should now work properly. [Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable] Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster Fixed: Gaps in water surface near underwater ruins Fixed: Rice and flax grain were being eaten by animals when they should not Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804 Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277 Fixed: For Mac installations, the packaged fonts should now be available View full record
  21. Dear Extraordinary Survivalists v1.21.2 and now v1.21.4, a stable release, can now be downloaded through the account manager. Nearly 150 tweaks and fixes later, v1.21.2 is now ready! [Edit:] Also released 1.21.4 to address a few new issues introduced unintentionally in 1.21.2: Tweak: Improved elk passenger animations Tweak: Update community translations Tweak: New command /dweather reset allows single players and server admins to reset Rift activity (needed if it was stuck in 1.21.2) Fixed: Client crashes in 1.21.2 with a sailboat a few hundred blocks away Fixed: Rift activity unchanging for up to 50 in-game days after updating from a existing game world from 1.21.1 or earlier Fixed: Opened crates with certain types of contents (e.g. flax grain) rendered as unknown blocks. Github #7235 Fixed: Labeled chests label text was invisible, and fix lighting on the first sign drawn (there was a v1.21.3 for a few brief minutes, now replaced with v.1.21.4) Screenshot by 7Embre, shared in #screenshots on Discord Game updates since 1.21.1 Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged) Tweak: First 3 days in game now start with low rift weather (for real this time!) Tweak: Further buffed the Rift Ward (radius 40 => 50 blocks, 14 days fuel => 21 days fuel per temporal gear, 5% chance of failing to block rifts => 2.5% chance of failing to block rifts) Tweak: Reduced bear spawn chance back to 1.20 levels Tweak: More intense torch particles Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3. Tweak: Tool and Ingot molds show metal breaking when using a chisel Tweak: When breaking ingot molds, only the one you're pointing at will break Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness! Tweak: Updated community translations, added a Hungarian translation Tweak: Game now removes username from file paths printed in log files Tweak: Added player pitch to the HUD debug screen Tweak: Add debug logging for villagers spawning and de-spawning Tweak: Command entity selector can now specify a tag to match, e.g. e[tag=helloworld] Tweak: Command .debug wireframe now has an alias: .debug wf Tweak: New command /entity find to find specific entities (e.g. missing villagers), usually accessible to server moderators Tweak: Certain other /entity information commands (e.g. /entity count, /entity countg, /entity list, /entity locateg) are now usually accessible to server moderators Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888 Tweak: On Linux installations, revert using DRI_PRIME=1 by default [Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0. So now the setting is not present by default, but the player can easily uncomment that line in the run.sh to enable it if appropriate for that system, has to be done manually for now.] Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes Tweak: For Intel Arc GPUs, add recommendation about allowSSBOs setting at game start Performance: Higher frame rate when rendering large numbers of signs Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!) Performance: Improved loading times for large numbers of signs Performance: Improved loading times for large numbers of crates and labelled crates Performance: Improved loading times for barrels (on both server and client) Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log) Fixed: Some poultice healing still cancelling when in the air Fixed: Bandages could not be used while jumping Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge Fixed: Player not able to step up small heights when they formed a corner Fixed: Elk fixes Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk) Fixed dead tame and semi-tamed Elk would remain standing up API Fixed: Unable to place saddle on semi-tamed Elk Fixed: Temporary workaround: If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. Github #6946 Fixed: Missing self teal glow after respawning Fixed: Flat fog from weather no longer reduces deep cave visibility Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717 Fixed: Many issues with the 2nd boss fight Fixed hideous flight paths Fixed hideous hurt animation when it was on ground Shields not blocking projectiles if they came from a relatively high angle Not able to hit boss when inside its hitbox Picked up projectiles turning into stones when collected Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away Fixed: Village fixes Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity Make villagers clear their hands before holding weapons Bowls in the village were missing Attempt to fix Wall getting stuck at north gate Fixed Kat getting stuck in her house at certain times and situations Fixed a villager buying and selling things that he shouldn't (Folds) Fixed: Excavating out a ruin in sand did not remove the sand first Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x Recipe fixes: Cupronickel plates and nickel plates did not have smithing recipes so could not be smithed Wood path recipe is no longer shapeless, to not conflict with the crate recipe Packed dirt recipe required a blank top row in the grid Clay forming recipe for hoe mold did not match the shape of the output mold Fixed: Z-fighting on distant wood path Fixed: Rift Ward carried in hands was right in front of your face Fixed: Block breaking overlay missing on all chiseled blocks Fixed: Wrong block breaking overlay on tool and ingot molds Fixed: Block breaking overlay on trunk not disappearing in some cases Fixed: Pick block will properly select the ingot mold you are pointing at Fixed: Quern handles z-fighting with adjacent forge (they'll still clip) Fixed: Cozy bed did not have sleep hours Fixed: Bear hide leg armor selection box when dropped on ground was way off Fixed: Dark fins on salmon and mahi-mahi Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame Fixed: Placing beams in Immersive First-Person mode was fiddly because of small camera motion right on placement Fixed: Mitigated crucible pouring particles were way off Fixed: Particles falling on fence floating mid-air Fixed: Art objects were sunken into base of display cases Fixed: Adult pigs were not being aggressive towards the player when piglets were around Fixed: Ratlines on sailships could not be mounted Fixed: Labeled chest wouldn't let you properly type in full width messages (note: there is a known issue, chest label text is now invisible in 1.21.2) Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x Fixed: There could be incorrect block shading next to stairs in some orientations Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand Fixed: Might reduce mobs clipping into player as they run towards them Fixed: Thatch blocks had poorly aligned textures and incorrect textures. Now should match hay blocks better Fixed: In handbook, margins on grid recipes would be incorrectly scaled on non-default GUI scale sizes Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales Fixed: Handbook search input would always reset once a tutorial was started Fixed: Logged error when placing Base Return Teleporter Fixed: Clay tile pile shape was missing Fixed: Some wolf animations playing when they should not Fixed: Crash when breaking invalid chiseled blocks in ruins Fixed: Crash when breaking an anvil mold Fixed: Rare crash when another player holds hot items in tongs. Github #6783 Fixed: Occasional crash when typing that would delete selected text Fixed: Game crash when clicking tutorial links to open the handbook Fixed: Rare crash for Hopper picking up food item during off-thread item physics Fixed: Prevent game crash when ground storage placing above world height. Github #7023 Fixed: Minor fixes and changes to story locations and one ruin Fixed: Errors during worldgen when generating the story locations Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers Fixed: Multi player fight Eidolon dropped elucidatory vessel at >1 stack size instead of multiple with 1 stack size Fixed: Missing death message translations for deer and goats Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk Fixed: Unable to type a - symbol into an empty number input box for negative numbers Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel Fixed: When loading older save games in 1.21.x, only update region maps if necessary Fixed: Command /weather setw still did not clear fog from sandstorms Fixed: Allow command /fixmapping applyall force to be run from the server console Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015 Fixed: Re-add ModMaker to the Mac build API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait() API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items. These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows. API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type API Tweak: Attempt to kill game on launch if a mod assembly is already loaded API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type API Fixed: Single ingredient modded pies show incorrect name in handbook API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1 API Fixed: Modded tool molds would not always display proper output in handbook API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar API Fixed: Duplicate keys are created for POI Registry dictionary - wispae API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight Game updates since v1.21.2-rc.3 Fixed: Broken player rendering when revisiting a sailboat Fixed: Constantly changing rift activity introduced in 1.21.2-rc.2 Fixed: Version 1.21.2-rc.3 would fail to start on some hosted Linux servers Fixed: Furniture trader was selling raw fireclay. Now it's the commodity trader Fixed: Player hunger fix was not applied Fixed: suppressDesertStorm worldconfig not working View full record
  22. Dear Extraordinary Survivalists v1.21.2 and now v1.21.4, a stable release, can now be downloaded through the account manager. Nearly 150 tweaks and fixes later, v1.21.2 is now ready! [Edit:] Also released 1.21.4 to address a few new issues introduced unintentionally in 1.21.2: Tweak: Improved elk passenger animations Tweak: Update community translations Tweak: New command /dweather reset allows single players and server admins to reset Rift activity (needed if it was stuck in 1.21.2) Fixed: Client crashes in 1.21.2 with a sailboat a few hundred blocks away Fixed: Rift activity unchanging for up to 50 in-game days after updating from a existing game world from 1.21.1 or earlier Fixed: Opened crates with certain types of contents (e.g. flax grain) rendered as unknown blocks. Github #7235 Fixed: Labeled chests label text was invisible, and fix lighting on the first sign drawn (there was a v1.21.3 for a few brief minutes, now replaced with v.1.21.4) Screenshot by 7Embre, shared in #screenshots on Discord Game updates since 1.21.1 Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged) Tweak: First 3 days in game now start with low rift weather (for real this time!) Tweak: Further buffed the Rift Ward (radius 40 => 50 blocks, 14 days fuel => 21 days fuel per temporal gear, 5% chance of failing to block rifts => 2.5% chance of failing to block rifts) Tweak: Reduced bear spawn chance back to 1.20 levels Tweak: More intense torch particles Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3. Tweak: Tool and Ingot molds show metal breaking when using a chisel Tweak: When breaking ingot molds, only the one you're pointing at will break Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness! Tweak: Updated community translations, added a Hungarian translation Tweak: Game now removes username from file paths printed in log files Tweak: Added player pitch to the HUD debug screen Tweak: Add debug logging for villagers spawning and de-spawning Tweak: Command entity selector can now specify a tag to match, e.g. e[tag=helloworld] Tweak: Command .debug wireframe now has an alias: .debug wf Tweak: New command /entity find to find specific entities (e.g. missing villagers), usually accessible to server moderators Tweak: Certain other /entity information commands (e.g. /entity count, /entity countg, /entity list, /entity locateg) are now usually accessible to server moderators Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888 Tweak: On Linux installations, revert using DRI_PRIME=1 by default [Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0. So now the setting is not present by default, but the player can easily uncomment that line in the run.sh to enable it if appropriate for that system, has to be done manually for now.] Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes Tweak: For Intel Arc GPUs, add recommendation about allowSSBOs setting at game start Performance: Higher frame rate when rendering large numbers of signs Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!) Performance: Improved loading times for large numbers of signs Performance: Improved loading times for large numbers of crates and labelled crates Performance: Improved loading times for barrels (on both server and client) Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log) Fixed: Some poultice healing still cancelling when in the air Fixed: Bandages could not be used while jumping Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge Fixed: Player not able to step up small heights when they formed a corner Fixed: Elk fixes Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk) Fixed dead tame and semi-tamed Elk would remain standing up API Fixed: Unable to place saddle on semi-tamed Elk Fixed: Temporary workaround: If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. Github #6946 Fixed: Missing self teal glow after respawning Fixed: Flat fog from weather no longer reduces deep cave visibility Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717 Fixed: Many issues with the 2nd boss fight Fixed hideous flight paths Fixed hideous hurt animation when it was on ground Shields not blocking projectiles if they came from a relatively high angle Not able to hit boss when inside its hitbox Picked up projectiles turning into stones when collected Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away Fixed: Village fixes Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity Make villagers clear their hands before holding weapons Bowls in the village were missing Attempt to fix Wall getting stuck at north gate Fixed Kat getting stuck in her house at certain times and situations Fixed a villager buying and selling things that he shouldn't (Folds) Fixed: Excavating out a ruin in sand did not remove the sand first Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x Recipe fixes: Cupronickel plates and nickel plates did not have smithing recipes so could not be smithed Wood path recipe is no longer shapeless, to not conflict with the crate recipe Packed dirt recipe required a blank top row in the grid Clay forming recipe for hoe mold did not match the shape of the output mold Fixed: Z-fighting on distant wood path Fixed: Rift Ward carried in hands was right in front of your face Fixed: Block breaking overlay missing on all chiseled blocks Fixed: Wrong block breaking overlay on tool and ingot molds Fixed: Block breaking overlay on trunk not disappearing in some cases Fixed: Pick block will properly select the ingot mold you are pointing at Fixed: Quern handles z-fighting with adjacent forge (they'll still clip) Fixed: Cozy bed did not have sleep hours Fixed: Bear hide leg armor selection box when dropped on ground was way off Fixed: Dark fins on salmon and mahi-mahi Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame Fixed: Placing beams in Immersive First-Person mode was fiddly because of small camera motion right on placement Fixed: Mitigated crucible pouring particles were way off Fixed: Particles falling on fence floating mid-air Fixed: Art objects were sunken into base of display cases Fixed: Adult pigs were not being aggressive towards the player when piglets were around Fixed: Ratlines on sailships could not be mounted Fixed: Labeled chest wouldn't let you properly type in full width messages (note: there is a known issue, chest label text is now invisible in 1.21.2) Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x Fixed: There could be incorrect block shading next to stairs in some orientations Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand Fixed: Might reduce mobs clipping into player as they run towards them Fixed: Thatch blocks had poorly aligned textures and incorrect textures. Now should match hay blocks better Fixed: In handbook, margins on grid recipes would be incorrectly scaled on non-default GUI scale sizes Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales Fixed: Handbook search input would always reset once a tutorial was started Fixed: Logged error when placing Base Return Teleporter Fixed: Clay tile pile shape was missing Fixed: Some wolf animations playing when they should not Fixed: Crash when breaking invalid chiseled blocks in ruins Fixed: Crash when breaking an anvil mold Fixed: Rare crash when another player holds hot items in tongs. Github #6783 Fixed: Occasional crash when typing that would delete selected text Fixed: Game crash when clicking tutorial links to open the handbook Fixed: Rare crash for Hopper picking up food item during off-thread item physics Fixed: Prevent game crash when ground storage placing above world height. Github #7023 Fixed: Minor fixes and changes to story locations and one ruin Fixed: Errors during worldgen when generating the story locations Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers Fixed: Multi player fight Eidolon dropped elucidatory vessel at >1 stack size instead of multiple with 1 stack size Fixed: Missing death message translations for deer and goats Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk Fixed: Unable to type a - symbol into an empty number input box for negative numbers Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel Fixed: When loading older save games in 1.21.x, only update region maps if necessary Fixed: Command /weather setw still did not clear fog from sandstorms Fixed: Allow command /fixmapping applyall force to be run from the server console Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015 Fixed: Re-add ModMaker to the Mac build API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait() API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items. These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows. API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type API Tweak: Attempt to kill game on launch if a mod assembly is already loaded API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type API Fixed: Single ingredient modded pies show incorrect name in handbook API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1 API Fixed: Modded tool molds would not always display proper output in handbook API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar API Fixed: Duplicate keys are created for POI Registry dictionary - wispae API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight Game updates since v1.21.2-rc.3 Fixed: Broken player rendering when revisiting a sailboat Fixed: Constantly changing rift activity introduced in 1.21.2-rc.2 Fixed: Version 1.21.2-rc.3 would fail to start on some hosted Linux servers Fixed: Furniture trader was selling raw fireclay. Now it's the commodity trader Fixed: Player hunger fix was not applied Fixed: suppressDesertStorm worldconfig not working
  23. Dear Vantastic Vintarians Vividly voicing for you the ventures we’re forging. I've been trying to write this blog post for the last 2 weeks, surely didn't help catching a cold in the middle of all of it. Anyhow. Time for an update, let's get right into it! Vintage Story As you might have noticed, we've been fixing bugs and balancing mechanics feverishly over the last few weeks, with 1.21.2 alone becoming a 150 changes big update. Now that I've somewhat recovered, we should be able to push a stable 1.21.2 out within the next 1 to 2 days and then hopefully, move on to 1.22 which will heavily focus on game mechanics. Possibly to my own detriment, I can show you the roadmap for 1.22, but again, huge disclaimer, this is an aspirational plan - and I really mean it when I say that. We rarely fully implement the entire roadmap for any update. We will be researching the feasibility of Rivers Reworked trader outposts (with some new aesthetic blocks as shown in the screenshot) Procedural dungeons Berry bush rework (i.e. add greater mechanical depth to them) Possibly fishing New Mechanical Power blocks (Water wheels, Flywheels, Elevators, Grinding wheels and more) Item heating overhaul Status Effects System Quenching, Tempering and Annealing system (Risk/Reward based tool improvement mechanic) Lots of other minor things that we usually do Due to the amount of new content, this update will probably be one of the slower ones to release again, compared to the 1.21 update. Rest assured, we'll do our best to make it worth your wait! We've also not been idle on the hiring end - we have @Maltiez helping us out in improving the mod api, we are currently in talks on getting a sysadmin on board, and we're likely going to soon post a web developer position so we can separate out the 2 other projects of Anego Studios onto their own websites and community platforms. Until then, here's a few words from the new team which is working on what I originally coined as "the new adventure mode", now renamed into something more adequate! Project "Glint" Ahoy there! I'm Goblin, and I'm the senior game design lead on a new game from Anego Studios, which is codenamed "Project Glint". I'm excited to have this chance to introduce the new team, say a little bit about what we're hoping to achieve with Project Glint, and invite you to join us on this new journey! The Project Glint team is made up of voxel game veterans with a passion for adventure games and RPGs. Many of us worked most recently on Hytale at Hypixel Studios, while others bring their experience as contributors to the Minecraft Marketplace and Vintage Story. We are: Goblin - Game Designer and Team Lead codename_B - Technical Designer/Engineer ElsewhereHere - Art Director Bob Nelson - Concept Artist Chris Thursten - Narrative Designer We're excited to do something new with Project Glint. Our goal is to create a novel voxel RPG experience that uses a blocky world as a platform for narrative, exploration and adventure. Project Glint won't be connected to Vintage Story, but it will use the same engine and we hope that the new tech and features we develop will ultimately benefit both games. Where Vintage Story is an uncompromising survival experience, Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat. Currently we are defining the fantasy setting of Project Glint, while our technical designer is breaking new grounds on tooling, which will also greatly benefit the Vintage Story modding community - such as the VS Animation Support PR to Blockbench! Here's a screenshot of it in action Even though these are still very early days, it's really exciting to be breaking into new territory and we can't wait to share more when we're ready. Also, we're still building the team! We're currently looking for a level designer to join us. If that sounds like it might be you, consider applying! See you over the horizon! - Goblin
  24. thanks for that remark, i'll talk with the coders about it
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