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Tyron

VS Team (Lead)
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  1. Dear Extraordinary Survivalists v1.19.1, a stable release, can now be downloaded through the account manager Some kind of house/barn by nebux, shared in #screenshots Game updates Tweak: Tall ferns in planters now respect climate and seasonal tints Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error Fixed: Other players invisible when in Immersive First Person mode Fixed: colorAccurateWorldmap privilege could not be granted by command, now it can (use command /player <yourname> privilege grant colorAccurateWorldmap and note it is case-sensitive!) Fixed: Player privileges revoked by command could not be re-granted Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19 Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled) Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game Fixed: A meta block was sometimes found in the trader caravans Fixed: Eidolon having low health Fixed: Tule tufts were climate colored Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency Fixed: Wooden crate sometimes not craftable in favour of wooden path (detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked) Fixed: Occasional crash when using Cleaver Fixed: Butterflies in display cases were slightly askew Fixed: Treasure chests had old crates Fixed: Harts Tongue fern lost its seasonal coloring Fixed: Fox pups now play a death animation Fixed: Broken transparency in clutter hourglass Fixed: Missing translation for lung capacity in world config screen
  2. Dear Extraordinary Survivalists v1.19.0, a stable release, can now be downloaded through the account manager And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! "Windows protected your PC" When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe. Apple Mac version Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try! Is 1.19 done now? At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks. What's next? For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics. Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way... Game update trailer Screenshots / Gifs Snowballs! Frosty-fight friends and foes alike snowballs.mp4 Added indoor rain ambience system Overhauled First-person mode: Now with hands! Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! Added 11 types of goats Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough. Added antlers and horns, which can be harvested and mounted on walls Fully reworked surface ruins Fully reworked underground ruins Reworked crystal vugs: Now with colorful coverage all around New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server More chisel power: Now supports decors and topsoil Overhauled/new 3D models for troughs, buckets and seeds Added Tule and Sedge plants Added live preview during schematic import Added warning icon to outdated mods Game updates Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.) Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Wolves will attack some of the smaller deer species, and all fawns Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount Feature: Added 11 types of goats, some are only found at altitude or in warmer climates Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels Falling rock from cave-ins can be very painful! Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps. Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability). Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Increased god ray intensity and fine-tuned its shader Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head More haptic menu buttons - the main menu should feel slightly more responsive in actual use Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Faster storm dust particles Improved seraph idle animation Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: LOD popping at very short view distances (32 and 64 Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Raccoon and Fox pups now spawn in the world Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod) Added 3 new beards The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial Feature: Gameplay balancing tweaks and fixes Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful... Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Traders now sell linen by the single sheet Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Tweak: A config for player health regeneration speed is also available on world creation Feature: All Treasure chests now have more valuable loot in them Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed) Feature: New blocks: cracked ashlar blocks (ashlar was previously stone bricks) deadfungi and spotty mold decor layer blocks some book clutter blocks clothing drying rack clutter added 4 variants of aged firepit clutter added another variant of aged tall display case, another variant of a ruined bed added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable new rock-typed rubble blocks for the new ruins (Creative mode only at the moment) all types of aged polished rock new crystal layer decor block for all crystal types, used in the new Vugs Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Feature: Added a stack randomizer for all Jonas items Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands (e.g. /we minfo) Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large) /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion) A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open Tweak: Cosmetics / Easter Eggs Show appreciation where it's due: new petseraph animation Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Quartz vugs are more like geodes now! Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: Game text fine tuning Add item description for knife blade items, to help new players who might think that knife blades are actually knives Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks Oiled hides mention a bit more on how curing them works When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Add missing hotkey reminders for other interface settings Dead animals now show in their block info if they got electrocuted Omok table top now no longer displays food perish rate in block info Fixed: Liquid containers showing only first decimal place and thus rounding the value Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more Improved soundscape for glider gliding and Creative-mode flying New eating sound for large animals The Resonator Music is now affected by the music slider, instead of the ambient slider Handbook tweaks Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Now also displays if an item can be obtained by harvesting a creature Handbook entry for alum gives some details of where to find it Jonas generator room equipment, and Gasifier, removed from the Handbook Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Add optional kill radius parameter to command /entity wipeall Multiplayer tweaks: Multiplayer server screens: don't show the server password in clear text Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Tweak: Removed unused workbench block from game Additional visual tweaks and fixes Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2 Tweak: Don't show < > buttons on books with only 1 page Tweak: Improved sieve item textures Tweak: Added more depth to Dry stone wall textures; visual tweaks Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50% Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Fixed: Redwood beams: wood grain was in the wrong direction Fixed: bed-fency-open clutter block missing textures. Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Slightly increase the chance for hail Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of several animals Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweaks to error handing: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Game client no longer displays Host/Ip when failing to connect to a game server Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Don't crash on invalid block entities Fixed: Avoid a crash on an incorrectly created crucible itemstack Fixed: Wild vines not rotating correctly with worldedit Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Pixelated background on the Download Mods screen Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Unable to squeeze honey into placed bowls Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: .debug find command now returns accurate coordinates Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Can now set or remove a server password Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma Fixed: Exception thrown in the logging system when a Block failed to load Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) Fixed: Character class starting items that are not wearable were not being given Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-rc.8 (also listed above) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Omok table top now no longer displays food perish rate in block info Tweak: Quartz vugs are more like geodes now! Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) 1.19 related changes Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason) Tweak: Board recipe now accommodates both plank variants (ns/ud) Tweak: Adjusted range of the reed trap sfx Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants Fixed: Minor memory leak in main menu Fixed: Display case link not clickable in Handbook Fixed: Snow layer walk sfx playing twice Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing View full record
  3. Dear Extraordinary Survivalists v1.19.0, a stable release, can now be downloaded through the account manager And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! "Windows protected your PC" When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe. Apple Mac version Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try! Is 1.19 done now? At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks. What's next? For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics. Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way... Game update trailer Screenshots / Gifs Snowballs! Frosty-fight friends and foes alike snowballs.mp4 Added indoor rain ambience system Overhauled First-person mode: Now with hands! Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! Added 11 types of goats Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough. Added antlers and horns, which can be harvested and mounted on walls Fully reworked surface ruins Fully reworked underground ruins Reworked crystal vugs: Now with colorful coverage all around New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server More chisel power: Now supports decors and topsoil Overhauled/new 3D models for troughs, buckets and seeds Added Tule and Sedge plants Added live preview during schematic import Added warning icon to outdated mods Game updates Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.) Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Wolves will attack some of the smaller deer species, and all fawns Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount Feature: Added 11 types of goats, some are only found at altitude or in warmer climates Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels Falling rock from cave-ins can be very painful! Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps. Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability). Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Increased god ray intensity and fine-tuned its shader Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head More haptic menu buttons - the main menu should feel slightly more responsive in actual use Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Faster storm dust particles Improved seraph idle animation Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: LOD popping at very short view distances (32 and 64 Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Raccoon and Fox pups now spawn in the world Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod) Added 3 new beards The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial Feature: Gameplay balancing tweaks and fixes Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful... Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Traders now sell linen by the single sheet Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Tweak: A config for player health regeneration speed is also available on world creation Feature: All Treasure chests now have more valuable loot in them Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed) Feature: New blocks: cracked ashlar blocks (ashlar was previously stone bricks) deadfungi and spotty mold decor layer blocks some book clutter blocks clothing drying rack clutter added 4 variants of aged firepit clutter added another variant of aged tall display case, another variant of a ruined bed added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable new rock-typed rubble blocks for the new ruins (Creative mode only at the moment) all types of aged polished rock new crystal layer decor block for all crystal types, used in the new Vugs Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Feature: Added a stack randomizer for all Jonas items Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands (e.g. /we minfo) Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large) /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion) A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open Tweak: Cosmetics / Easter Eggs Show appreciation where it's due: new petseraph animation Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Quartz vugs are more like geodes now! Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: Game text fine tuning Add item description for knife blade items, to help new players who might think that knife blades are actually knives Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks Oiled hides mention a bit more on how curing them works When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Add missing hotkey reminders for other interface settings Dead animals now show in their block info if they got electrocuted Omok table top now no longer displays food perish rate in block info Fixed: Liquid containers showing only first decimal place and thus rounding the value Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more Improved soundscape for glider gliding and Creative-mode flying New eating sound for large animals The Resonator Music is now affected by the music slider, instead of the ambient slider Handbook tweaks Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Now also displays if an item can be obtained by harvesting a creature Handbook entry for alum gives some details of where to find it Jonas generator room equipment, and Gasifier, removed from the Handbook Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Add optional kill radius parameter to command /entity wipeall Multiplayer tweaks: Multiplayer server screens: don't show the server password in clear text Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Tweak: Removed unused workbench block from game Additional visual tweaks and fixes Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2 Tweak: Don't show < > buttons on books with only 1 page Tweak: Improved sieve item textures Tweak: Added more depth to Dry stone wall textures; visual tweaks Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50% Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Fixed: Redwood beams: wood grain was in the wrong direction Fixed: bed-fency-open clutter block missing textures. Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Slightly increase the chance for hail Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of several animals Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweaks to error handing: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Game client no longer displays Host/Ip when failing to connect to a game server Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Don't crash on invalid block entities Fixed: Avoid a crash on an incorrectly created crucible itemstack Fixed: Wild vines not rotating correctly with worldedit Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Pixelated background on the Download Mods screen Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Unable to squeeze honey into placed bowls Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: .debug find command now returns accurate coordinates Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Can now set or remove a server password Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma Fixed: Exception thrown in the logging system when a Block failed to load Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) Fixed: Character class starting items that are not wearable were not being given Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-rc.8 (also listed above) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Omok table top now no longer displays food perish rate in block info Tweak: Quartz vugs are more like geodes now! Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) 1.19 related changes Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason) Tweak: Board recipe now accommodates both plank variants (ns/ud) Tweak: Adjusted range of the reed trap sfx Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants Fixed: Minor memory leak in main menu Fixed: Display case link not clickable in Handbook Fixed: Snow layer walk sfx playing twice Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing
  4. Dear Extraordinary Survivalists v1.19.0-rc.7, a release candidate, can now be downloaded through the account manager. [Edit:] Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support Stable approaching.... slowly.... #3 Screenshot and Build by Galejro Game updates Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it. .NET Runtime 7 is required of course [Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal] Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Vintagehosting Join Server not working when used with a password Fixed: --setconfig argument not working Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: Issues with the new HRTF setting and Music Fixed: .debug find command now returns accurate coordinates Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful... Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress 1.19 related changes Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate! Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth Fixed: Goat sound bleatweird not playing Fixed: Goats' running animation now at normal speed when catching up with other goats. Fixed: Gasifier not igniteable with torch Fixed: Translocators having invisible rubble blocks Fixed: Crate recipes handbook derp (API: was a bug in all recipes using CopyAttributesFrom) Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload, Fixed: Basket trap recipe derp in Handbook Fixed: Interaction issues with the basket trap Fixed: Cleaver not working properly anymore Fixed: Game crash when exporting block/item pngs Fixed: Bighorn sheep stepheight change from rc.6 not properly applied Fixed: Restore faster single-player game startup time Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs] Api Tweak: new server event OnWorldgenStartup added, which will be triggered after EnumServerRunPhase.WorldReady and before RunGame. Reverted in rc8 Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated) View full record
  5. Dear Extraordinary Survivalists v1.19.0-rc.7, a release candidate, can now be downloaded through the account manager. [Edit:] Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support Stable approaching.... slowly.... #3 Screenshot and Build by Galejro Game updates Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it. .NET Runtime 7 is required of course [Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal] Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Vintagehosting Join Server not working when used with a password Fixed: --setconfig argument not working Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: Issues with the new HRTF setting and Music Fixed: .debug find command now returns accurate coordinates Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful... Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress 1.19 related changes Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate! Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth Fixed: Goat sound bleatweird not playing Fixed: Goats' running animation now at normal speed when catching up with other goats. Fixed: Gasifier not igniteable with torch Fixed: Translocators having invisible rubble blocks Fixed: Crate recipes handbook derp (API: was a bug in all recipes using CopyAttributesFrom) Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload, Fixed: Basket trap recipe derp in Handbook Fixed: Interaction issues with the basket trap Fixed: Cleaver not working properly anymore Fixed: Game crash when exporting block/item pngs Fixed: Bighorn sheep stepheight change from rc.6 not properly applied Fixed: Restore faster single-player game startup time Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs] Api Tweak: new server event OnWorldgenStartup added, which will be triggered after EnumServerRunPhase.WorldReady and before RunGame. Reverted in rc8 Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated)
  6. Dear Extraordinary Survivalists v1.19.0-rc.6, a release candidate, can now be downloaded through the account manager. Stable approaching.... slowly.... #2 Screenshot by Anclet Game updates Tweak: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Switching it off (the default) should address some users' sound issues Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned... Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2 Tweak: Goat and bighorn sheep spawning adjustments. Added handbook text for goats, describing the general topography and climate in which to find them Tweak: When right-clicking with a lit torch on another lit torch it no longer places the torch on the ground (happened after lighting a torch) Fixed: (1.19.0-rc.5 issue) Handbook crashes for any block or item with linen in the recipe Fixed: (1.19.0-rc.5 issue) Restore linen to the handbook Fixed: Log spam when breaking a vessel "Missing mapping for texture code ..." Fixed: Unable to squeeze honey into placed bowls Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Fixed: Antler mounts and Scroll racks would have no clickable link in the handbook for the planks in their recipes Fixed: Error log and missing handbook entries "Unable to resolve loot vessel drop x, item wont drop", this also caused Tuning cylinders and other items to have a drop by vessel or not, depending on a random chance Fixed: Potential chunk/region borders in worldgen when continuing certain pre-1.19 save games in 1.19 Fixed: Crash when trying to light a torch in hand from another fire source while another player or animal walks in front of you [Github issue #3362] Fixed: WorldEdit copy would always apply every remapping, causing issues with the bookshelf Fixed: Raccoons not eating honeycomb and berries (and similar fix for any other creatures which can eat loose items in their seekfoodandeat behavior) Fixed: Raccoons not fleeing from angry bees Fixed: Fixed error log about troughs when trough targeted by a wolf (or any other animal that may not have a "creatureDiet") Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: /wgen regen command failing sometimes (caused by a race condition, when deleting the existing map region) Fixed: BlockRandomizer with certain blocks (eg. Locustnest) would cause issues and result in missing blocks or not properly finish placing the schematic causing mingroup distance not to work properly Fixed: Crate breaking decal was not being rotated when the crate is placed rotated Fixed: Very rare AI pathfinder crash on servers involving crates Fixed: Minor VRAM leak in crates Fixed: Flint not storable in mining bags Fixed: Some stones dropping from the new ruins had stacksize 0 Fixed: Linux game client requiring a newer version of glibc (2.34 instead of 2.28), causing the game to no longer start on some Linux distros API Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation API Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) API Fixed: Linen (and similar modded blocks) drawn correctly again API Fixed: Character class starting items that are not wearable were not being given API Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" View full record
  7. Dear Extraordinary Survivalists v1.19.0-rc.6, a release candidate, can now be downloaded through the account manager. Stable approaching.... slowly.... #2 Screenshot by Anclet Game updates Tweak: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Switching it off (the default) should address some users' sound issues Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned... Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2 Tweak: Goat and bighorn sheep spawning adjustments. Added handbook text for goats, describing the general topography and climate in which to find them Tweak: When right-clicking with a lit torch on another lit torch it no longer places the torch on the ground (happened after lighting a torch) Fixed: (1.19.0-rc.5 issue) Handbook crashes for any block or item with linen in the recipe Fixed: (1.19.0-rc.5 issue) Restore linen to the handbook Fixed: Log spam when breaking a vessel "Missing mapping for texture code ..." Fixed: Unable to squeeze honey into placed bowls Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Fixed: Antler mounts and Scroll racks would have no clickable link in the handbook for the planks in their recipes Fixed: Error log and missing handbook entries "Unable to resolve loot vessel drop x, item wont drop", this also caused Tuning cylinders and other items to have a drop by vessel or not, depending on a random chance Fixed: Potential chunk/region borders in worldgen when continuing certain pre-1.19 save games in 1.19 Fixed: Crash when trying to light a torch in hand from another fire source while another player or animal walks in front of you [Github issue #3362] Fixed: WorldEdit copy would always apply every remapping, causing issues with the bookshelf Fixed: Raccoons not eating honeycomb and berries (and similar fix for any other creatures which can eat loose items in their seekfoodandeat behavior) Fixed: Raccoons not fleeing from angry bees Fixed: Fixed error log about troughs when trough targeted by a wolf (or any other animal that may not have a "creatureDiet") Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: /wgen regen command failing sometimes (caused by a race condition, when deleting the existing map region) Fixed: BlockRandomizer with certain blocks (eg. Locustnest) would cause issues and result in missing blocks or not properly finish placing the schematic causing mingroup distance not to work properly Fixed: Crate breaking decal was not being rotated when the crate is placed rotated Fixed: Very rare AI pathfinder crash on servers involving crates Fixed: Minor VRAM leak in crates Fixed: Flint not storable in mining bags Fixed: Some stones dropping from the new ruins had stacksize 0 Fixed: Linux game client requiring a newer version of glibc (2.34 instead of 2.28), causing the game to no longer start on some Linux distros API Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation API Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) API Fixed: Linen (and similar modded blocks) drawn correctly again API Fixed: Character class starting items that are not wearable were not being given API Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"
  8. Dear Extraordinary Survivalists v1.19.0-rc.5, a release candidate, can now be downloaded through the account manager. Stable approaching.... slowly.... Screenshot by PeskyHuman, shared in #screenshots Game updates Tweak: Added almost all types of aged polished rock (except full basalt and shale) Tweak: Traders now sell linen by the single sheet. Tweak: Loose gears when placed now no longer move around or shift texture with each added gear past 2 Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Game client no longer displays Host/Ip when failing to connect to a game server 1.19 related changes Removed tiling cobblestone test blocks Fixed: Game crashing when chiselling collider blocks Fixed: Wrong rotation on placed linen Fixed: Error log spam caused by trough Fixed: Worldedit export command "/we exp filename" would always send the schematic to the client Fixed: TOPTS and other servers could crash if multiple teleports in rapid succession Fixed: Trough not showing suitable fodder list in block info for content using wildcard API Updates Api Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Api Fixed: Exception thrown in the logging system when a Block failed to load Api Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Api Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Api Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops View full record
  9. Dear Extraordinary Survivalists v1.19.0-rc.5, a release candidate, can now be downloaded through the account manager. Stable approaching.... slowly.... Screenshot by PeskyHuman, shared in #screenshots Game updates Tweak: Added almost all types of aged polished rock (except full basalt and shale) Tweak: Traders now sell linen by the single sheet. Tweak: Loose gears when placed now no longer move around or shift texture with each added gear past 2 Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Game client no longer displays Host/Ip when failing to connect to a game server 1.19 related changes Removed tiling cobblestone test blocks Fixed: Game crashing when chiselling collider blocks Fixed: Wrong rotation on placed linen Fixed: Error log spam caused by trough Fixed: Worldedit export command "/we exp filename" would always send the schematic to the client Fixed: TOPTS and other servers could crash if multiple teleports in rapid succession Fixed: Trough not showing suitable fodder list in block info for content using wildcard API Updates Api Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Api Fixed: Exception thrown in the logging system when a Block failed to load Api Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Api Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Api Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops
  10. Dear Extraordinary Survivalists v1.19.0-rc.2/3/4, a release candidate, can now be downloaded through the account manager. Christmas day bugfix release. Happy holidays! [Edit:] Also released rc.3 to fix a crash on startup with SSAO disabled [Edit 26.12.:] Also released rc.4 to fix a server error log spam and the Vintagehosting server settings screen no longer working Serbian type furnace by SirKey, shared in #screenshots Game updates Fixed: Trader outposts generating with legacy doors 1.19 related changes Fixed: Player data corruption and consequent crash when landing with glider Fixed: Hay was not flagged 'grass', and so no animals would eat it Fixed: Missing crafting recipe for antler mounts and basket traps Fixed: Ewes and sows not giving birth Fixed: Dark outline around first person hands and items caused by SSAO Fixed: Typo in world config screen Fixed: Should fix entities invisible on Mac, hopefully for real this time API fixed: Randomizer block using chance values below 100% no longer leave behind themselves on missed chance, but turn to air View full record
  11. Dear Extraordinary Survivalists v1.19.0-rc.2/3/4, a release candidate, can now be downloaded through the account manager. Christmas day bugfix release. Happy holidays! [Edit:] Also released rc.3 to fix a crash on startup with SSAO disabled [Edit 26.12.:] Also released rc.4 to fix a server error log spam and the Vintagehosting server settings screen no longer working Serbian type furnace by SirKey, shared in #screenshots Game updates Fixed: Trader outposts generating with legacy doors 1.19 related changes Fixed: Player data corruption and consequent crash when landing with glider Fixed: Hay was not flagged 'grass', and so no animals would eat it Fixed: Missing crafting recipe for antler mounts and basket traps Fixed: Ewes and sows not giving birth Fixed: Dark outline around first person hands and items caused by SSAO Fixed: Typo in world config screen Fixed: Should fix entities invisible on Mac, hopefully for real this time API fixed: Randomizer block using chance values below 100% no longer leave behind themselves on missed chance, but turn to air
  12. Dear Extraordinary Survivalists v1.19.0-rc.1, a release candidate, can now be downloaded through the account manager. (Note: for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". Don't worry, the game is safe! The reason is essentially that this rc1 release is too new for Windows Defender to recognise it: we are working with Microsoft on this and it should improve as time passes. If you get the popup warning, to install the release, please click "More info" and then allow it to continue.) One broken central heating system, one leaking roof due to ice buildup and one appendectomy later (and that's only Tyron!) the team are at long last able to bring you our next major update! As mentioned in the 1.19.0-pre.1 blog post, our goal for this update was the polishing of existing game mechanics and some clean up of the game engine code. As usual, we also added just one or two new features into the game at the same time. In total this resulted in about 450 features, tweaks and fixes. A heartfelt thank you goes out to everyone who tested the pre-releases of 1.19 - your feedback is very valuable to us! We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! Can I start playing 1.19 now? We are decently confident that your old (or new) worlds will not break. If you want to be on the safe side though, wait until the stable release. Still unfinished Wild animal trapping needs tuning and we'll likely add re-bindable mouse buttons to the game controls settings before stable. The new first- person mode will also very likely receive further tuning. Game update trailer Screenshots (of new stuff since pre.1) Added 11 types of goats Snowballs! Frosty-fight friends and foes alike snowballs.mp4 All underground ruins fully reworked Added antlers and horns, which can be harvested and mounted on walls Added indor rain ambience system Added Tule and Sedge plant Added warning icon to outdated mods Game updates Everything listed in the 1.19.0-pre.1 devlog post Feature: Added 11 types of goats Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Added Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mounts Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: Added new rock-typed rubble blocks for the new ruins (creative mode only at the moment) Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Rough implementation of wild animal trapping (WIP) Feature: Added 3 new beards in the character selection screen Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing will be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Tweak: Gameplay balancing Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Visual fine tuning Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework) Tweak: Fixed godray ray directions. Before, the rays would not exactly start from the center of the sun. Increased god ray intensity and fine-tuned its shader Tweak: More haptic menu buttons Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%. Added 4 variants of aged firepit clutter. Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes. Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Fixed: LOD popping at very short view distances (32 and 64) Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks and loose stones (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose stones and ores, and loose sticks, now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: Added "/dev settranslateable true" command to mark a looked at sign block as translateable Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: new /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Tweak: Don't crash on invalid block entities Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Avoid a crash on an incorrectly created crucible itemstack Tweak: Slightly increase the chance for hail Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Tweak: Add missing hotkey reminders for other interface settings Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Can now lower the first person hands to one's liking in Settings -> Interface Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Tweak: Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of deer and several other animals. Wolves will now attack some of the smaller deer species, and fawns Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: Dead animals now show in their block info if they got electrocuted Tweak: Falling rock from cave-ins now very painful Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Add optional kill radius parameter to command /entity wipeall Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] API Changes Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-pre.10 Tweak: Added managed/total memory to /stats and debug screen Tweak: Update community translations Tweak: All neck wearables are now 3d format. Tweak: add detailed OS information to VSCrashReporter Fixed: secondary exception if game crashes on startup for another cause, see Github #3326 Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298 Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype" Fixed: Client crash when joining a dedicated server Fixed: Shader compile errors on Mac View full record
  13. Dear Extraordinary Survivalists v1.19.0-rc.1, a release candidate, can now be downloaded through the account manager. (Note: for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". Don't worry, the game is safe! The reason is essentially that this rc1 release is too new for Windows Defender to recognise it: we are working with Microsoft on this and it should improve as time passes. If you get the popup warning, to install the release, please click "More info" and then allow it to continue.) One broken central heating system, one leaking roof due to ice buildup and one appendectomy later (and that's only Tyron!) the team are at long last able to bring you our next major update! As mentioned in the 1.19.0-pre.1 blog post, our goal for this update was the polishing of existing game mechanics and some clean up of the game engine code. As usual, we also added just one or two new features into the game at the same time. In total this resulted in about 450 features, tweaks and fixes. A heartfelt thank you goes out to everyone who tested the pre-releases of 1.19 - your feedback is very valuable to us! We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! Can I start playing 1.19 now? We are decently confident that your old (or new) worlds will not break. If you want to be on the safe side though, wait until the stable release. Still unfinished Wild animal trapping needs tuning and we'll likely add re-bindable mouse buttons to the game controls settings before stable. The new first- person mode will also very likely receive further tuning. Game update trailer Screenshots (of new stuff since pre.1) Added 11 types of goats Snowballs! Frosty-fight friends and foes alike snowballs.mp4 All underground ruins fully reworked Added antlers and horns, which can be harvested and mounted on walls Added indor rain ambience system Added Tule and Sedge plant Added warning icon to outdated mods Game updates Everything listed in the 1.19.0-pre.1 devlog post Feature: Added 11 types of goats Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Added Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mounts Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: Added new rock-typed rubble blocks for the new ruins (creative mode only at the moment) Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Rough implementation of wild animal trapping (WIP) Feature: Added 3 new beards in the character selection screen Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing will be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Tweak: Gameplay balancing Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Visual fine tuning Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework) Tweak: Fixed godray ray directions. Before, the rays would not exactly start from the center of the sun. Increased god ray intensity and fine-tuned its shader Tweak: More haptic menu buttons Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%. Added 4 variants of aged firepit clutter. Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes. Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Fixed: LOD popping at very short view distances (32 and 64) Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks and loose stones (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose stones and ores, and loose sticks, now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: Added "/dev settranslateable true" command to mark a looked at sign block as translateable Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: new /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Tweak: Don't crash on invalid block entities Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Avoid a crash on an incorrectly created crucible itemstack Tweak: Slightly increase the chance for hail Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Tweak: Add missing hotkey reminders for other interface settings Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Can now lower the first person hands to one's liking in Settings -> Interface Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Tweak: Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of deer and several other animals. Wolves will now attack some of the smaller deer species, and fawns Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: Dead animals now show in their block info if they got electrocuted Tweak: Falling rock from cave-ins now very painful Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Add optional kill radius parameter to command /entity wipeall Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] API Changes Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-pre.10 Tweak: Added managed/total memory to /stats and debug screen Tweak: Update community translations Tweak: All neck wearables are now 3d format. Tweak: add detailed OS information to VSCrashReporter Fixed: secondary exception if game crashes on startup for another cause, see Github #3326 Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298 Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype" Fixed: Client crash when joining a dedicated server Fixed: Shader compile errors on Mac
  14. No, there won't be a Vintage Story 2, as there is no need for it. The planned content on the roadmap is enough for 2 decades of a great many content, and none of it is limited by the engine, as far as I can forsee. For what its worth, I am easily annoyed by bad code, so there are component rewrites in most major updates of VS. If you have this concern because we seem to publish bugfix patches notably more often than other gamedev companies - it is because (at least) I follow the RERO principle, and in my opinion, is one of the reasons why we can produce new content faster than other gamedev companies. I don't see how we could possibly end up in a bankruptcy position. Bankruptcy happens when you cannot pay back debt - Anego Studios SIA has no debt. Should we, contrary to the 6 year long trend of growing sales, really end up with a drop in sales, we can quite smoothly scale back development. Before it even gets to that - releasing on Steam would likely also increase sales multifold. And contrary to the usual startup culture, we are not doing stupid financial decisions, grow at breackneck speeds, get millions from investors, take on large liabilities and then sell off the company for billions... When I set out to create the best sandbox survival experience that I can, I not only look at the players in-game experience, but also everything involved in that creating experience, including engine architecture and long term financial viability.
  15. Chopping bug is now fixed in pre.3
  16. should be "/worldconfig blockGravity sandgravelsoilcaveins" Thanks for the feedback, we'll fix those issues, none of it is intentional
  17. Dear Extraordinary Survivalists v1.19.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates As with our previous updates, we continue our tradition of challenging the status quo of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community! Juicy Engine Tech a-plenty This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow. Mini Dimension System: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for multiblock vehicles and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: movchunks public notes.txt Unlimited textures: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again! This multi-atlas system was partially included since the game's early days and is now finally complete. New First-person mode: Took a lot of tuning, but visible hands are finally a thing now Wearable animation support: Items that the player wears can now be animated. This is important for some clothing types such as skirts. Animation system v2: A new data format, more compatible to other animation formats, such as the one made with Blender (use with Blender still relies on a community made converter, however) Connected textures: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks Chat commands code rewrite: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature. In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete! World Edit commands consistency overhaul: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still. Chiseling system upgrades: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil. Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.19 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19. Still planned for rc.1 Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished. Screenshots / Gifs Overhauled First-person mode: Now with hands! WIP Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! WIP (Antlers still missing) Animal catching: Domesticated animals can be picked up with a basket Fully reworked ruins. Very much still a work in progress (WIP), they don't all fully spawn yet. New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results. (WIP) Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world / server More chisel power: Now supports decors and topsoil Overhauled/New 3D models for troughs, buckets and seeds Added live preview during schematic import Game updates Feature: Overhauled First-person mode (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held Feature: Added moose, elk, and 11 species of deer, each has several antler variants. (based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Feature: Cave-in system in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels! Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness. Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Added more depth to Dry stone wall textures. Visual tweaks Redwood beams: wood grain was in the wrong direction Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Fixed bed-fency-open clutter block missing textures Faster storm dust particles Improved seraph idle animation Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Raccoon and Fox pups now spawn in the world Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades. The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: Gameplay balancing tweaks and fixes Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Feature: Added a worldconfig option to change the health regeneration speed: "/worldconfig playerHealthRegenSpeed 1". Also available on world creation Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Feature: All Treasure chests have now more valuable loot in them Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching the game for the first time, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial. Feature: Added a stack randomizer for all Jonas items Tweak: Can now shift+left click armor and wearables into the character inventory Tweak: Show appreciation where it's due: new petseraph animation (untested) Tweak: Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: World info hover box now only shows the differences from the default configuration Tweak: Game text fine tuning Fixed: Liquid containers showing only first decimal place and thus rounding the value Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Tweak: Renamed 3 blocks: Crimson King maple=>Crimson maple, Green Spire cypress=>Mediterranean cypress, Stone bricks =>Ashlar blocks Tweak: Oiled hides mention a bit more on how curing them works Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry Tweak: Multiplayer server screens: don't show the server password in clear text Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Improved soundscape for glider gliding and Creative-mode flying Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more The Resonator Music is now affected by the music slider, instead of the ambient slider New eating sound for large animals Handbook tweaks Tweak: Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Tweak: Now also displays if an item can be obtained by harvesting a creature Tweak: Handbook entry for alum gives some details of where to find it Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] Tweak: Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters Tweak: When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Tweak: Removed unused workbench block from game Tweak: Don't show < > buttons on books with only 1 page Fixed: Pixelated background on the Download Mods screen Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called View full record
  18. Dear Extraordinary Survivalists v1.19.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates As with our previous updates, we continue our tradition of challenging the status quo of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community! Juicy Engine Tech a-plenty This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow. Mini Dimension System: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for multiblock vehicles and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: movchunks public notes.txt Unlimited textures: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again! This multi-atlas system was partially included since the game's early days and is now finally complete. New First-person mode: Took a lot of tuning, but visible hands are finally a thing now Wearable animation support: Items that the player wears can now be animated. This is important for some clothing types such as skirts. Animation system v2: A new data format, more compatible to other animation formats, such as the one made with Blender (use with Blender still relies on a community made converter, however) Connected textures: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks Chat commands code rewrite: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature. In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete! World Edit commands consistency overhaul: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still. Chiseling system upgrades: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil. Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.19 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19. Still planned for rc.1 Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished. Screenshots / Gifs Overhauled First-person mode: Now with hands! WIP Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! WIP (Antlers still missing) Animal catching: Domesticated animals can be picked up with a basket Fully reworked ruins. Very much still a work in progress (WIP), they don't all fully spawn yet. New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results. (WIP) Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world / server More chisel power: Now supports decors and topsoil Overhauled/New 3D models for troughs, buckets and seeds Added live preview during schematic import Game updates Feature: Overhauled First-person mode (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held Feature: Added moose, elk, and 11 species of deer, each has several antler variants. (based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Feature: Cave-in system in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels! Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness. Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Added more depth to Dry stone wall textures. Visual tweaks Redwood beams: wood grain was in the wrong direction Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Fixed bed-fency-open clutter block missing textures Faster storm dust particles Improved seraph idle animation Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Raccoon and Fox pups now spawn in the world Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades. The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: Gameplay balancing tweaks and fixes Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Feature: Added a worldconfig option to change the health regeneration speed: "/worldconfig playerHealthRegenSpeed 1". Also available on world creation Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Feature: All Treasure chests have now more valuable loot in them Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching the game for the first time, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial. Feature: Added a stack randomizer for all Jonas items Tweak: Can now shift+left click armor and wearables into the character inventory Tweak: Show appreciation where it's due: new petseraph animation (untested) Tweak: Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: World info hover box now only shows the differences from the default configuration Tweak: Game text fine tuning Fixed: Liquid containers showing only first decimal place and thus rounding the value Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Tweak: Renamed 3 blocks: Crimson King maple=>Crimson maple, Green Spire cypress=>Mediterranean cypress, Stone bricks =>Ashlar blocks Tweak: Oiled hides mention a bit more on how curing them works Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry Tweak: Multiplayer server screens: don't show the server password in clear text Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Improved soundscape for glider gliding and Creative-mode flying Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more The Resonator Music is now affected by the music slider, instead of the ambient slider New eating sound for large animals Handbook tweaks Tweak: Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Tweak: Now also displays if an item can be obtained by harvesting a creature Tweak: Handbook entry for alum gives some details of where to find it Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] Tweak: Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters Tweak: When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Tweak: Removed unused workbench block from game Tweak: Don't show < > buttons on books with only 1 page Fixed: Pixelated background on the Download Mods screen Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
  19. Dear Extraordinary Survivalists v1.18.14/15, a stable release, can now be downloaded in the client area. [Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! That means, we might be a bit slow processing support tickets from 12th to 15th of October. But also, if you are in the London area, you can come say hello IRL on October 13th, 2.00 to 3.00 pm, we will gather on east side of Royal Victoria Square! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX. In the morning on this day we will also be hanging around EGX ourselves! In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this. The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still. Secret attic research room by anyanana, shared on discord Game updates Fixed: Liquid contents in buckets invisible Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux View full record
  20. Dear Extraordinary Survivalists v1.18.14/15, a stable release, can now be downloaded in the client area. [Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! That means, we might be a bit slow processing support tickets from 12th to 15th of October. But also, if you are in the London area, you can come say hello IRL on October 13th, 2.00 to 3.00 pm, we will gather on east side of Royal Victoria Square! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX. In the morning on this day we will also be hanging around EGX ourselves! In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this. The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still. Secret attic research room by anyanana, shared on discord Game updates Fixed: Liquid contents in buckets invisible Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux
  21. Eh yea, thats not intended. Will be fixed in 1.19
  22. Uh, no idea how we've missed this for 4 months but advocating for piracy in any form on here is not appropriate. The games purchasing and refund options are sufficient. Low income countries is simply something we cannot serve properly at this point in time.
  23. no, this is part of the 1.19 update
  24. Dear Extraordinary Survivalists v1.18.11/12/13, a stable release, can now be downloaded in the client area. In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the client area. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game. [Edit:] Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges. [Edit:] Also released 1.18.13 to fix 2 bugs with the Windows installer Screenshot by Jet, shared in #screenshots on Discord Game updates Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default. Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use. Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game Fixed: Wooden club and spear link not clickable in the Starter Guide Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental! View full record
  25. Dear Extraordinary Survivalists v1.18.11/12/13, a stable release, can now be downloaded in the client area. In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the client area. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game. [Edit:] Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges. [Edit:] Also released 1.18.13 to fix 2 bugs with the Windows installer Screenshot by Jet, shared in #screenshots on Discord Game updates Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default. Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use. Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game Fixed: Wooden club and spear link not clickable in the Starter Guide Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental!
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