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Dear Extraordinary Survivalists v1.21.1-rc.2, a unstable release, can now be downloaded through the account manager. More fixes for your peak chill moments. "I've reached levels of chill unknown by any man". Screenshot by "Nah, I'd ham.", shared in #screenshots on Discord Game updates Tweak: Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type Tweak: Baby rabbits now also seek food to eat Tweak: In arrow descriptions, less confusing piercing damage modifier info Tweak: In cheesemaking, salt could previously only be added in increments of 10 liters of milk at a time, so that making cheese from 25 liters of milk was not possible. Salt is now added in increments of 5 liters, so that it is. (Also added links in the handbook cheesemaking guide) Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters Tweak: In the Journal GUI, better spacing between chapters Tweak: Added /serverconfig modwhitelist/modblacklist to modify the mod black and whitelist Tweak: For commands specifying entities using e[], throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector e[!]. Prevents accidental teleporting of all entities e.g. via /tp e[1231] tyron Tweak: For commands specifying entities, the help text is now correct for the updated gazelle entity type code Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point Fixed: Sometimes attack sounds were playing twice Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins Fixed: Some metal trapdoors had incorrect textures Fixed: Metal trapdoors made wooden sounds Fixed: Some metal blocks were not craftable Fixed: Female hares would not be baited by basket traps unless ready to mate Fixed: Bowl with meal had mis-colored bottom face. Also changed all bowl models to use full bottom face Fixed: Ground-placed seed bags were far too large Fixed: Silver/gold/iron/steel axe heads wrongly positioned when held in tongs Fixed: Hair and hats were showing through helmets, and other clothing conflicts Fixed: Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor Fixed: Pristine Nadiyan miner boots were using dirty miner boots texture Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924 Fixed: Angry bee swarm could attack the sailboat Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below Fixed: Gaps in roofing models and removed z-fighting (note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now) Fixed: Faint black lines between some grassy topsoil blocks Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813 Fixed: Crash when breaking saplings, if saplings in pots were seen previously Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813 Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS) Fixed: Crash for Water Striders. Github #6915 Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added Fixed: Game crashing when opening a command block twice Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing Fixed: Small fixes to the Devastation tower Fixed: Minor visual bugs in the Vintagehosting dashboard Fixed: Shader compile warning Fixed: OpenGL errors at game start (usually due to graphics driver issues) were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution API Fixed: For multiply behavior, eatAnyway setting was being ignored View full record
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Dear Extraordinary Survivalists v1.21.1-rc.2, a unstable release, can now be downloaded through the account manager. More fixes for your peak chill moments. "I've reached levels of chill unknown by any man". Screenshot by "Nah, I'd ham.", shared in #screenshots on Discord Game updates Tweak: Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type Tweak: Baby rabbits now also seek food to eat Tweak: In arrow descriptions, less confusing piercing damage modifier info Tweak: In cheesemaking, salt could previously only be added in increments of 10 liters of milk at a time, so that making cheese from 25 liters of milk was not possible. Salt is now added in increments of 5 liters, so that it is. (Also added links in the handbook cheesemaking guide) Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters Tweak: In the Journal GUI, better spacing between chapters Tweak: Added /serverconfig modwhitelist/modblacklist to modify the mod black and whitelist Tweak: For commands specifying entities using e[], throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector e[!]. Prevents accidental teleporting of all entities e.g. via /tp e[1231] tyron Tweak: For commands specifying entities, the help text is now correct for the updated gazelle entity type code Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point Fixed: Sometimes attack sounds were playing twice Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins Fixed: Some metal trapdoors had incorrect textures Fixed: Metal trapdoors made wooden sounds Fixed: Some metal blocks were not craftable Fixed: Female hares would not be baited by basket traps unless ready to mate Fixed: Bowl with meal had mis-colored bottom face. Also changed all bowl models to use full bottom face Fixed: Ground-placed seed bags were far too large Fixed: Silver/gold/iron/steel axe heads wrongly positioned when held in tongs Fixed: Hair and hats were showing through helmets, and other clothing conflicts Fixed: Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor Fixed: Pristine Nadiyan miner boots were using dirty miner boots texture Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924 Fixed: Angry bee swarm could attack the sailboat Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below Fixed: Gaps in roofing models and removed z-fighting (note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now) Fixed: Faint black lines between some grassy topsoil blocks Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813 Fixed: Crash when breaking saplings, if saplings in pots were seen previously Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813 Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS) Fixed: Crash for Water Striders. Github #6915 Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added Fixed: Game crashing when opening a command block twice Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing Fixed: Small fixes to the Devastation tower Fixed: Minor visual bugs in the Vintagehosting dashboard Fixed: Shader compile warning Fixed: OpenGL errors at game start (usually due to graphics driver issues) were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution API Fixed: For multiply behavior, eatAnyway setting was being ignored
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Dear Extraordinary Survivalists v1.21.1-rc.1, a unstable release, can now be downloaded through the account manager. Astonishingly, 46% of servers are already on version 1.21. Consequently our issue tracker is flooded with new reports, we are tackling them currently! Build by Meowskyi, titled "Tyron, movable structures, when?" as shared on #screenshots on Discord. (answer: not particularly soon™) Game updates Tweak: Can now craft arrows from obsidian as well as other stone Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar). Tweak: Gameplay balancing changes Provide 50% rain protection for all the other hats (some already had it in 1.21.0) Healing with a poultice will no longer cancel when off the ground The important Lore blocks/entities now emit all the same consistent type of particles to better visualize what is interactable Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts) Increase max head turn angle when riding an elk from 85° to 105° Reduce timeswitch cooldown from 3s to 2s Increase locust spawns during Eidolon fight Tweak: Further adjustments to deer walking speeds Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male Tweak: In the Handbook, Starter Guide, torches are now linked to the torch page. Cattails plant included in search result for "reeds" Fixed: Crash for some players updating 1.20 worlds to 1.21 [technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents] Fixed: Game crash on upgraded savegames with bugged shields Fixed: Shadows from player held tools and weapons were missing, in 1.21.0 Fixed: Items would occasionally not be visible Fixed: Monsters in passive worlds would not fight back even when attacked Fixed: Saffron milkcap mushrooms never spawned in the world Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb Fixed: Figureheads would not display the proper material on boats Fixed: Barber-induced nudism (#6775) Fixed: Ingot molds and tools placed on the ground would sometimes change position Fixed: Stacked bowls of glue would use up too much glue for the amount repaired Visual fixes: Fixed: Sunflower leaves windwave Fixed: Ocean waves less jerky in strong wind conditions Fixed: In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs Fixed: Z-fighting on firestarter model Fixed: Sedge had bad GUI transform Fixed: Cooking pots with meals in them would not display the proper texture on an elk Fixed: Metal support beams had their material set as wood Fixed: Hide armor json had unnecessary durability entries Fixed: Gear and skull figureheads had the same grid recipe Fixed: Missing interaction help for harvestable skep Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots Fixed: New fish were missing dead localization strings Fixed: Dead gazelles missing language strings Fixed: Many wall scribbles in a 2nd story chapter location lacked localization Fixed: Claims with a grant from versions before 1.21 would not allow to open doors for permitted players or groups Fixed: Single player game would crash if clientsetting forceUdpOverTcp was true Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login Fixed: Mod icons in the mod manager now have their original sharpness Fixed: Wrong mouse cursor on the login screen Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup Fixed: Linux fonts not working properly if the install.sh was not run Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report API Fixed: Recipe selector did not clip oversized items API Fixed: SimpleParticleProperties.Clone() was broken API Fixed: recipes not correctly handling advanced wildcards pattern API Fixed: Able to explicitly specify a blank texturePrefixCode API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json) View full record
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Dear Extraordinary Survivalists v1.21.1-rc.1, a unstable release, can now be downloaded through the account manager. Astonishingly, 46% of servers are already on version 1.21. Consequently our issue tracker is flooded with new reports, we are tackling them currently! Build by Meowskyi, titled "Tyron, movable structures, when?" as shared on #screenshots on Discord. (answer: not particularly soon™) Game updates Tweak: Can now craft arrows from obsidian as well as other stone Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar). Tweak: Gameplay balancing changes Provide 50% rain protection for all the other hats (some already had it in 1.21.0) Healing with a poultice will no longer cancel when off the ground The important Lore blocks/entities now emit all the same consistent type of particles to better visualize what is interactable Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts) Increase max head turn angle when riding an elk from 85° to 105° Reduce timeswitch cooldown from 3s to 2s Increase locust spawns during Eidolon fight Tweak: Further adjustments to deer walking speeds Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male Tweak: In the Handbook, Starter Guide, torches are now linked to the torch page. Cattails plant included in search result for "reeds" Fixed: Crash for some players updating 1.20 worlds to 1.21 [technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents] Fixed: Game crash on upgraded savegames with bugged shields Fixed: Shadows from player held tools and weapons were missing, in 1.21.0 Fixed: Items would occasionally not be visible Fixed: Monsters in passive worlds would not fight back even when attacked Fixed: Saffron milkcap mushrooms never spawned in the world Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb Fixed: Figureheads would not display the proper material on boats Fixed: Barber-induced nudism (#6775) Fixed: Ingot molds and tools placed on the ground would sometimes change position Fixed: Stacked bowls of glue would use up too much glue for the amount repaired Visual fixes: Fixed: Sunflower leaves windwave Fixed: Ocean waves less jerky in strong wind conditions Fixed: In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs Fixed: Z-fighting on firestarter model Fixed: Sedge had bad GUI transform Fixed: Cooking pots with meals in them would not display the proper texture on an elk Fixed: Metal support beams had their material set as wood Fixed: Hide armor json had unnecessary durability entries Fixed: Gear and skull figureheads had the same grid recipe Fixed: Missing interaction help for harvestable skep Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots Fixed: New fish were missing dead localization strings Fixed: Dead gazelles missing language strings Fixed: Many wall scribbles in a 2nd story chapter location lacked localization Fixed: Claims with a grant from versions before 1.21 would not allow to open doors for permitted players or groups Fixed: Single player game would crash if clientsetting forceUdpOverTcp was true Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login Fixed: Mod icons in the mod manager now have their original sharpness Fixed: Wrong mouse cursor on the login screen Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup Fixed: Linux fonts not working properly if the install.sh was not run Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report API Fixed: Recipe selector did not clip oversized items API Fixed: SimpleParticleProperties.Clone() was broken API Fixed: recipes not correctly handling advanced wildcards pattern API Fixed: Able to explicitly specify a blank texturePrefixCode API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
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It'll still making you soaking wet, but it delays the process. E.g. it will take 6.6x times longer with the straw hat. We might need to boost the numbers if the effect is too small.
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Dear Extraordinary Survivalists v1.21.0, a stable release, can now be downloaded through the account manager. How do we always end up with such a massive list of changes. Over 640 individual features, tweaks and fixes... this was meant to be a small and swift update! I really need to have a word with those devs... And you all are just as prolific! There are now 4000 mods on the mods db and so many inspiring builds showcased, so many players recording. How am I supposed to work if I get mindblown from your content every single day Well, here's to another milestone on this incredible journey that is creating Vintage Story - version 1.21! As mentioned in our previous blogposts the focus was the polishing of existing content, and we also added a few things that we could not finish in time for 1.20 but had planned, such as the coral reefs. With this massive update out of the way, we are very much looking forward to building another epic update with 1.22, this time jam packed with game mechanics Until then, we hope this update will keep you engaged! - Tyron Installation note: All installations of game version 1.21.0 will need .NET 8 runtime on the computer. Links to it are on the downloads page for various platforms (or the Windows installer offers to install it automatically). If you are updating a hosted server make sure your server host has installed .NET 8. Existing 1.20.12 (and earlier) game worlds can continue to be played in game version 1.21.0. We recommend make a backup copy of the world file first ... just in case. When continuing an existing world, the map should usually be seamless between old and new areas. Note that by default there were no oceans in 1.20, therefore a 1.20 world which had default settings when it was made will still have no oceans nor their content (such as coral reefs) when generating new areas in 1.21. That can be changed using the /worldconfig landcover command manually in-game, but a change to that after the world was already started will very likely result in hard straight-line boundaries in some parts of the map, so is not recommended. Game update trailer Gifs/Screenshots Ocean content: Multiple types of coral reefs, tiny fish particles, reef fish and more Ocean content: New blocks! Added coral cobblestone, coral fence and wavy sand Ocean content: 30+ types of ocean fish Ocean content: Large waves (WIP) Sailboat upgrades: Can now name the sailboat and attach shields Sailboat upgrades: No longer need to hold a key to sail, instead furl/unfurl sails Homesteading Content: Can now place more items onto shelves Homesteading Content: Added colored crocks, bowls, pots, vessels and watering cans Homesteading Content: Ground storage improvements. Can now store 12 ores per spot Survival content: Added bear hide trophy armor Survival content: Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Elk upgrades: Can now attach a Falx or Bow and temporal gears Elk upgrades: Can now ride with a friend Added many new hair styles, added in-game barber in Story chapter 2 Story chapter 2 upgrades: Lots of fine tuning, fixing, adding extra lore and extra challenges Visual upgrades: Improved seraph faces Visual upgrades: Added volumetric clouds system. Soft as a pillow now! Visual upgrades: Majorly reworked deer / moose animations New blocks: Ceramic tiles, 2 new iron door variants, new papyrus variants of reed-ware New blocks: Wooden paths are now woodtyped and 3D UI Update: Can now select text Game updates since 1.20 Feature: Ocean content Added 33 types of saltwater fish Added coral reefs in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Oceans now have large waves (WIP) Added wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined Added coral cobblestone and fence, which can be made from chunks of coral gotten from reefs Sea plants now emit air bubble particles Reduced underwater murkiness and darkness levels to make reefs more visible Fixed distance fade out terrain that's behind water not correctly blending Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.] Feature: Add colored crucibles and metal tool and ingot molds Different colored ingot molds can be placed in the same block space Feature: New blocks Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace) Added three new red ceramic tile blocks and slabs, sold by an Artisan Trader Added wood-typed paths and wooden paths are now drawn in full 3D Added papyrus chests, hand basket and basket traps Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through Graphics settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk Feature: Elk riding system tuning Feature: A tamed Elk now follows the player if it is tied to a rope, making leading a roped Elk much easier Feature: Two players can now ride an Elk by adding a pillion cushion on the Elk's back, behind the saddle Tweak: Improved map marker position tracking for tamed Elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: Add ability for bow, falx and blackguard sword to be stowed on Elk's front left and right utility slots (as well as cooking pot) Tweak: Added spot to hang a string of up to 3 temporal gears on the Elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm their own ridden mount Tweak: Improved mounted position of player riding Elk, in 3rd-person view Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Tamed Elk still attacking the owner Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers Fixed: Game crashing when harvesting a dead tamed Elk after server restart Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted Fixed: When two different cooking pots are attached to the Elk only the left one's texture was shown on both sides Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt [Details: if you have a world you have played or created in release candidate versions 1.21.0-rc.1 through rc.6, chunk border issues may remain, for these worlds it may be best to regenerate large areas or use the /dbprune command to remove all chunks except the ones actually built in. 1.20.12 worlds should update smoothly to 1.21.0. Fingers crossed. Take a backup copy just in case] Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually [Tip: in new game customisation, World Generation tab, set landforms % to less than 97.5% to have more ocean than this] Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added 3 new ruins, fine tuned a few others Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only) Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits [Technical info: Correctly scale surface deposit chance by deposit depth to world sea level] Feature: Slow healing system Healing items now heal over time instead of instantly Slow healing, as well as taking damage, is now visualized in the health bar Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply Feature: In multiplayer, players can now revive other players using a poultice Feature: Reworked seraph faces, added many new types of faces in the character creation dialog Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber (I wonder where one would find a barber?) Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved! Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct, based on relative moon and sun positions Rendered moon lit side precisely faces the sun current position Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set AllowTraverseEveryone true to allow everyone to open doors in the claim Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between the 2nd story chapter locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc - use charcoal on the name plate near the bow on port-side Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib Tweak: Hanging onto the ratlines now tires the player; when too tired will be kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them) Feature: Can now place place pies, ingot molds, and helvehammer molds on shelves Feature: Added dedicated piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers (no longer quad-storable) Feature: New moon shader that is correctly lit by the sun (WIP) Feature: Added 9 sailboat figurehead models for the figurehead mounting point Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Buckets now stack to 5 Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks) Tweak: Lime can no longer be crushed by hand with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps continued producing honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: Blocks/craftables tweaks Tweak: Mining bag can now be made from a linen sack and plates Tweak: Slight adjustment to diamond stone tile texture. Added 'aged' diamond stone tiles (creative mode only) Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Tweak: New pie top crust type: Slit Fixed: Pink and smoky glass were missing slab recipes Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Feature: Ground storage tweaks Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Tweak: Make wooden pan ground storable Fixed: Some ores not ground storable Tweak: In-world interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Can now swap chisel material using pick block mouse button Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Tweak: Clayforming will place outputs on the ground where they were formed Tweak: Pick Block will flip items out of the inventory in survival Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help Tweak: Prefer not to pick up items into offhand slot if other space is available Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Feature: Cementation furnace carburization in handbook Feature: Show display/liquid containers that can hold items in handbook Feature: Show items that can be stored inside display/liquid containers in handbook Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Show more perish information in handbook Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Tweak: Add info about pressing Shift+H to the intro text for Survival Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Mention using knife to change pie crust in handbook recipe Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half. Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit. As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command .cf allowSSBOs off or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). [Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command .cf allowSSBOs on to enable this setting, as in such cases it was off by default] Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight] Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Small server RAM reduction [detail for modders: servers no longer retain block and item render transforms] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) Reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Fixed: Significant memory leak with ground storage piles Tweak: Command/Config updates Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings Tweak: Make a few additional weather commands available also in release mode Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in Fixed: "/whitelist off" and "/whitelist on" was not saved to config file Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600 Tweak: More ingame information Tweak: Crocks will show what's in them in their name Tweak: Crocks now visibly indicate the seal on the model Tweak: Added seal hours info text for barrel recipes Tweak: Added error messages when item can't be added to an animal trap Tweak: Show harvestable skeps in creative inventory and handbook Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage Tweak: More crock labels for differing contents Fixed: Added a missing tooltip to the firestarter Tweak: Majorly reworked Deer animations Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves Tweak: Carcasses now have more size-appropriate hitboxes Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: Stone path blocks can no longer be water-logged Tweak: Aged firewood can now be crafted from aged logs Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: When getting up from a bed you can now also stand up next to the foot of the bed Tweak: Add vegetables and fruit mash to small trough Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them) Tweak: Tutorial will now take into account items already collected for collection steps Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment. Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now Tweak: Adjusted tool ground storage transforms to reduce clipping Tweak: Boat and elk selection boxes would be shown at very far distances Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials) Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap Tweak: Allow bombs to be blown up only on land where you have build permissions Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: In Graphics Settings, enable Vsync by default, and disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: On Linux we now use X11 window by default since it has no scaling issues and better performance Tweak: The Linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed Fixed: Should fix one source of animals escaping their pens Fixed: Decent chance we have now fixed player "ghosts" / duplicates, in multiplayer Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Shattered molds display proper amount of bits dropped Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Made most of the particle effects dimension aware Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Server tick time higher than necessary in some cases Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawned entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: In handbook or other text, empty or unclosed <hk> hotkey tokens crashing the game Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: On Linux, changing from fullscreen to windowed made window border disappear Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Fixed: Error when looking at the fruitpress with rot in it Fixed: Translocators stuck at warping space time Fixed: The show dressed button on the character customization screen did not work after creating a new world Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave Fixed: Show pie in oven interact help box Fixed: Troughs properly report only the animals that can eat from them in suitability info Fixed: Troughs display proper portion size in interaction help even when half full Fixed: Henboxes no longer constantly show "A broody hen is needed" Fixed: Fancy storage vessels showed cracked vessel model when falling Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers Fixed: Beenade would not properly fill with bees from skep anymore Fixed: Raccoons will properly break skeps and harvest berries again Fixed: Berry bushes will properly load the stage growth when exchanged Fixed: Spears and Bows now properly scaled on tool racks Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities Fixed: Mushrooms did not display correctly in traps Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version Fixed: Destroyed papyrus trap uses incorrect textures Fixed: Fish properly trigger their flee behavior Fixed: Suevite ashlar blocks missing lang entries Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln Fixed: Rare crash when interacting with ingot mold Fixed: Pie contents could cook in the oven, breaking the texture Fixed: ItemStackRandomizer would not save changes to it Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio Fixed: Storage vessel and anvil pit kiln used pre-color block name formats Fixed: Ground stored food containers would not render its contents when combined with a hot crucible Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible Fixed: Trader dialog bypass, added audit logging for items exchanged with traders Fixed: Shattered ingot molds could sometimes duplicate or cause issues Fixed: Wood-button sound when first entering game world Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water Fixed: Super jittery player when connecting or when dead Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck Fixed: Crash when clicking on an empty crock with an empty bowl Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one Fixed: Dirty pot had stacksize of 1, unlike regular pots Fixed: Estoc had bad ground-placed transform Fixed: Chimney used clay instead of mortar in grid recipe Fixed: Pit kiln would not properly synchronize being lit between client and server Fixed: Wall leaned ground stored items can no longer float Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks Fixed: Ground storage stackable items without a solid upward face could stack on top of each other Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack Fixed: Settings toggle button text not vertically centered Fixed: Mods adding story structures without a protection would crash when teleporting there Fixed: Various roofing blocks had erroneous solid sides Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground Fixed: Wearing some accessories could affect the textures of others Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby Fixed: Ladder could be left floating mid-air in some circumstances Fixed: Eye and neck clipping in elk model Fixed: Elk jumping animation sometimes looping endlessly Fixed: Pie left in water would periodically create particles Fixed: Traders now say their name as intended during an introduction dialogue segment Fixed: Wall carvings could sometimes load rotten Fixed: Able to mount elevator and other entities through walls, in other dimensions Fixed: When picking up empty anvil mold it would give you an incorrect error message Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off Fixed: Camera inside player head when in 3rd-person mode and against walls Fixed: Player model showed mirror image in character GUI Fixed: Incorrect GUI transform for Grub creature item Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues Fixed: Rare crash with insect particles and rooms check Fixed: Prevent rare crash from out of sync ground storage when spawning particles Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670 Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds Fixed: The chat link not opening the WorldEdit folder on Unix systems Fixed: Ruined bookshelves with lore book, render the book properly at all rotations Fixed: Spearhead in tongs transform was way off Fixed: Crucible z-fighting on bottom face Fixed: Raccoon held currants not neatly positioned in their mouths Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613 Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607 Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen Fixed: Crash to desktop when breaking chiselled coral block Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777 Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315] Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608 Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass Fixed: Chiseled grass block on story Treasure Hunter trader Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21 Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled Fixed: Glass panes turned sideways would still count as walls for a room Fixed: Able to pick up or place down animals in claimed areas using basket Fixed: Misaligned cementation furnace damage box Fixed: Unable to store bow on elk while holding arrows Fixed: After pit kiln is extinguished, no flames upon re-lighting Fixed: Standing on farmland counted the same as being in a room Fixed: Arrow keys would improperly move text cursor when text selected Fixed: Rare potential for infinite loop and server crash in fruit tree code Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes Fixed: When working on an iron bloom it would freeze every other player in view distance Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals Fixed: Sealed crock recipe shows up twice in handbook Fixed: Ingot molds in the village would load incorrectly Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring Fixed: Incorrect information information in description about what trough can hold Fixed: Trough would sometimes show incorrect language string for animal names Fixed: Empty berry bushes could be used as bait in traps Fixed: Cooking pot had differing textures on some sides. All hollow ceramic models revised to present 'full' sides, to avoid this. Fixed: Pit kiln did not accept aged firewood Fixed: Lore books had wrong bookshelf transform Fixed: Updated handbook guide for animal husbandry to have better, more accurate information Fixed: Missing localization for boat construction Fixed: Sign in village could not be translated Fixed: Ingot molds placed by other players would sometimes be invisible Fixed: Buckets picked up off the ground did not stack with newly crafted buckets Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins Fixed: Seeds going into the offhand Fixed: Sailboat showed squished wood texture when unnamed Fixed: Sailboat name would become blank when world was exited and re-entered Fixed: Elevator player model rotation Fixed: Flicker/jank on the elk when switching from back seat to front seat Fixed: Bowstave drying handbook title showed up on incorrect pages Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game Fixed: Female baby bighorn localized as male Fixed: Rickety translocator could not be moved, once placed. Fixed: Lore scrolls clipping into each other on shelves Fixed: Tall display cases z-fighting with underside of thatched roof. Fixed: Fisher pants z-fighting with shirts etc. Musician hood hair clipping issues. Fixed: Raccoons did not flee from wolves Fixed: Various clothing issues (mostly nadiyan) Fixed: Monsters still spawn with lore content turned off Fixed: Random generation of loose rusty gears used incorrect percentages Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior. Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry! Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop Fixed: Notably less janky rope physics (bug bounty by Caetto <3) Fixed: After switching linux users, the crash reporter would fail to report crashes Fixed: Unable to change search keywords for meal recipes in the handbook Fixed: If crash reporter fails to open, still log original exception plus also failure reason Fixed: Milkable info not shown on bighorn sheep Fixed: Auction house interactions did not work properly for villagers Fixed: Added localization string for treasure hunter trader location Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones. Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread' Multiple bugfixes involving crates Fixed: Unlabelled crates still allowed you to interact with the label Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature Fixed: Too much rot given for servings of meal inside containers Fixed: Pickled veggies in crocks and bowls would not show the correct name and description Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly Fixed: Pots and bowls would display incorrect perish information inside containers Fixed: Empty pots would not say they were empty when placed on shelfs or the ground Fixed: Crash when looking at some stacking items in ground storage from old saves Fixed: Flowerpot and Planter would sometimes cause crashes Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime] Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire Fixed: Crafting grid allowed you to seal an already sealed crock a second time Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI] Fixed: Text on signs missing some characters when using polish language Fixed: bad gui rotations on reef blocks (now do not rotate at all) Fixed: Taking items off a ground storage while holding something else would cause floating blocks Fixed: Pit kiln would display items incorrectly Fixed: Logged error for carburizable properties in handbook Fixed: Crash when trying to pour rot from a liquid container API Updates Upgrade: VS now runs on .net 8 New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project. New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22 New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22 Feature: Added Tags system (WIP) Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Feature: Can now limit certain items from being put into traps Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work Feature: Half and full shelf layout placement of large items on shelves Feature: Species other than chickens are able to use the hen box if they use a matching nest type Feature: Henbox now able to store and display different egg item types Feature: Now all paramters for drifters to turn into crawling type is configurable from json. Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female) Refactor: Heavily reorganized the folder structure for entities and their models and textures Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect Tweak: Old iron door json and shapes moved to legacy folder. New format iron door json now under metal/door, rather than metal/iron/door. Iron hatch shapes also moved from metal/iron to metal/door folder. Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests. Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons Tweak: Fixed typo in DamageSource IngoreInvFrames field Fixed: Dead players having non-zero health Fixed: Ground storage restricts maximum stackable height properly Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Use GetCollectibleInterface for IContainedCustomName Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting Tweak: Allow maximum swivel angle to be defined in entity json Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API Tweak: Animal traps can now specify "destroyedDrops" in attributes Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc. Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally. Tweak: A damage source can now decide to ignore invulnerability frames Tweak: Added a logger parameter to BitmapExternal constructors that can fail Tweak: Allows all AI task types to be enabled/disabled during certain hours Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property. This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal. Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Tweak: Store chick data as attributes on egg item Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json. Tweak: Load pie crust top types from JSON Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding. Tweak: Added GetTags() methods to Block and Item classes Tweak: Made all internal Camera fields public Tweak: Add inForgeTransform to .tfedit ui Tweak: Added tags to block and item descriptions when extendedDebugInfo is true Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter Tweak: Removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead Tweak: Hopper open and close sounds settable from json Tweak: If ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability Tweak: Residue-covered pot now references same shapes are regular pot Fixed: Clayform looks for clay and clayworkitem in the proper domain Fixed: IsFood cooking recipe property properly serialized and stored Fixed: Allow entities to lay eggs hatching into a different mod domain Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity Fixed: Modded tool molds would cause a game crash Fixed: Recipes with multiple `{variant}` constructions in ingredients not working Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape Fixed: Refactored melee attack ai task was not registered Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path Updates since rc.7 (also contained above) Tweak: added wood types to clutter large barrels, using Texture Flipper Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI] Fixed: Text on signs missing some characters when using polish language Fixed: Memory leaks after exiting single player games to main menu, in -rc.1 to -rc.6 Fixed: Players and creatures not making splash on entering water, in -rc.1 to -rc.6 Fixed: Bad GUI rotations on reef blocks (now do not rotate at all) Fixed: Players can now mount pillion seat on other player elks even if owned Fixed: Taking items off a ground storage while holding something else would cause floating blocks Fixed: Pit kiln would display items incorrectly Fixed: Logged error for carburizable properties in handbook Fixed: Crash when trying to pour rot from a liquid container Fixed: Moose antlers lost during 1.21.0-pre.3 update Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600 API Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable View full record
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Dear Extraordinary Survivalists v1.21.0, a stable release, can now be downloaded through the account manager. How do we always end up with such a massive list of changes. Over 640 individual features, tweaks and fixes... this was meant to be a small and swift update! I really need to have a word with those devs... And you all are just as prolific! There are now 4000 mods on the mods db and so many inspiring builds showcased, so many players recording. How am I supposed to work if I get mindblown from your content every single day Well, here's to another milestone on this incredible journey that is creating Vintage Story - version 1.21! As mentioned in our previous blogposts the focus was the polishing of existing content, and we also added a few things that we could not finish in time for 1.20 but had planned, such as the coral reefs. With this massive update out of the way, we are very much looking forward to building another epic update with 1.22, this time jam packed with game mechanics Until then, we hope this update will keep you engaged! - Tyron Installation note: All installations of game version 1.21.0 will need .NET 8 runtime on the computer. Links to it are on the downloads page for various platforms (or the Windows installer offers to install it automatically). If you are updating a hosted server make sure your server host has installed .NET 8. Existing 1.20.12 (and earlier) game worlds can continue to be played in game version 1.21.0. We recommend make a backup copy of the world file first ... just in case. When continuing an existing world, the map should usually be seamless between old and new areas. Note that by default there were no oceans in 1.20, therefore a 1.20 world which had default settings when it was made will still have no oceans nor their content (such as coral reefs) when generating new areas in 1.21. That can be changed using the /worldconfig landcover command manually in-game, but a change to that after the world was already started will very likely result in hard straight-line boundaries in some parts of the map, so is not recommended. Game update trailer Gifs/Screenshots Ocean content: Multiple types of coral reefs, tiny fish particles, reef fish and more Ocean content: New blocks! Added coral cobblestone, coral fence and wavy sand Ocean content: 30+ types of ocean fish Ocean content: Large waves (WIP) Sailboat upgrades: Can now name the sailboat and attach shields Sailboat upgrades: No longer need to hold a key to sail, instead furl/unfurl sails Homesteading Content: Can now place more items onto shelves Homesteading Content: Added colored crocks, bowls, pots, vessels and watering cans Homesteading Content: Ground storage improvements. Can now store 12 ores per spot Survival content: Added bear hide trophy armor Survival content: Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Elk upgrades: Can now attach a Falx or Bow and temporal gears Elk upgrades: Can now ride with a friend Added many new hair styles, added in-game barber in Story chapter 2 Story chapter 2 upgrades: Lots of fine tuning, fixing, adding extra lore and extra challenges Visual upgrades: Improved seraph faces Visual upgrades: Added volumetric clouds system. Soft as a pillow now! Visual upgrades: Majorly reworked deer / moose animations New blocks: Ceramic tiles, 2 new iron door variants, new papyrus variants of reed-ware New blocks: Wooden paths are now woodtyped and 3D UI Update: Can now select text Game updates since 1.20 Feature: Ocean content Added 33 types of saltwater fish Added coral reefs in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Oceans now have large waves (WIP) Added wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined Added coral cobblestone and fence, which can be made from chunks of coral gotten from reefs Sea plants now emit air bubble particles Reduced underwater murkiness and darkness levels to make reefs more visible Fixed distance fade out terrain that's behind water not correctly blending Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.] Feature: Add colored crucibles and metal tool and ingot molds Different colored ingot molds can be placed in the same block space Feature: New blocks Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace) Added three new red ceramic tile blocks and slabs, sold by an Artisan Trader Added wood-typed paths and wooden paths are now drawn in full 3D Added papyrus chests, hand basket and basket traps Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through Graphics settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk Feature: Elk riding system tuning Feature: A tamed Elk now follows the player if it is tied to a rope, making leading a roped Elk much easier Feature: Two players can now ride an Elk by adding a pillion cushion on the Elk's back, behind the saddle Tweak: Improved map marker position tracking for tamed Elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: Add ability for bow, falx and blackguard sword to be stowed on Elk's front left and right utility slots (as well as cooking pot) Tweak: Added spot to hang a string of up to 3 temporal gears on the Elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm their own ridden mount Tweak: Improved mounted position of player riding Elk, in 3rd-person view Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Tamed Elk still attacking the owner Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers Fixed: Game crashing when harvesting a dead tamed Elk after server restart Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted Fixed: When two different cooking pots are attached to the Elk only the left one's texture was shown on both sides Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt [Details: if you have a world you have played or created in release candidate versions 1.21.0-rc.1 through rc.6, chunk border issues may remain, for these worlds it may be best to regenerate large areas or use the /dbprune command to remove all chunks except the ones actually built in. 1.20.12 worlds should update smoothly to 1.21.0. Fingers crossed. Take a backup copy just in case] Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually [Tip: in new game customisation, World Generation tab, set landforms % to less than 97.5% to have more ocean than this] Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added 3 new ruins, fine tuned a few others Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only) Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits [Technical info: Correctly scale surface deposit chance by deposit depth to world sea level] Feature: Slow healing system Healing items now heal over time instead of instantly Slow healing, as well as taking damage, is now visualized in the health bar Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply Feature: In multiplayer, players can now revive other players using a poultice Feature: Reworked seraph faces, added many new types of faces in the character creation dialog Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber (I wonder where one would find a barber?) Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved! Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct, based on relative moon and sun positions Rendered moon lit side precisely faces the sun current position Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set AllowTraverseEveryone true to allow everyone to open doors in the claim Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between the 2nd story chapter locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc - use charcoal on the name plate near the bow on port-side Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib Tweak: Hanging onto the ratlines now tires the player; when too tired will be kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them) Feature: Can now place place pies, ingot molds, and helvehammer molds on shelves Feature: Added dedicated piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers (no longer quad-storable) Feature: New moon shader that is correctly lit by the sun (WIP) Feature: Added 9 sailboat figurehead models for the figurehead mounting point Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Buckets now stack to 5 Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks) Tweak: Lime can no longer be crushed by hand with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps continued producing honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: Blocks/craftables tweaks Tweak: Mining bag can now be made from a linen sack and plates Tweak: Slight adjustment to diamond stone tile texture. Added 'aged' diamond stone tiles (creative mode only) Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Tweak: New pie top crust type: Slit Fixed: Pink and smoky glass were missing slab recipes Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Feature: Ground storage tweaks Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Tweak: Make wooden pan ground storable Fixed: Some ores not ground storable Tweak: In-world interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Can now swap chisel material using pick block mouse button Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Tweak: Clayforming will place outputs on the ground where they were formed Tweak: Pick Block will flip items out of the inventory in survival Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help Tweak: Prefer not to pick up items into offhand slot if other space is available Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Feature: Cementation furnace carburization in handbook Feature: Show display/liquid containers that can hold items in handbook Feature: Show items that can be stored inside display/liquid containers in handbook Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Show more perish information in handbook Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Tweak: Add info about pressing Shift+H to the intro text for Survival Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Mention using knife to change pie crust in handbook recipe Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half. Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit. As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command .cf allowSSBOs off or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). [Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command .cf allowSSBOs on to enable this setting, as in such cases it was off by default] Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight] Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Small server RAM reduction [detail for modders: servers no longer retain block and item render transforms] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) Reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Fixed: Significant memory leak with ground storage piles Tweak: Command/Config updates Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings Tweak: Make a few additional weather commands available also in release mode Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in Fixed: "/whitelist off" and "/whitelist on" was not saved to config file Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600 Tweak: More ingame information Tweak: Crocks will show what's in them in their name Tweak: Crocks now visibly indicate the seal on the model Tweak: Added seal hours info text for barrel recipes Tweak: Added error messages when item can't be added to an animal trap Tweak: Show harvestable skeps in creative inventory and handbook Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage Tweak: More crock labels for differing contents Fixed: Added a missing tooltip to the firestarter Tweak: Majorly reworked Deer animations Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves Tweak: Carcasses now have more size-appropriate hitboxes Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: Stone path blocks can no longer be water-logged Tweak: Aged firewood can now be crafted from aged logs Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: When getting up from a bed you can now also stand up next to the foot of the bed Tweak: Add vegetables and fruit mash to small trough Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them) Tweak: Tutorial will now take into account items already collected for collection steps Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment. Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now Tweak: Adjusted tool ground storage transforms to reduce clipping Tweak: Boat and elk selection boxes would be shown at very far distances Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials) Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap Tweak: Allow bombs to be blown up only on land where you have build permissions Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: In Graphics Settings, enable Vsync by default, and disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: On Linux we now use X11 window by default since it has no scaling issues and better performance Tweak: The Linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed Fixed: Should fix one source of animals escaping their pens Fixed: Decent chance we have now fixed player "ghosts" / duplicates, in multiplayer Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Shattered molds display proper amount of bits dropped Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Made most of the particle effects dimension aware Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Server tick time higher than necessary in some cases Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawned entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: In handbook or other text, empty or unclosed <hk> hotkey tokens crashing the game Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: On Linux, changing from fullscreen to windowed made window border disappear Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Fixed: Error when looking at the fruitpress with rot in it Fixed: Translocators stuck at warping space time Fixed: The show dressed button on the character customization screen did not work after creating a new world Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave Fixed: Show pie in oven interact help box Fixed: Troughs properly report only the animals that can eat from them in suitability info Fixed: Troughs display proper portion size in interaction help even when half full Fixed: Henboxes no longer constantly show "A broody hen is needed" Fixed: Fancy storage vessels showed cracked vessel model when falling Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers Fixed: Beenade would not properly fill with bees from skep anymore Fixed: Raccoons will properly break skeps and harvest berries again Fixed: Berry bushes will properly load the stage growth when exchanged Fixed: Spears and Bows now properly scaled on tool racks Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities Fixed: Mushrooms did not display correctly in traps Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version Fixed: Destroyed papyrus trap uses incorrect textures Fixed: Fish properly trigger their flee behavior Fixed: Suevite ashlar blocks missing lang entries Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln Fixed: Rare crash when interacting with ingot mold Fixed: Pie contents could cook in the oven, breaking the texture Fixed: ItemStackRandomizer would not save changes to it Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio Fixed: Storage vessel and anvil pit kiln used pre-color block name formats Fixed: Ground stored food containers would not render its contents when combined with a hot crucible Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible Fixed: Trader dialog bypass, added audit logging for items exchanged with traders Fixed: Shattered ingot molds could sometimes duplicate or cause issues Fixed: Wood-button sound when first entering game world Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water Fixed: Super jittery player when connecting or when dead Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck Fixed: Crash when clicking on an empty crock with an empty bowl Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one Fixed: Dirty pot had stacksize of 1, unlike regular pots Fixed: Estoc had bad ground-placed transform Fixed: Chimney used clay instead of mortar in grid recipe Fixed: Pit kiln would not properly synchronize being lit between client and server Fixed: Wall leaned ground stored items can no longer float Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks Fixed: Ground storage stackable items without a solid upward face could stack on top of each other Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack Fixed: Settings toggle button text not vertically centered Fixed: Mods adding story structures without a protection would crash when teleporting there Fixed: Various roofing blocks had erroneous solid sides Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground Fixed: Wearing some accessories could affect the textures of others Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby Fixed: Ladder could be left floating mid-air in some circumstances Fixed: Eye and neck clipping in elk model Fixed: Elk jumping animation sometimes looping endlessly Fixed: Pie left in water would periodically create particles Fixed: Traders now say their name as intended during an introduction dialogue segment Fixed: Wall carvings could sometimes load rotten Fixed: Able to mount elevator and other entities through walls, in other dimensions Fixed: When picking up empty anvil mold it would give you an incorrect error message Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off Fixed: Camera inside player head when in 3rd-person mode and against walls Fixed: Player model showed mirror image in character GUI Fixed: Incorrect GUI transform for Grub creature item Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues Fixed: Rare crash with insect particles and rooms check Fixed: Prevent rare crash from out of sync ground storage when spawning particles Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670 Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds Fixed: The chat link not opening the WorldEdit folder on Unix systems Fixed: Ruined bookshelves with lore book, render the book properly at all rotations Fixed: Spearhead in tongs transform was way off Fixed: Crucible z-fighting on bottom face Fixed: Raccoon held currants not neatly positioned in their mouths Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613 Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607 Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen Fixed: Crash to desktop when breaking chiselled coral block Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777 Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315] Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608 Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass Fixed: Chiseled grass block on story Treasure Hunter trader Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21 Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled Fixed: Glass panes turned sideways would still count as walls for a room Fixed: Able to pick up or place down animals in claimed areas using basket Fixed: Misaligned cementation furnace damage box Fixed: Unable to store bow on elk while holding arrows Fixed: After pit kiln is extinguished, no flames upon re-lighting Fixed: Standing on farmland counted the same as being in a room Fixed: Arrow keys would improperly move text cursor when text selected Fixed: Rare potential for infinite loop and server crash in fruit tree code Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes Fixed: When working on an iron bloom it would freeze every other player in view distance Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals Fixed: Sealed crock recipe shows up twice in handbook Fixed: Ingot molds in the village would load incorrectly Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring Fixed: Incorrect information information in description about what trough can hold Fixed: Trough would sometimes show incorrect language string for animal names Fixed: Empty berry bushes could be used as bait in traps Fixed: Cooking pot had differing textures on some sides. All hollow ceramic models revised to present 'full' sides, to avoid this. Fixed: Pit kiln did not accept aged firewood Fixed: Lore books had wrong bookshelf transform Fixed: Updated handbook guide for animal husbandry to have better, more accurate information Fixed: Missing localization for boat construction Fixed: Sign in village could not be translated Fixed: Ingot molds placed by other players would sometimes be invisible Fixed: Buckets picked up off the ground did not stack with newly crafted buckets Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins Fixed: Seeds going into the offhand Fixed: Sailboat showed squished wood texture when unnamed Fixed: Sailboat name would become blank when world was exited and re-entered Fixed: Elevator player model rotation Fixed: Flicker/jank on the elk when switching from back seat to front seat Fixed: Bowstave drying handbook title showed up on incorrect pages Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game Fixed: Female baby bighorn localized as male Fixed: Rickety translocator could not be moved, once placed. Fixed: Lore scrolls clipping into each other on shelves Fixed: Tall display cases z-fighting with underside of thatched roof. Fixed: Fisher pants z-fighting with shirts etc. Musician hood hair clipping issues. Fixed: Raccoons did not flee from wolves Fixed: Various clothing issues (mostly nadiyan) Fixed: Monsters still spawn with lore content turned off Fixed: Random generation of loose rusty gears used incorrect percentages Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior. Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry! Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop Fixed: Notably less janky rope physics (bug bounty by Caetto <3) Fixed: After switching linux users, the crash reporter would fail to report crashes Fixed: Unable to change search keywords for meal recipes in the handbook Fixed: If crash reporter fails to open, still log original exception plus also failure reason Fixed: Milkable info not shown on bighorn sheep Fixed: Auction house interactions did not work properly for villagers Fixed: Added localization string for treasure hunter trader location Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones. Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread' Multiple bugfixes involving crates Fixed: Unlabelled crates still allowed you to interact with the label Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature Fixed: Too much rot given for servings of meal inside containers Fixed: Pickled veggies in crocks and bowls would not show the correct name and description Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly Fixed: Pots and bowls would display incorrect perish information inside containers Fixed: Empty pots would not say they were empty when placed on shelfs or the ground Fixed: Crash when looking at some stacking items in ground storage from old saves Fixed: Flowerpot and Planter would sometimes cause crashes Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime] Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire Fixed: Crafting grid allowed you to seal an already sealed crock a second time Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI] Fixed: Text on signs missing some characters when using polish language Fixed: bad gui rotations on reef blocks (now do not rotate at all) Fixed: Taking items off a ground storage while holding something else would cause floating blocks Fixed: Pit kiln would display items incorrectly Fixed: Logged error for carburizable properties in handbook Fixed: Crash when trying to pour rot from a liquid container API Updates Upgrade: VS now runs on .net 8 New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project. New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22 New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22 Feature: Added Tags system (WIP) Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Feature: Can now limit certain items from being put into traps Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work Feature: Half and full shelf layout placement of large items on shelves Feature: Species other than chickens are able to use the hen box if they use a matching nest type Feature: Henbox now able to store and display different egg item types Feature: Now all paramters for drifters to turn into crawling type is configurable from json. Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female) Refactor: Heavily reorganized the folder structure for entities and their models and textures Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect Tweak: Old iron door json and shapes moved to legacy folder. New format iron door json now under metal/door, rather than metal/iron/door. Iron hatch shapes also moved from metal/iron to metal/door folder. Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests. Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons Tweak: Fixed typo in DamageSource IngoreInvFrames field Fixed: Dead players having non-zero health Fixed: Ground storage restricts maximum stackable height properly Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Use GetCollectibleInterface for IContainedCustomName Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting Tweak: Allow maximum swivel angle to be defined in entity json Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API Tweak: Animal traps can now specify "destroyedDrops" in attributes Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc. Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally. Tweak: A damage source can now decide to ignore invulnerability frames Tweak: Added a logger parameter to BitmapExternal constructors that can fail Tweak: Allows all AI task types to be enabled/disabled during certain hours Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property. This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal. Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Tweak: Store chick data as attributes on egg item Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json. Tweak: Load pie crust top types from JSON Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding. Tweak: Added GetTags() methods to Block and Item classes Tweak: Made all internal Camera fields public Tweak: Add inForgeTransform to .tfedit ui Tweak: Added tags to block and item descriptions when extendedDebugInfo is true Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter Tweak: Removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead Tweak: Hopper open and close sounds settable from json Tweak: If ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability Tweak: Residue-covered pot now references same shapes are regular pot Fixed: Clayform looks for clay and clayworkitem in the proper domain Fixed: IsFood cooking recipe property properly serialized and stored Fixed: Allow entities to lay eggs hatching into a different mod domain Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity Fixed: Modded tool molds would cause a game crash Fixed: Recipes with multiple `{variant}` constructions in ingredients not working Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape Fixed: Refactored melee attack ai task was not registered Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path Updates since rc.7 (also contained above) Tweak: added wood types to clutter large barrels, using Texture Flipper Fixed: Multiple issues with Creative-mode Texture Flipper [detail: some wood types missing from "wood" and "planks"; changing the target block after using the toolmode GUI retained some previous textures in the toolmode GUI; potential crash if mouse-over a different type of block while toolmode GUI opened; crash if use texture-flipper without selecting toolmode having previously used a different (longer) toolmode; memory leak from toolmode GUI] Fixed: Text on signs missing some characters when using polish language Fixed: Memory leaks after exiting single player games to main menu, in -rc.1 to -rc.6 Fixed: Players and creatures not making splash on entering water, in -rc.1 to -rc.6 Fixed: Bad GUI rotations on reef blocks (now do not rotate at all) Fixed: Players can now mount pillion seat on other player elks even if owned Fixed: Taking items off a ground storage while holding something else would cause floating blocks Fixed: Pit kiln would display items incorrectly Fixed: Logged error for carburizable properties in handbook Fixed: Crash when trying to pour rot from a liquid container Fixed: Moose antlers lost during 1.21.0-pre.3 update Fixed: Disallow invalid day-of-time setting, e.g. via /time set 0600 API Tweak: When attaching things to a EntityBehaviorContainer it now adds the inventory slot code as a texturePrefix to prevent textures being overwritten from another attachable
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Dear Extraordinary Survivalists v1.21.0-rc.7, an unstable release, can now be downloaded through the account manager. The 7th time's definitely the charm! Screenshot by Superfreak, shared on #screenshots on Discord Game updates Tweak: Underwater life tweaks Sea plants now emit air bubble particles The fish particles swim with a little wiggle now, and their colors are tweaked Reduced underwater murkiness and darkness levels. Reefs should be more visible now Fixed coral and reef block break speeds were too fast. Coral structures and ledges did not have a mining tier. Reef decor would drop when host block was broken (not intended) Fixed all types of reef spawned everywhere (intended to be limited to certain temperatures) Fixed distance fade out terrain that's behind water not correctly blending Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true Fixed: Wearing some accessories could affect the textures of others Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby Fixed: Ladder could be left floating mid-air in some circumstances Fixed: Eye and neck clipping in elk model Fixed: Elk jumping animation sometimes looping endlessly Fixed: Pie left in water would periodically create particles Fixed: Traders now say their name as intended during an introduction dialogue segment Fixed: Wall carvings could sometimes load rotten Fixed: Able to mount elevator and other entities through walls, in other dimensions Fixed: Wrong damage timing when villagers are fighting drifters and other hostiles Fixed: When picking up empty anvil mold it would give you an incorrect error message Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off Fixed: Camera inside player head when in 3rd-person mode and against walls Fixed: Player model showed mirror image in character GUI Fixed: Incorrect GUI transform for Grub creature item Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues Fixed: Rare crash with insect particles and rooms check Fixed: Prevent rare crash from out of sync ground storage when spawning particles Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670 Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds Fixed: The chat link not opening the WorldEdit folder on Unix systems API Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding. API Tweak: Added GetTags() methods to Block and Item classes API Tweak: Made all internal Camera fields public API Fixed: Recipes with multiple `{variant}` constructions in ingredients not working 1.21 related changes Tweak: Base cooking pot texture no longer uses overlay shading Tweak: With Dynamic Color Grading enabled, contrast and sepia levels in settings change dynamically Fixed: Windmills not working in -rc.5 and -rc.6 Fixed: New wavy ocean sand was not pannable Fixed: Water in buckets and barrels had waves Fixed: Adult hares could reproduce without females Fixed: Saddle attachment point slot is consistent for semi-tamed and tamed elk. Github #6599 Fixed: Residue-covered pot still used placeholder overlay texture Fixed: Bad UV on elk-attached cooking pot Fixed: Timeswitch icon background now adjusts to GUI scale Fixed: Rare crash related to an empty meal container in the player inventory Fixed: Pig models did not have 'eat' animation Fixed: 'In Memoriam' short story discovery now properly localized.
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Dear Extraordinary Survivalists v1.21.0-rc.7, an unstable release, can now be downloaded through the account manager. The 7th time's definitely the charm! Screenshot by Superfreak, shared on #screenshots on Discord Game updates Tweak: Underwater life tweaks Sea plants now emit air bubble particles The fish particles swim with a little wiggle now, and their colors are tweaked Reduced underwater murkiness and darkness levels. Reefs should be more visible now Fixed coral and reef block break speeds were too fast. Coral structures and ledges did not have a mining tier. Reef decor would drop when host block was broken (not intended) Fixed all types of reef spawned everywhere (intended to be limited to certain temperatures) Fixed distance fade out terrain that's behind water not correctly blending Tweak: Add ability to disable desert storm effects per world via /worldconfigcreate bool suppressDesertStorm true Fixed: Wearing some accessories could affect the textures of others Fixed: Occasional unknown blocks in ruins, where a meteor impacted nearby Fixed: Ladder could be left floating mid-air in some circumstances Fixed: Eye and neck clipping in elk model Fixed: Elk jumping animation sometimes looping endlessly Fixed: Pie left in water would periodically create particles Fixed: Traders now say their name as intended during an introduction dialogue segment Fixed: Wall carvings could sometimes load rotten Fixed: Able to mount elevator and other entities through walls, in other dimensions Fixed: Wrong damage timing when villagers are fighting drifters and other hostiles Fixed: When picking up empty anvil mold it would give you an incorrect error message Fixed: Traps with an animal caught inside would drop the components when broken along with the trap holding the animal Fixed: When opening the world map tabs, would appear active and the prospecting dropdown would show "Everything" even if these had been previously turned off Fixed: Camera inside player head when in 3rd-person mode and against walls Fixed: Player model showed mirror image in character GUI Fixed: Incorrect GUI transform for Grub creature item Fixed: Ground stored items could sometimes load their storage properties in a way that would make certain items invisible or cause other strange issues Fixed: Rare crash with insect particles and rooms check Fixed: Prevent rare crash from out of sync ground storage when spawning particles Fixed: In Multiplayer server GUI, accept as valid the IPv6 version of the localhost URI. Github #6670 Fixed: Timeswitch client channel startup error logged in Creative flat world or other lore-free worlds Fixed: The chat link not opening the WorldEdit folder on Unix systems API Tweak: Wooden path recipe now uses explicit allowedvariants, for easier modding. API Tweak: Added GetTags() methods to Block and Item classes API Tweak: Made all internal Camera fields public API Fixed: Recipes with multiple `{variant}` constructions in ingredients not working 1.21 related changes Tweak: Base cooking pot texture no longer uses overlay shading Tweak: With Dynamic Color Grading enabled, contrast and sepia levels in settings change dynamically Fixed: Windmills not working in -rc.5 and -rc.6 Fixed: New wavy ocean sand was not pannable Fixed: Water in buckets and barrels had waves Fixed: Adult hares could reproduce without females Fixed: Saddle attachment point slot is consistent for semi-tamed and tamed elk. Github #6599 Fixed: Residue-covered pot still used placeholder overlay texture Fixed: Bad UV on elk-attached cooking pot Fixed: Timeswitch icon background now adjusts to GUI scale Fixed: Rare crash related to an empty meal container in the player inventory Fixed: Pig models did not have 'eat' animation Fixed: 'In Memoriam' short story discovery now properly localized. View full record
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Dear Extraordinary Survivalists v1.21.0-rc.5, an unstable release, can now be downloaded through the account manager. More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there! Known issue: windmills may not work in some parts of a world (related to very low wind). As always with unstable releases, we recommend use these versions for testing and for mod development, but do not play your treasured older worlds in these versions. If you have begun playing a world in a -rc version, be prepared to start a new world when 1.21.0-stable is released (which should be soon now!) [Update 8/17/2025] Also released rc.6 to five more issues Fixed: Worldgen anomalies could occur at some chunk borders in -rc.5 Fixed: Snow accumulation and other weather systems not working in -rc.5 Fixed: Some ruins in -rc.5 were broken due to the BlockRandomizer. Github #6642 Fixed: Skeleton (Compact) in ruins should now be visible again. Github #6651 Fixed: Resonance Archives most complex chunks sometimes invisible in -rc.1 to -rc.4 Screenshot by Tachyon, shared in #screenshots on Discord Game updates Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight] Tweak: Reduced reef fish flee radius so you can see them closer. Drops reduced to 0, since they're much easier to kill. Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to Fixed: Lazaret not spawning anymore (issue introduce in -rc.4) Fixed: Significant memory leak with ground storage piles Fixed: Ruined bookshelves with lore book, render the book properly at all rotations Fixed: Armor on armorstand not rendering Fixed: Spearhead in tongs transform was way off Fixed: Crucible z-fighting on bottom face Fixed: Raccoon held currants not neatly positioned in their mouths Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613 Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607 Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen Fixed: Crash to desktop when breaking chiselled coral block Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777 Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315] Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608 Fixed: "/whitelist off" and "/whitelist on" was not saved to config file API Tweak: if ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability
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Dear Extraordinary Survivalists v1.21.0-rc.5, an unstable release, can now be downloaded through the account manager. More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there! Known issue: windmills may not work in some parts of a world (related to very low wind). As always with unstable releases, we recommend use these versions for testing and for mod development, but do not play your treasured older worlds in these versions. If you have begun playing a world in a -rc version, be prepared to start a new world when 1.21.0-stable is released (which should be soon now!) [Update 8/17/2025] Also released rc.6 to five more issues Fixed: Worldgen anomalies could occur at some chunk borders in -rc.5 Fixed: Snow accumulation and other weather systems not working in -rc.5 Fixed: Some ruins in -rc.5 were broken due to the BlockRandomizer. Github #6642 Fixed: Skeleton (Compact) in ruins should now be visible again. Github #6651 Fixed: Resonance Archives most complex chunks sometimes invisible in -rc.1 to -rc.4 Screenshot by Tachyon, shared in #screenshots on Discord Game updates Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight] Tweak: Reduced reef fish flee radius so you can see them closer. Drops reduced to 0, since they're much easier to kill. Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to Fixed: Lazaret not spawning anymore (issue introduce in -rc.4) Fixed: Significant memory leak with ground storage piles Fixed: Ruined bookshelves with lore book, render the book properly at all rotations Fixed: Armor on armorstand not rendering Fixed: Spearhead in tongs transform was way off Fixed: Crucible z-fighting on bottom face Fixed: Raccoon held currants not neatly positioned in their mouths Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613 Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607 Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen Fixed: Crash to desktop when breaking chiselled coral block Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777 Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315] Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608 Fixed: "/whitelist off" and "/whitelist on" was not saved to config file API Tweak: if ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability View full record
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Dear Extraordinary Survivalists v1.21.0-rc.4, a unstable release, can now be downloaded through the account manager. Where did all these little bugs come from? + from this version onwards, when installing on Windows, our installation files should not be triggering Windows Defender / SmartScreen warnings Screenshot by John Winter, shared in #screenshots on discord Game updates Tweak: Improved mounted position of player riding elk, in 3rd-person view Tweak: Standard hairstyles are always available when purchasing a haircut Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info Tweak: Make a few additional weather commands available also in release mode Fixed: (1.21.0-rc.3 issue) Player clothing invisible Fixed: (1.21.0-rc.3 issue) Reef fish could teleport to 0,0,0 - potentially causing game crash [detail: also fixed rare ServerMapChunk deserialization error at map-edge position (0,0). Github #6512 and #6422] Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass Fixed: Chiseled grass block on story Treasure Hunter trader Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21 Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled Fixed: Papyrus chest holding animal in inventory had wrong texture Fixed: Crash when editing sign text Fixed: Glass panes turned sideways would still count as walls for a room Fixed: Able to pick up or place down animals in claimed areas using basket Fixed: Misaligned cementation furnace damage box Fixed: Unable to store bow on elk while holding arrows Fixed: Slight (~100ms) delay before elk walks, after Forwards key pressed Fixed: After pit kiln is extinguished, no flames upon re-lighting Fixed: Standing on farmland counted the same as being in a room Fixed: Arrow keys would improperly move text cursor when text selected Fixed: Rare potential for infinite loop and server crash in fruit tree code Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes Fixed: when working on an iron bloom it would freeze every other player in view distance Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals Fixed: Sealed crock recipe shows up twice in handbook Fixed: Missing "of" in name of crocks with meals inside Fixed: Meals in village were not properly displaying the meal name Fixed: Ingot molds in the village would load incorrectly Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring Fixed: Incorrect information information in description about what trough can hold Fixed: Trough would sometimes show incorrect language string for animal names Fixed: Empty berry bushes could be used as bait in traps Fixed: Barracuda fins going wild during flopping animation Fixed: Cooking pot had differing textures on some sides. All hollow ceramic models revised to present 'full' sides, to avoid this. Fixed: Albino elk did not have proper eyes Fixed: Pit kiln did not accept aged firewood Fixed: Lore books had wrong bookshelf transform Fixed: Handbook would not properly group fish in animal names Fixed: Updated handbook guide for animal husbandry to have better, more accurate information Fixed: Some broken links in handbook Fixed: Crash when opening a handbook without pressing a key Fixed: Missing localization for boat construction API Tweak: Residue-covered pot now references same shapes are regular pot View full record
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Dear Extraordinary Survivalists v1.21.0-rc.4, a unstable release, can now be downloaded through the account manager. Where did all these little bugs come from? + from this version onwards, when installing on Windows, our installation files should not be triggering Windows Defender / SmartScreen warnings Screenshot by John Winter, shared in #screenshots on discord Game updates Tweak: Improved mounted position of player riding elk, in 3rd-person view Tweak: Standard hairstyles are always available when purchasing a haircut Tweak: Slightly higher vertical down search range of flowers on beehives so players don't have to build a platform below beehives Tweak: Remove incorrect "must be nearby" statement in the Prospecting guide Tweak: When creating a new world, 'allow fires spread' and 'allow falling blocks' would show incorrectly in the hover info Tweak: Make a few additional weather commands available also in release mode Fixed: (1.21.0-rc.3 issue) Player clothing invisible Fixed: (1.21.0-rc.3 issue) Reef fish could teleport to 0,0,0 - potentially causing game crash [detail: also fixed rare ServerMapChunk deserialization error at map-edge position (0,0). Github #6512 and #6422] Fixed: The treasure hunter could spawn partially underground in worlds with higher world heights. Also fixed an issue where the floor was incorrectly replaced with grass Fixed: Chiseled grass block on story Treasure Hunter trader Fixed: Terrain height discontinuities (visible chunk borders) at the edges of mapregions, if loading existing 1.20 (or earlier) worlds in 1.21 Fixed: Rare chunk border worldgen anomalies when loading worlds generated in 1.20, with multi-threaded worldgen enabled Fixed: Papyrus chest holding animal in inventory had wrong texture Fixed: Crash when editing sign text Fixed: Glass panes turned sideways would still count as walls for a room Fixed: Able to pick up or place down animals in claimed areas using basket Fixed: Misaligned cementation furnace damage box Fixed: Unable to store bow on elk while holding arrows Fixed: Slight (~100ms) delay before elk walks, after Forwards key pressed Fixed: After pit kiln is extinguished, no flames upon re-lighting Fixed: Standing on farmland counted the same as being in a room Fixed: Arrow keys would improperly move text cursor when text selected Fixed: Rare potential for infinite loop and server crash in fruit tree code Fixed: Crash or freeze when breaking Pulverizer top block, and related crashes Fixed: when working on an iron bloom it would freeze every other player in view distance Fixed: Changing Audio device or toggling the directional audio option would cause the reverb to no longer work until a game restart Fixed: Crocks and pots would not show the proper "Rotten Food" string when storing rotted meals Fixed: Sealed crock recipe shows up twice in handbook Fixed: Missing "of" in name of crocks with meals inside Fixed: Meals in village were not properly displaying the meal name Fixed: Ingot molds in the village would load incorrectly Fixed: Modded tool molds would sometimes reuse the same mesh or not allow pouring Fixed: Incorrect information information in description about what trough can hold Fixed: Trough would sometimes show incorrect language string for animal names Fixed: Empty berry bushes could be used as bait in traps Fixed: Barracuda fins going wild during flopping animation Fixed: Cooking pot had differing textures on some sides. All hollow ceramic models revised to present 'full' sides, to avoid this. Fixed: Albino elk did not have proper eyes Fixed: Pit kiln did not accept aged firewood Fixed: Lore books had wrong bookshelf transform Fixed: Handbook would not properly group fish in animal names Fixed: Updated handbook guide for animal husbandry to have better, more accurate information Fixed: Some broken links in handbook Fixed: Crash when opening a handbook without pressing a key Fixed: Missing localization for boat construction API Tweak: Residue-covered pot now references same shapes are regular pot
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the final location should now also have a treasure room that you can loot
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Dear Extraordinary Survivalists v1.21.0-rc.3, a unstable release, can now be downloaded through the account manager. Should hopefully be the last release candidate. We couldn't resist adding a little more content! Known issue: like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise Added coral fences Majorly reworked deer / moose animations Game updates Feature: Added coral fence (made from coral chunks) Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis Feature: Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones Feature: Cementation furnace carburization in handbook Feature: Show display/liquid containers that can hold items in handbook Feature: Show items that can be stored inside display/liquid containers in handbook Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures Tweak: Majorly reworked Deer animations Tweak: Clayforming will place outputs on the ground where they were formed Tweak: Pick Block will flip items out of the inventory in survival Tweak: Prefer not to pick up items into offhand slot if other space is available Tweak: Stone path blocks can no longer be water-logged Tweak: Aged firewood can now be crafted from aged logs Tweak: Slight modifications to wolf model Tweak: On Linux use X11 window by default since it has no scaling issues and better performance Fixed: Sign in village could not be translated Fixed: Ingot molds placed by other players would sometimes be invisible Fixed: When attaching an anchor to boat it would sometimes be lowered Fixed: Error when remapping old ingot molds Fixed: Outdated handbook taming section. Now mention how to trap and tame a baby elk. Fixed: Sturgeon had bad 'mouth' animations Fixed: Buckets picked up off the ground did not stack with newly crafted buckets Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks Fixed: Missing unrevealed nametag translations for villagers and traders Fixed: Several lines of dialogue for traders missing from translation Fixed: Various spelling, grammar, or capitalization mistakes in various language strings Fixed: Unclear or incorrect information in various language strings Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins Fixed: Seeds going into the offhand Fixed: Sailboat showed squished wood texture when unnamed Fixed: Sailboat name would become blank when world was exited and re-entered Fixed: Elevator player model rotation Fixed: Flicker/jank on the elk when switching from back seat to front seat Fixed: Bowstave drying handbook title showed up on incorrect pages Fixed: Semitamed elk would always use albino texture Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game Fixed: Female baby bighorn localized as male Fixed: Rickety translocator could not be moved, once placed. Fixed: Lore scrolls clipping into each other on shelves Fixed: Tall display cases z-fighting with underside of thatched roof. Fixed: Fisher pants z-fighting with shirts etc. Musician hood hair clipping issues. Fixed: Raccoons did not flee from wolves Fixed: Various clothing issues (mostly nadiyan) Fixed: New fish were missing localizations Fixed: Monsters still spawn with lore content turned off Fixed: Random generation of loose rusty gears used incorrect percentages Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior. Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry! Fixed: Crash for meals with less than 1 full portion Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop API Tweak: Add inForgeTransform to .tfedit ui API Tweak: Added tags to block and item descriptions when extendedDebugInfo is true API Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter API Tweak: removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead API Tweak: Hopper open and close sounds settable from json API Fixed: Refactored melee attack ai task was not registered API Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path
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Dear Extraordinary Survivalists v1.21.0-rc.3, a unstable release, can now be downloaded through the account manager. Should hopefully be the last release candidate. We couldn't resist adding a little more content! Known issue: like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise Added coral fences Majorly reworked deer / moose animations Game updates Feature: Added coral fence (made from coral chunks) Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis Feature: Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones Feature: Cementation furnace carburization in handbook Feature: Show display/liquid containers that can hold items in handbook Feature: Show items that can be stored inside display/liquid containers in handbook Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures Tweak: Majorly reworked Deer animations Tweak: Clayforming will place outputs on the ground where they were formed Tweak: Pick Block will flip items out of the inventory in survival Tweak: Prefer not to pick up items into offhand slot if other space is available Tweak: Stone path blocks can no longer be water-logged Tweak: Aged firewood can now be crafted from aged logs Tweak: Slight modifications to wolf model Tweak: On Linux use X11 window by default since it has no scaling issues and better performance Fixed: Sign in village could not be translated Fixed: Ingot molds placed by other players would sometimes be invisible Fixed: When attaching an anchor to boat it would sometimes be lowered Fixed: Error when remapping old ingot molds Fixed: Outdated handbook taming section. Now mention how to trap and tame a baby elk. Fixed: Sturgeon had bad 'mouth' animations Fixed: Buckets picked up off the ground did not stack with newly crafted buckets Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks Fixed: Missing unrevealed nametag translations for villagers and traders Fixed: Several lines of dialogue for traders missing from translation Fixed: Various spelling, grammar, or capitalization mistakes in various language strings Fixed: Unclear or incorrect information in various language strings Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins Fixed: Seeds going into the offhand Fixed: Sailboat showed squished wood texture when unnamed Fixed: Sailboat name would become blank when world was exited and re-entered Fixed: Elevator player model rotation Fixed: Flicker/jank on the elk when switching from back seat to front seat Fixed: Bowstave drying handbook title showed up on incorrect pages Fixed: Semitamed elk would always use albino texture Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game Fixed: Female baby bighorn localized as male Fixed: Rickety translocator could not be moved, once placed. Fixed: Lore scrolls clipping into each other on shelves Fixed: Tall display cases z-fighting with underside of thatched roof. Fixed: Fisher pants z-fighting with shirts etc. Musician hood hair clipping issues. Fixed: Raccoons did not flee from wolves Fixed: Various clothing issues (mostly nadiyan) Fixed: New fish were missing localizations Fixed: Monsters still spawn with lore content turned off Fixed: Random generation of loose rusty gears used incorrect percentages Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior. Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry! Fixed: Crash for meals with less than 1 full portion Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop API Tweak: Add inForgeTransform to .tfedit ui API Tweak: Added tags to block and item descriptions when extendedDebugInfo is true API Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter API Tweak: removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead API Tweak: Hopper open and close sounds settable from json API Fixed: Refactored melee attack ai task was not registered API Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path View full record
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For issues on our discord server please contact the moderators
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Dear Extraordinary Survivalists v1.21.0-rc.2, a unstable release, can now be downloaded through the account manager. Stability wise, this update is looking good! Looks like we can go stable very soon. Game updates Feature: Added a variety of saltwater fish. Some are reef-specific. Very WIP still. Tweak: the linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed Tweak: Crocks will show what's in them in their name Tweak: More crock labels for differing contents Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help Fixed: Notably less janky rope physics (bug bounty by Caetto <3) Fixed: After switching linux users, the crash reporter would fail to report crashes Fixed: Unable to change search keywords for meal recipes in the handbook Fixed: If crash reporter fails to open, still log original exception plus also failure reason Fixed: Milkable info not shown on bighorn sheep Fixed: Auction house interactions did not work properly for villagers Fixed: Modded tool molds would cause a game crash Fixed: Added localization string for treasure hunter trader location Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones. Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread' Multiple bugfixes involving crates Fixed: Unlabelled crates still allowed you to interact with the label Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature Fixed: Too much rot given for servings of meal inside containers Fixed: Pickled veggies in crocks and bowls would not show the correct name and description Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly Fixed: Pots and bowls would display incorrect perish information inside containers Fixed: Empty pots would not say they were empty when placed on shelfs or the ground Fixed: Crash when looking at some stacking items in ground storage from old saves Fixed: Flowerpot and Planter would sometimes cause crashes Fixed: missing whitetail-antlers texture. Dead adult pigs had wrong localization Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime] Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire Fixed: when sleeping in a bed in multiplayer other clients would crash Fixed: Crock sealing in crafting grid would delete contents Fixed: Crafting grid allowed you to seal an already sealed crock a second time API Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks API Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels API Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well API Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts API Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape
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Dear Extraordinary Survivalists v1.21.0-rc.2, a unstable release, can now be downloaded through the account manager. Stability wise, this update is looking good! Looks like we can go stable very soon. Game updates Feature: Added a variety of saltwater fish. Some are reef-specific. Very WIP still. Tweak: the linux install.sh now no longer installs the fonts, they are loaded via font.conf by the run.sh file. Further the max_map_count is now set permanently if needed Tweak: Crocks will show what's in them in their name Tweak: More crock labels for differing contents Tweak: [QOL] Crate label now drawn with pigment using Ctrl+right click not Shift+right click, for consistency and to match item interaction help Fixed: Notably less janky rope physics (bug bounty by Caetto <3) Fixed: After switching linux users, the crash reporter would fail to report crashes Fixed: Unable to change search keywords for meal recipes in the handbook Fixed: If crash reporter fails to open, still log original exception plus also failure reason Fixed: Milkable info not shown on bighorn sheep Fixed: Auction house interactions did not work properly for villagers Fixed: Modded tool molds would cause a game crash Fixed: Added localization string for treasure hunter trader location Fixed: Command /wgen structures spawn did not respect the rotation. Minor tweak, the list sub command now outputs the mod domain as well as /wgen pos structures for newly generated ones. Fixed: When setting crate label, sometimes it briefly shows the question mark texture and logs the error 'Texture uploads must happen in the main thread' Multiple bugfixes involving crates Fixed: Unlabelled crates still allowed you to interact with the label Fixed: Crate would delete extra items on retrieval if they did not fit in player's inventory, now they stay in the crate Fixed: Bulk removal from a crate would sometimes give less than the max stack size, even when that many items were present Tweak: Crate label stays set after last item is removed, cleared on addition of a different kind of item or by use of pigment when emptyTweak: Draw crate item label without rot state or temperature Fixed: Too much rot given for servings of meal inside containers Fixed: Pickled veggies in crocks and bowls would not show the correct name and description Fixed: Various meal labels would not properly show partial servings when holding more than 1 serving Fixed: Pickled veggies put into and taken out of barrel would not keep consistent stack sizes Fixed: Inconsistent nutrition for pickled veggies eaten out of a bowl directly Fixed: Pots and bowls would display incorrect perish information inside containers Fixed: Empty pots would not say they were empty when placed on shelfs or the ground Fixed: Crash when looking at some stacking items in ground storage from old saves Fixed: Flowerpot and Planter would sometimes cause crashes Fixed: missing whitetail-antlers texture. Dead adult pigs had wrong localization Fixed: Logged errors and unknown textures when many labelled crates are used [detail: engine now fully supports dynamically increasing the number of block texture atlasses at runtime] Fixed: Charcoal pit would sometimes trigger an NRE and fail to light on fire Fixed: when sleeping in a bed in multiplayer other clients would crash Fixed: Crock sealing in crafting grid would delete contents Fixed: Crafting grid allowed you to seal an already sealed crock a second time API Tweak: Crock shape now taken from the defined shape in the JSON, seal and labels must be in the same folder, will use hard coded paths as fallbacks API Tweak: Crock label names for label models defined in JSON, for easier additions of extra labels API Tweak: Crocks can take crockable items out of the liquid slot of a barrel now as well API Tweak: Futureproofing neckwear - Modified all necklaces to use a rotator element for if/when we add player breasts API Fixed: When unable to find the model for a label or a seal the game will gracefully just not show the shape View full record
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Dear Extraordinary Survivalists v1.21.0-rc.1, a unstable release, can now be downloaded through the account manager. Over 61% of you requested us to finish/polish existing content, so this update's main focus was just that. We've worked on better interactivity with blocks, more ground storage options, more documentation in the survival handbook, a better control scheme for the sailboat, more traversable terrain, more polished cloud visuals, adding the awaited elk-taming system, many adjustments to the 2nd story chapter to make it more approachable and more rewarding. And tons of bugfixes. Included in that list of fixes are two long-standing issues: ghost players seen in multiplayer games, and animals sometimes escaping their pens if the player leaves the area - at least we covered the main causes for those, time will tell if we found them all. On the engine side we have launched several large scale cleanup/polishing projects such as the slow introduction of the C# nullable context file by file, a major rewrite of the entity AI tasks, major file system level cleanup of our entities, and a Tags system for entities/blocks/items useful for modders. We also now run the game on .NET 8 with plans to go to .NET 10 in a future update. Can I start playing 1.21 now? We are decently confident that your v1.20 or older worlds will not break. If you want to be on the safe side, wait until the stable release. (But we recommend now not continuing a world you created in any of the pre-releases of 1.21.) We would highly recommend making a backup copy of your 1.20 worlds before upgrading the game to 1.21 - for example, although it has terrain smoothing, there is still a potential that the -rc.1 release will create chunk borders for some, due to changes in worldgen. v1.21 still unfinished / known issues The barber's hairstyling dialog is unfinished. The large ocean waves do not affect swimming entities. The new moon shader visuals might need some tuning. The Tags system for modders is a work in progress Forging ahead We'll now slowly shift to working on version 1.22, which we in the Team are all extremely excited about. We plan to focus primarily on game mechanics this time, especially mechanical power. Personally I'm looking very much forward to doing more dev streams where we can build new game mechanics together live. Secret Game Project™ In other news, we are also able to reveal our first teaser trailer for the secret game project that Anego Studios began working on a couple months ago. There is currently one developer working on it full time and it will be completely a separate game project, there is no lore or content shared between it and Vintage Story. Check it out here: https://www.youtube.com/watch?v=FtYq59ka3vE Vintage Story "Adventure Mode" In other other news, the very recently announced new game mode that will focus on a brighter, RPG-y version of Vintage Story is also in the works, currently we are still in very early planning and negotiation phase, so nothing to show here just yet. It will take some time until we'll have something of substance to share. Final Words That all being said, thank you to everyone for playing Vintage Story, contributing to the online discussions, reporting bugs, submitting pull requests and all the other cool stuff y'all do! We hope this update will bring you joy. Game update trailer Gifs/Screenshots New blocks: Coral cobblestone, 3 types of red ceramic tiles, new iron door variants and papyrus variants of the baskets Can now place more items onto shelves Added colored crocks, bowls, pots, vessels and watering cans Added coral reefs: This time for real. Schools of fish included! Added wavy sands to oceans Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Added volumetric clouds system. Soft as a pillow now! Ground storage improvements. Can now store 12 ores per spot Added bear hide trophy armor Sailboat upgrades: Can now name the sailboat and attach shields Sailboat control change: Need to furl/unfurl sails to sail Elk upgrades: Can now attach a falx or bow, and temporal gears Improved seraph faces Added many new hair styles, added in-game barber in story chapter 2 Game updates Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.] Feature: Add colored crucibles and metal tool and ingot molds Different colored ingot molds can be placed in the same block space Feature: New blocks Added coral cobblestone, which can be made from chunks of coral gotten from reefs Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace) Added three new red ceramic tile blocks and slabs, sold by an Artisan Trader Added wood-typed paths and wooden paths are now drawn in full 3D Added papyrus chests, hand basket and basket traps Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through Graphics settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk Feature: Elk riding system tuning Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier Feature: Two players can now ride an elk by adding a pillion cushion on the elk's back, behind the saddle Tweak: Add ability for bow, falx and blackguard sword to be stowed on elk's front left and right utility slots Tweak: Added spot to hang a string of up to 3 temporal gears on the elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm their own ridden mount Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Tamed Elk still attacking the owner Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers Fixed: game crashing when harvesting a dead tamed Elk after server restart Feature: Coral reefs generate in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Feature: Add wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added 3 new ruins, fine tuned a few others Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only) Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits [Technical info: Correctly scale surface deposit chance by deposit depth to world sea level] Feature: Slow healing system Healing items now heal over time instead of instantly Slow healing, as well as taking damage, is now visualized in the health bar Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply Feature: In multiplayer, players can now revive other players using a poultice Feature: Reworked seraph faces, added many new types of faces in the character creation dialog Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber (I wonder where one would find a barber?) Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved! Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct, based on relative moon and sun positions Rendered moon lit side precisely faces the sun current position Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set AllowTraverseEveryone true to allow everyone to open doors in the claim Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between 2nd story event locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc - use charcoal on the name plate near the bow on port-side Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them) Feature: Can now place place pies, ingot molds, and helvehammer molds on shelves Feature: Added dedicated piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers (no longer quad-storable) Feature: Oceans now have large waves (WIP) Feature: New moon shader that is correctly lit by the sun (WIP) Feature: Added 9 sailboat figurehead models for the figurehead mounting point Feature: New pie top crust type: Slit Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Buckets now stack to 5 Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks) Tweak: Lime can no longer be crushed by hand with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps continued producing honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: Blocks/craftables tweaks Tweak: Mining bag can now be made from a linen sack and plates Tweak: Slight adjustment to diamond stone tile texture. Added 'aged' diamond stone tiles (creative mode only) Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Fixed: Pink and smoky glass were missing slab recipes Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Feature: Ground storage tweaks Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Tweak: Make wooden pan ground storable Fixed: Some ores not ground storable Tweak: In-world interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Can now swap chisel material using pick block mouse button Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Show more perish information in handbook Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Tweak: Add info about pressing Shift+H to the intro text for Survival Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Mention using knife to change pie crust in handbook recipe Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half. Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit. As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command .cf allowSSBOs off or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). [Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command .cf allowSSBOs on to enable this setting, as in such cases it was off by default] Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Small server RAM reduction [detail for modders: servers no longer retain block and item render transforms] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) Reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves Tweak: Carcasses now have more size-appropriate hitboxes Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: Crocks now visibly indicate the seal on the model Tweak: When getting up from a bed you can now also stand up next to the foot of the bed Tweak: Added seal hours info text for barrel recipes Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: Add vegetables and fruit mash to small trough Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them) Tweak: Tutorial will now take into account items already collected for collection steps Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment. Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now Tweak: Show harvestable skeps in creative inventory and handbook Tweak: Added error messages when item can't be added to an animal trap Tweak: Adjusted tool ground storage transforms to reduce clipping Tweak: Boat and elk selection boxes would be shown at very far distances Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials) Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap Tweak: Allow bombs to be blown up on land you have build permissions Tweak: Enable vsync by default, disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Water now somewhat less murky overall Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Fixed: 75% chance of fixing player ghost duplicates Fixed: Shattered molds display proper amount of bits dropped Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Added a missing tooltip to the firestarter Fixed: Made most of the particle effects dimension aware Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Server tick time higher than necessary in some cases Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawn entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: In handbook or other text, empty or unclosed <hk> hotkey tokens crashing the game Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: On Linux, changing from fullscreen to windowed made window border disappear Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Fixed: Error when looking at the fruitpress with rot in it Fixed: Translocators stuck at warping space time Fixed: Blades other than falx and blackguard sword were attachable to elk, but did not have shape files for it, and so were invisible when attached Fixed: The show dressed button on the character customization screen did not work after creating a new world Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave Fixed: Show pie in oven interact help box Fixed: Troughs properly report only the animals that can eat from them in suitability info Fixed: Troughs display proper portion size in interaction help even when half full Fixed: Henboxes no longer constantly show "A broody hen is needed" Fixed: Fancy storage vessels showed cracked vessel model when falling Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers Fixed: Beenade would not properly fill with bees from skep anymore Fixed: Raccoons will properly break skeps and harvest berries again Fixed: Berry bushes will properly load the stage growth when exchanged Fixed: Spears and Bows now properly scaled on tool racks Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities Fixed: Mushrooms did not display correctly in traps Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version Fixed: Destroyed papyrus trap uses incorrect textures Fixed: Fish properly trigger their flee behavior Fixed: Suevite ashlar blocks missing lang entries Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln Fixed: Rare crash when interacting with ingot mold Fixed: Pie contents could cook in the oven, breaking the texture Fixed: ItemStackRandomizer would not save changes to it Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio Fixed: Storage vessel and anvil pit kiln used pre-color block name formats Fixed: Ground stored food containers would not render its contents when combined with a hot crucible Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible Fixed: Should fix one source of animals escaping their pens Fixed: Trader dialog bypass, added audit logging for items exchanged with traders Fixed: Shattered ingot molds could sometimes duplicate or cause issues Fixed: Wood-button sound when first entering game world Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted Fixed: Super jittery player when connecting or when dead Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck Fixed: Crash when clicking on an empty crock with an empty bowl Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one Fixed: When two different cooking pots are attached to the elk only the left ones texture was shown on both sides Fixed: Dirty pot had stacksize of 1, unlike regular pots Fixed: Estoc had bad ground-placed transform Fixed: Chimney used clay instead of mortar in grid recipe Fixed: Pit kiln would not properly synchronize being lit between client and server Fixed: Wall leaned ground stored items can no longer float Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks Fixed: Ground storage stackable items without a solid upward face could stack on top of each other Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack Fixed: Settings toggle button text not vertically centered Fixed: Mods adding story structures without a protection would crash when teleporting there Fixed: Various roofing blocks had erroneous solid sides Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal API Updates Upgrade: VS now runs on .net 8 New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project. New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22 New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22 Feature: Added Tags system (WIP) Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Feature: Can now limit certain items from being put into traps Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work Feature: Half and full shelf layout placement of large items on shelves Feature: Species other than chickens are able to use the hen box if they use a matching nest type Feature: Henbox now able to store and display different egg item types Feature: Now all paramters for drifters to turn into crawling type is configurable from json. Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female) Refactor: Heavily reorganized the folder structure for entities and their models and textures Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect Tweak: Old iron door json and shapes moved to legacy folder. New format iron door json now under metal/door, rather than metal/iron/door. Iron hatch shapes also moved from metal/iron to metal/door folder. Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests. Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons Tweak: Fixed typo in DamageSource IngoreInvFrames field Fixed: Dead players having non-zero health Fixed: Ground storage restricts maximum stackable height properly Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Use GetCollectibleInterface for IContainedCustomName Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting Tweak: Allow maximum swivel angle to be defined in entity json Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API Tweak: Animal traps can now specify "destroyedDrops" in attributes Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc. Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally. Tweak: A damage source can now decide to ignore invulnerability frames Tweak: Added a logger parameter to BitmapExternal constructors that can fail Tweak: Allows all AI task types to be enabled/disabled during certain hours Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property. This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal. Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Tweak: Store chick data as attributes on egg item Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json. Tweak: Load pie crust top types from JSON Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes Fixed: Clayform looks for clay and clayworkitem in the proper domain Fixed: IsFood cooking recipe property properly serialized and stored Fixed: Allow entities to lay eggs hatching into a different mod domain Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity Changes since pre.3 (also included above) Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Added coral cobblestone, which can be made from chunks of coral gotten from reefs. Feature: Show perish information in handbook Feature: Rework seraph faces, added many new types of faces in the character creation dialog Feature: Wood paths are now wood-typed (paths in pre-existing worlds will be remapped to 'aged') Tweak: (minor) Add info about pressing Shift+H to the intro text for Survival Tweak: Fix window fullscreen to windowed makes border disappear on Linux Tweak: Crocks now visibly indicate the seal on the model Tweak: When getting up from a bed you can now also stand up next to the feet part of it Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground v1.21 related changes Tweak: Application of healing item will now be canceled only if player spends more than 0.4s in air. So stepping down a block or jumping onto a block wont cancel it. Configurable via TimeInAirToCancelSec attibute in json Tweak: Added drops for figureheads Tweak: Allow fence gates to also be opened by the new traverse permission Fixed: Slider occasionally would crash the game Fixed: Hens laying unfertilized eggs Fixed: Survival mode players sometimes unable to place figureheads on sailboat Fixed: Occasional judder in player motion in 1.21.0-pre.3 [detail: improved performance of entity state tags updates] Fixed: In multiplayer other players where always looking in one direction Fixed: Toggle shift broken on elk using snaffle bit Fixed: [was broken in -pre.3] player seat positions on raft re-centered API Feature: Now all paramters for drifters to turn into crawling type is configurable from json. API Refactor: Continue reorganising and cleaning up multiple entity json files API Tweak: Use GetCollectibleInterface for IContainedCustomName API Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting API Tweak: Allow maximum swivel angle to be defined in entity json
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Dear Extraordinary Survivalists v1.21.0-rc.1, a unstable release, can now be downloaded through the account manager. Over 61% of you requested us to finish/polish existing content, so this update's main focus was just that. We've worked on better interactivity with blocks, more ground storage options, more documentation in the survival handbook, a better control scheme for the sailboat, more traversable terrain, more polished cloud visuals, adding the awaited elk-taming system, many adjustments to the 2nd story chapter to make it more approachable and more rewarding. And tons of bugfixes. Included in that list of fixes are two long-standing issues: ghost players seen in multiplayer games, and animals sometimes escaping their pens if the player leaves the area - at least we covered the main causes for those, time will tell if we found them all. On the engine side we have launched several large scale cleanup/polishing projects such as the slow introduction of the C# nullable context file by file, a major rewrite of the entity AI tasks, major file system level cleanup of our entities, and a Tags system for entities/blocks/items useful for modders. We also now run the game on .NET 8 with plans to go to .NET 10 in a future update. Can I start playing 1.21 now? We are decently confident that your v1.20 or older worlds will not break. If you want to be on the safe side, wait until the stable release. (But we recommend now not continuing a world you created in any of the pre-releases of 1.21.) We would highly recommend making a backup copy of your 1.20 worlds before upgrading the game to 1.21 - for example, although it has terrain smoothing, there is still a potential that the -rc.1 release will create chunk borders for some, due to changes in worldgen. v1.21 still unfinished / known issues The barber's hairstyling dialog is unfinished. The large ocean waves do not affect swimming entities. The new moon shader visuals might need some tuning. The Tags system for modders is a work in progress Forging ahead We'll now slowly shift to working on version 1.22, which we in the Team are all extremely excited about. We plan to focus primarily on game mechanics this time, especially mechanical power. Personally I'm looking very much forward to doing more dev streams where we can build new game mechanics together live. Secret Game Project™ In other news, we are also able to reveal our first teaser trailer for the secret game project that Anego Studios began working on a couple months ago. There is currently one developer working on it full time and it will be completely a separate game project, there is no lore or content shared between it and Vintage Story. Check it out here: https://www.youtube.com/watch?v=FtYq59ka3vE Vintage Story "Adventure Mode" In other other news, the very recently announced new game mode that will focus on a brighter, RPG-y version of Vintage Story is also in the works, currently we are still in very early planning and negotiation phase, so nothing to show here just yet. It will take some time until we'll have something of substance to share. Final Words That all being said, thank you to everyone for playing Vintage Story, contributing to the online discussions, reporting bugs, submitting pull requests and all the other cool stuff y'all do! We hope this update will bring you joy. Game update trailer Gifs/Screenshots New blocks: Coral cobblestone, 3 types of red ceramic tiles, new iron door variants and papyrus variants of the baskets Can now place more items onto shelves Added colored crocks, bowls, pots, vessels and watering cans Added coral reefs: This time for real. Schools of fish included! Added wavy sands to oceans Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Added volumetric clouds system. Soft as a pillow now! Ground storage improvements. Can now store 12 ores per spot Added bear hide trophy armor Sailboat upgrades: Can now name the sailboat and attach shields Sailboat control change: Need to furl/unfurl sails to sail Elk upgrades: Can now attach a falx or bow, and temporal gears Improved seraph faces Added many new hair styles, added in-game barber in story chapter 2 Game updates Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. [Details for modders: Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern.] Feature: Add colored crucibles and metal tool and ingot molds Different colored ingot molds can be placed in the same block space Feature: New blocks Added coral cobblestone, which can be made from chunks of coral gotten from reefs Added solid and barred variants of the iron door (barred variant not suitable for a cementation furnace) Added three new red ceramic tile blocks and slabs, sold by an Artisan Trader Added wood-typed paths and wooden paths are now drawn in full 3D Added papyrus chests, hand basket and basket traps Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through Graphics settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elk to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk Feature: Elk riding system tuning Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier Feature: Two players can now ride an elk by adding a pillion cushion on the elk's back, behind the saddle Tweak: Add ability for bow, falx and blackguard sword to be stowed on elk's front left and right utility slots Tweak: Added spot to hang a string of up to 3 temporal gears on the elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm their own ridden mount Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Tamed Elk still attacking the owner Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers Fixed: game crashing when harvesting a dead tamed Elk after server restart Feature: Coral reefs generate in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Feature: Add wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: For existing game worlds, will involve some automatic terrain smoothing between old chunks and new chunks, some changes may be abrupt Tweak: Enabled 2.5% ocean at 500% scale by default - walk far enough from spawn and you should find an ocean eventually Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added 3 new ruins, fine tuned a few others Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of baby creatures only (or more generally, companions only) Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits [Technical info: Correctly scale surface deposit chance by deposit depth to world sea level] Feature: Slow healing system Healing items now heal over time instead of instantly Slow healing, as well as taking damage, is now visualized in the health bar Armor no longer nerfs healing amount, but instead increases the time it takes for the healing to apply Feature: In multiplayer, players can now revive other players using a poultice Feature: Reworked seraph faces, added many new types of faces in the character creation dialog Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber (I wonder where one would find a barber?) Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit with a 25% chance from drifters, shivers and bowtorns (overall drop rate remains unchanged). There is a reason a falx blade is curved! Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct, based on relative moon and sun positions Rendered moon lit side precisely faces the sun current position Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: Add "traverse" permission to land claims, in multiplayer this allows other players to use doors and trapdoors in such claims without being able to use anything else. This can now be granted to groups or players per land claim - or set AllowTraverseEveryone true to allow everyone to open doors in the claim Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at a fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between 2nd story event locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc - use charcoal on the name plate near the bow on port-side Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Tweak: Allow a boat stuck in water that is too shallow to be nudged forwards Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that are discovered to have vulnerabilities in them) Feature: Can now place place pies, ingot molds, and helvehammer molds on shelves Feature: Added dedicated piles for beeswax, cattails, papyrus, cloth, bones, sticks and flax fibers (no longer quad-storable) Feature: Oceans now have large waves (WIP) Feature: New moon shader that is correctly lit by the sun (WIP) Feature: Added 9 sailboat figurehead models for the figurehead mounting point Feature: New pie top crust type: Slit Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Buckets now stack to 5 Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds now burn for just 1 second, they were burning for 10 seconds (longer than sticks) Tweak: Lime can no longer be crushed by hand with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps continued producing honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: Blocks/craftables tweaks Tweak: Mining bag can now be made from a linen sack and plates Tweak: Slight adjustment to diamond stone tile texture. Added 'aged' diamond stone tiles (creative mode only) Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Fixed: Pink and smoky glass were missing slab recipes Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Feature: Ground storage tweaks Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Tweak: Make wooden pan ground storable Fixed: Some ores not ground storable Tweak: In-world interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Can now swap chisel material using pick block mouse button Tweak: Pick block button works in Survival mode to swap slots, but does not give any block in Survival mode Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Show more perish information in handbook Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Tweak: Add info about pressing Shift+H to the intro text for Survival Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Mention using knife to change pie crust in handbook recipe Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half. Some players can now try higher view distances, it may allow you to increase your view distance above your hardware's previous limit. As an additional benefit it may also save almost 1GB of process RAM in Windows with certain graphics drivers, such as Nvidia. If you need to disable this change, the setting can be changed in-game using command .cf allowSSBOs off or edit clientsettings.json file and look for "allowSSBOs". Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +5% (depends on hardware, view distance, other graphics settings, and scene). [Known issues: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled. Setting is not available (and off by default) for MacOS and other hardware not supporting at least OpenGL 4.3, this is outside our control. If you already played game versions 1.21.0-pre.1 / 2 / 3, you will need to use command .cf allowSSBOs on to enable this setting, as in such cases it was off by default] Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Small server RAM reduction [detail for modders: servers no longer retain block and item render transforms] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] Save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) Reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Tweak: The /land info command now also shows the AllowUseEveryone and AllowTraverseEveryone settings Tweak: A small shader tweak seems to greatly mitigate black pixels around water / water waves Tweak: Carcasses now have more size-appropriate hitboxes Tweak: Glue is now a regular liquid and can be picked up with and used in bowls and so forth Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: Crocks now visibly indicate the seal on the model Tweak: When getting up from a bed you can now also stand up next to the foot of the bed Tweak: Added seal hours info text for barrel recipes Tweak: Added shelf interaction help; Standardized container information inside of shelves and ground storage Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: Add vegetables and fruit mash to small trough Tweak: Some rare ruins artifacts now scrap-able (i.e. can recover material from them) Tweak: Tutorial will now take into account items already collected for collection steps Tweak: When there are no worlds the single player world list page will show a centered message and button to create a world Tweak: Cheese now requires more shelf space to place when larger than 1 slice in size Tweak: Could place chests outside the Tobias cave but not use them, now they can be placed and used Tweak: Cooking pot attachedshape models now attached to a shape separate from elk body, to more easily allow adaptation to other animals. Attached hay bed now uses the inventory model, rather than a separate shape just for entity attachment. Tweak: Only foxes, raccoons, chickens, and hares can eat out of the small trough, while all other larger animals can only eat out of the large trough Tweak: Cassava, Peanuts, and Soybeans are eaten by various animals now Tweak: Show harvestable skeps in creative inventory and handbook Tweak: Added error messages when item can't be added to an animal trap Tweak: Adjusted tool ground storage transforms to reduce clipping Tweak: Boat and elk selection boxes would be shown at very far distances Tweak: /wgen commands now may validly use 0 as the range to only work on the chunk the player is currently in Tweak: Added build logging for chisel block interactions (converting a block to a chisel block and adding materials) Tweak: Placed basket traps drop stick and basket chest separately, when broken, rather than the complete trap Tweak: Allow bombs to be blown up on land you have build permissions Tweak: Enable vsync by default, disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Water now somewhat less murky overall Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Fixed: 75% chance of fixing player ghost duplicates Fixed: Shattered molds display proper amount of bits dropped Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Added a missing tooltip to the firestarter Fixed: Made most of the particle effects dimension aware Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Server tick time higher than necessary in some cases Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawn entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: Hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: In handbook or other text, empty or unclosed <hk> hotkey tokens crashing the game Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: On Linux, changing from fullscreen to windowed made window border disappear Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Fixed: Error when looking at the fruitpress with rot in it Fixed: Translocators stuck at warping space time Fixed: Blades other than falx and blackguard sword were attachable to elk, but did not have shape files for it, and so were invisible when attached Fixed: The show dressed button on the character customization screen did not work after creating a new world Fixed: Falling and drowning damage make passive entities hostile in Passive mode - TJStave Fixed: Show pie in oven interact help box Fixed: Troughs properly report only the animals that can eat from them in suitability info Fixed: Troughs display proper portion size in interaction help even when half full Fixed: Henboxes no longer constantly show "A broody hen is needed" Fixed: Fancy storage vessels showed cracked vessel model when falling Fixed: Beehives will look for flowers inside plant containers instead of the plant containers themselves when counting flowers Fixed: Beenade would not properly fill with bees from skep anymore Fixed: Raccoons will properly break skeps and harvest berries again Fixed: Berry bushes will properly load the stage growth when exchanged Fixed: Spears and Bows now properly scaled on tool racks Fixed: Players longer then 30 sec in the connection queue would always fallback to use TCP Fixed: Rare null exception on TOPS when sending entity spawn packets with already non-alive entities Fixed: Mushrooms did not display correctly in traps Fixed: On launch of the server (dedicated or SP) the serverconfig.json was not automatically saved after applying the changes introduced from a new version Fixed: Destroyed papyrus trap uses incorrect textures Fixed: Fish properly trigger their flee behavior Fixed: Suevite ashlar blocks missing lang entries Fixed: Kiln fired storage vessels using wrong textures until picked up out of kiln Fixed: Rare crash when interacting with ingot mold Fixed: Pie contents could cook in the oven, breaking the texture Fixed: ItemStackRandomizer would not save changes to it Fixed: Cupronickel, nickel, and electrum ingots had wrong smelting ratio Fixed: Storage vessel and anvil pit kiln used pre-color block name formats Fixed: Ground stored food containers would not render its contents when combined with a hot crucible Fixed: Remove "makefull" attribute from containers when imported to creative inventory so they will properly stack Fixed: Show both regular smelting and smelting in bloomery in handbook if both are possible Fixed: Should fix one source of animals escaping their pens Fixed: Trader dialog bypass, added audit logging for items exchanged with traders Fixed: Shattered ingot molds could sometimes duplicate or cause issues Fixed: Wood-button sound when first entering game world Fixed: Water entry splash sound (and particles) were heard when joining a world if the player/boat was already in water Fixed: Multiple animation issues in multiplayer with the Elk and Sailboat with other players mounted Fixed: Super jittery player when connecting or when dead Fixed: Story npc sometimes teleported to around =512800 100 =511800 when they got stuck Fixed: Crash when clicking on an empty crock with an empty bowl Fixed: Handbook incorrectly stated that planting a fruit tree cutting had a higher success rate than grafting one Fixed: When two different cooking pots are attached to the elk only the left ones texture was shown on both sides Fixed: Dirty pot had stacksize of 1, unlike regular pots Fixed: Estoc had bad ground-placed transform Fixed: Chimney used clay instead of mortar in grid recipe Fixed: Pit kiln would not properly synchronize being lit between client and server Fixed: Wall leaned ground stored items can no longer float Fixed: Adding or removing items from a ground stored stack will now properly update adjacent blocks Fixed: Ground storage stackable items without a solid upward face could stack on top of each other Fixed: Milkable animal info reported the animal would get stressed for one generation longer than it should have Fixed: Cannot place anything onto a ground storage stack from below that is not the same item as the ground storage stack Fixed: Settings toggle button text not vertically centered Fixed: Mods adding story structures without a protection would crash when teleporting there Fixed: Various roofing blocks had erroneous solid sides Fixed: Prospecting pick would sometimes destroy blocks other than stone and ore when mining - Lazula Fixed: Somewhat incorrect block-breaking decal UVs on many / most blocks Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal API Updates Upgrade: VS now runs on .net 8 New Refactoring Project: From 1.21 onwards our source code will slooowly transition to the C# nullable context. We've started migrating them file by file whenever we have to touch them for other reasons. This is a multi year long project. New Refactoring Project: From 1.21 onwards we will begin transitioning all Entity AI to a tag based system insted of using entity codes. Currently implemented: Tag registry, tag definition in the ai tasks. Still missing: Actually migrating the ai tasks to use entity tags. Likely to be completed for 1.22 New Refactoring Project: From 1.21 onwards we started refactoring all AI tasks. They are currently available in refactored mode by suffixing the task codes with "-r". Likely to be completed for 1.22 Feature: Added Tags system (WIP) Feature: Allow worldgen mods to specify their own worldgen/structures.json , worldgen/villages.json and also worldgen/storystructures.json along with their own worldgen/story/storyStructureCode/structures.json to easily add more structures to the various systems Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Feature: Can now limit certain items from being put into traps Feature: New IShelvable interface to define whether an item can fit on a shelf based on an ItemStack in code because a collectible attribute won't work Feature: Half and full shelf layout placement of large items on shelves Feature: Species other than chickens are able to use the hen box if they use a matching nest type Feature: Henbox now able to store and display different egg item types Feature: Now all paramters for drifters to turn into crawling type is configurable from json. Feature: AI task SeekBlockAndLay now supports multiple chick types (such as male and female) Refactor: Heavily reorganized the folder structure for entities and their models and textures Refactor: The newly introduced slow heal/damage system is now merged into the BehaviorHealth system so that hp affecting foods can also use the effect Tweak: Old iron door json and shapes moved to legacy folder. New format iron door json now under metal/door, rather than metal/iron/door. Iron hatch shapes also moved from metal/iron to metal/door folder. Tweak: Allow structures, storystructures and villages to specify AllowUseEveryone: false (default: true), AllowTraverseEveryone:false (default: true), ProtectionLevel (default 10). This is used by the village , tobiascave and treasure hunter to limit usage only to doors so you can enter but not take items and open chests. Tweak: Added OnTestBlockAccessClaim to the event wich is the same as OnTestBlockAccess but also includes the tested claim if there is one. VSLib methods TriggerTestBlockAccess, testBlockAccessInternal and GetBlockingLandClaimant have also changed to provide the claim instead of only the claim owner name Tweak: Added interface IProjectile. It is used to decouple spawning of a projectile from specific projectile class. Allows to use any projectile class that implements this interface in all code that uses it to shoot a projectile Tweak: When loading traits or character classes the game will now check if the vanilla traits/classes order has changed, or traits/classes were removed, and prints warning in logs. Removing or changing order of vanilla traits/classes can cause compatibility issue Tweak: Added EntityBehaviorGait, update EntityBehaviorRideable to use it Tweak: Fox, moose, deer and goat entity jsons split into separate 'baby' and 'adult' jsons Tweak: Fixed typo in DamageSource IngoreInvFrames field Fixed: Dead players having non-zero health Fixed: Ground storage restricts maximum stackable height properly Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Use GetCollectibleInterface for IContainedCustomName Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting Tweak: Allow maximum swivel angle to be defined in entity json Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: new method ITesselatorManager.CreateMesh() including a texture source builder (for example used in vanilla by the Scroll rack, Bookshelf and Antler mount); ShapeTextureSource is now accessible through the API Tweak: Animal traps can now specify "destroyedDrops" in attributes Tweak: new block/item attribute "displayedShape", used to specify shape on shelf, in trap, etc. Tweak: healing item determines if it should be affected by 'healingeffectivness' stat instead of every healing being affected by it non conditionally. Tweak: A damage source can now decide to ignore invulnerability frames Tweak: Added a logger parameter to BitmapExternal constructors that can fail Tweak: Allows all AI task types to be enabled/disabled during certain hours Beforehand; only the idle task could be specified to happen in certain day time frames, using the "duringDayTimeFrames" property. This makes it so that all AI tasks can use the day time frames system. Properties without "duringDayTimeFrames" will act as normal. Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Tweak: Store chick data as attributes on egg item Tweak: Marked the ModInfo property on WorldConfig as JsonIgnore, this property is set internally and should not be deserialized form worldconfig.json. Tweak: Load pie crust top types from JSON Tweak: mount points on rideables like the elk can only be mounted if the slot is empty or has a saddle or seat in it, this allows for slots to be used as attachable storage and as a mount point Tweak: IAnimalNest.TryAddEgg now takes an egg itemstack with chick info set in attributes Fixed: Clayform looks for clay and clayworkitem in the proper domain Fixed: IsFood cooking recipe property properly serialized and stored Fixed: Allow entities to lay eggs hatching into a different mod domain Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity Changes since pre.3 (also included above) Feature: List when an item can be placed on/in bookshelves, scroll racks, antler mounts, and crocks in the handbook - ATP-Kraken Feature: Added coral cobblestone, which can be made from chunks of coral gotten from reefs. Feature: Show perish information in handbook Feature: Rework seraph faces, added many new types of faces in the character creation dialog Feature: Wood paths are now wood-typed (paths in pre-existing worlds will be remapped to 'aged') Tweak: (minor) Add info about pressing Shift+H to the intro text for Survival Tweak: Fix window fullscreen to windowed makes border disappear on Linux Tweak: Crocks now visibly indicate the seal on the model Tweak: When getting up from a bed you can now also stand up next to the feet part of it Fixed: When an exception was caused by another exception, the causing exception would not be logged Fixed: Game attempted to load mod files from .git folder Fixed: Various missing or incorrect language localization strings Fixed: Confusing mushroom names in meal names Fixed: Missing world edit localization strings Fixed: Missing beard names for village beard variants Fixed: Trader name listed twice in handbook sometimes Fixed: Bamboo trees grew placed block variant that cannot be chopped down properly Fixed: Lime said it was baked into quicklime in the handbook Fixed: No hammer durability used when hammering together iron anvil pieces Fixed: health not regenerating naturally Fixed: Scrolling while smithing can destroy non-hammers Fixed: Able to stack some piles that shouldn't be stackable Fixed: Cube particles not normal shaded Fixed: Placed ingot molds yield incorrect number of items when broken Fixed: Held lights not working in dim2 Fixed: Various piles with solid tops did not allow stacking higher than 1 block Fixed: Snow appeared yellow on certain sod roof shapes Fixed: Getting up from the treasure hunters bed would get you stuck Fixed: Attempting to write on a sign or labelled chest with limestone/chalk places it on the ground v1.21 related changes Tweak: Application of healing item will now be canceled only if player spends more than 0.4s in air. So stepping down a block or jumping onto a block wont cancel it. Configurable via TimeInAirToCancelSec attibute in json Tweak: Added drops for figureheads Tweak: Allow fence gates to also be opened by the new traverse permission Fixed: Slider occasionally would crash the game Fixed: Hens laying unfertilized eggs Fixed: Survival mode players sometimes unable to place figureheads on sailboat Fixed: Occasional judder in player motion in 1.21.0-pre.3 [detail: improved performance of entity state tags updates] Fixed: In multiplayer other players where always looking in one direction Fixed: Toggle shift broken on elk using snaffle bit Fixed: [was broken in -pre.3] player seat positions on raft re-centered API Feature: Now all paramters for drifters to turn into crawling type is configurable from json. API Refactor: Continue reorganising and cleaning up multiple entity json files API Tweak: Use GetCollectibleInterface for IContainedCustomName API Tweak: Use GridRecipe in CollectibleBehavior.OnCreatedByCrafting API Tweak: Allow maximum swivel angle to be defined in entity json View full record
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I tried, they were not interested unfortunately. We'll go our own way, again I left 2016, Hytale was acquired 2020. We had an amicable termination of business relationship, there was no hostility in any shape or form.
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Fact checked. Said user does not belong on this forum with this kind of language.
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Sigh. Two sides throwing insults at each other doesn't help, lads. At this point its better to lock the thread. I agree, that's stupid. Should the new mode become its own thing, then every VS player should be getting a free copy. Fair enough. I must try harder then.
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