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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Dear quickly growing Community v1.12.5-rc.1/rc.2, an unstable release, can now be downloaded through the account manager It seems that all previous versions of the game have an issue where when you set up a dedicated server, any new world will generate with the patchy climate configuration. This ends up making some players spawn in a hot and wet climate where there is little food available. If are a server owner and you'd like to fix that here's some solutions that come to mind: Stay on v1.12.4: Fly around in creative mode (/gamemode creative then F3 to fly, F2 to speed up), find a better spot, then set up 2 teleporters between there and spawn and link them up. You can find the teleporter in the creative inventory (Hint: Teleporter, not translocator). That would let new players find more food and keep the current world. Stay on v1.12.4: You can correct the mistake in the serverconfig.json and then create a new world, see below for instructions Install v1.12.5-rc.1 or wait until stable, then create a new world Single player worlds are not affected by this issue. Beyond that this release contains multiple bugfixes and a few small tweaks. Screenshot by Wayward Game updates Feature: Can now take torches out of a torch holder by right clicking Tweak: Copper/Tin spawn balancing Standard mode: 20% more surface copper deposits Exploration mode: Doubled surface copper and surface tin deposits Wilderness survival: Doubled surface copper deposits Tweak: Fleeing sows and boars are now 33% faster Tweak: New sprint animation for drifters and they are now also seek and flee a bit faster Tweak: Added sub-command "/land claim allowuseeveryone [on|off]" to grant use access to everyone. not tested yet. *hides* Tweak: Attempts to fix dead animals floating up to the top block. Might break other stuff Tweak: The falling block sound is now considered an ambient sound and is thus affected by the ambient sound slider Tweak: Added debug logging to find various rare crash and freeze bugs Tweak: A newly installed game now starts in full screen by default Tweak: Updated credits page and german translations Tweak: /stop now has an optional arg for the programs exit code Tweak: Added experimental "spawnRadius" feature to randomize player spawn points, not optimized or well tested yet. Tweak: Small performance improvement in the animation system (Technical info: Don't update the walking speed on every single frame) Fixed: Game not shipping with oalinst.exe, causing some system to not play any sounds Fixed: Firestarter not mentioned in the firepits interaction help Fixed: The carcass block that spawns after harvesting an animal was offseted Fixed: Unable to get nuggets from crystallized ore Fixed: Game crashing when smithing all the way to the blocks boundaries Fixed: Farmland not getting watered by rainfall if a crop is growing on it Fixed: Minor UI alignment issues in the fire pit and dialog title bar Fixed: A revived player is still on fire Fixed: Game crashing when typing a decimal point in the world edit ui on some systems Fixed: Might fix loose stones spawning in water during worldgen Fixed: Hotfix for a bug that causes dedicated servers to generate worlds with patchy climates instead of the default realistic climate bands. Fixed: Block interaction help overlapping issue on certain gui scales Fixed: Should fix locusts up side down when walking on walls Fixed: Able to put dress pieces on armor stands Fixed: Minor graphical glitch with metal fences API Feature: Added ICoreServerAPI.InjectConsole(). Useful for piping server commands through a mod. Patchy climate fix: To make dedicated servers in version 1.12.4 generate realistic climate bands, you would need to shut down the server, open serverconfig.json replace "WorldConfiguration": null, with "WorldConfiguration": { "worldClimate": "realistic", "gameMode": "survival", "temporalStability": true, "temporalStorms": "sometimes", "graceTimer": "0" }, and then generate a new world. The bug should be hotfixed in version 1.12.5.
  2. Hi, please install the most recent .net framework from here: https://www.microsoft.com/de-DE/download/details.aspx?id=55167 That should fix it!
  3. Nach kauf kommt in der Tat eine E-Mail an mit link über die man sich ein Konto erstellen und das spiel dann runterladen kann. Ist vielleicht im Spam ordner gelandet.
  4. Thanks for the report, this is already fixed in the upcoming version. Until then, you can work around the bug by not getting close to the block boundaries when smithing.
  5. Tyron

    .

    Sure can do, please write me a support ticket at https://www.vintagestory.at/support/ so that I can find your order
  6. Tyron

    Supermoon (v1.12.4)

    No, but interesting idea
  7. Hm, that's strange. It's supposed to start out fairly large, actually, and also seems to work for me, but yes it would probably make a lot of sense for it to start on full screen even. Thanks for pointing that out. [Edit:] Found the issue that makes the window too small in some cases!
  8. I see, thanks. Unfortunately, at this point I am unable to fix this as I cannot reproduce the bug on my end. You could play on a windows computer, there the mouse works flawlessly, alternatively feel free to request a refund through a support request. Sorry for the bad news
  9. Tyron

    Supermoon (v1.12.4)

    Dear Community v1.12.4, a stable release, can now be downloaded through the account manager So turns out I accidentally introduced a bug in v1.12.3 that caused a huge super moon for the first 10 seconds then it switched to daytime. Since it it was kinda neat, its now an actual feature, but as a rare event Game updates Feature: Added rare Supermoon event. Only happens during or near full moon. Tweak: Increased the chance for clouds by a bit, which reduces the chance for rain a bit. Increased the chance of clear sky by a lot for hot and dry areas. Fixed: Long texts in the item stack info overflowing on large gui scales Fixed: Singleplayer and Multiplayer screens all squished when minimizing and then reopening the game window Fixed: Huge moon and night time when connecting to a server or singleplayer world Fixed: The remapper assistant did not remap all the planters View full record
  10. Tyron

    Supermoon (v1.12.4)

    Dear Community v1.12.4, a stable release, can now be downloaded through the account manager So turns out I accidentally introduced a bug in v1.12.3 that caused a huge super moon for the first 10 seconds then it switched to daytime. Since it it was kinda neat, its now an actual feature, but as a rare event Game updates Feature: Added rare Supermoon event. Only happens during or near full moon. Tweak: Increased the chance for clouds by a bit, which reduces the chance for rain a bit. Increased the chance of clear sky by a lot for hot and dry areas. Fixed: Long texts in the item stack info overflowing on large gui scales Fixed: Singleplayer and Multiplayer screens all squished when minimizing and then reopening the game window Fixed: Huge moon and night time when connecting to a server or singleplayer world Fixed: The remapper assistant did not remap all the planters
  11. Thanks for the report. Is that an external mouse you are using?
  12. Dear Community v1.12.3, a stable release, can now be downloaded through the account manager Game updates Tweak: Disconnected parts from a knapping surface will now break off Tweak: Worldmap Spiral icon a bit more visible Tweak: Connecting players should now be invulnerable and not resume the passage of time until in-game Tweak: Updated language files to latest version Tweak: Sticks now have a 3d model Tweak: Added missing ignite interaction help to fire pits Fixed: Armor stands accepted clothes which were invisible and could no longer be removed Fixed: Knapping surface and clay form were darker than intended Fixed: Drop down menus misaligned on non default GUI scales Fixed: Game crashing when placing a fox kit from the creative inventory Fixed: Game crashing when trying to knap or clay form in cases where the server failed to load any recipes Fixed: Low health effects being applied while the game is paused, causing cumulative screenshake Fixed: Map dialog not opening HUD when pressing Esc View full record
  13. Dear Community v1.12.3, a stable release, can now be downloaded through the account manager Game updates Tweak: Disconnected parts from a knapping surface will now break off Tweak: Worldmap Spiral icon a bit more visible Tweak: Connecting players should now be invulnerable and not resume the passage of time until in-game Tweak: Updated language files to latest version Tweak: Sticks now have a 3d model Tweak: Added missing ignite interaction help to fire pits Fixed: Armor stands accepted clothes which were invisible and could no longer be removed Fixed: Knapping surface and clay form were darker than intended Fixed: Drop down menus misaligned on non default GUI scales Fixed: Game crashing when placing a fox kit from the creative inventory Fixed: Game crashing when trying to knap or clay form in cases where the server failed to load any recipes Fixed: Low health effects being applied while the game is paused, causing cumulative screenshake Fixed: Map dialog not opening HUD when pressing Esc
  14. Hey, after purchase your brother should have received an email titled 'Your Giftable Vintage Story Game Key' that contains a link to create your game account. Did that one arrive? It might be in the Spam folder.
  15. v1.12.2, a stable release, can now be downloaded through the account manager Also, the new trailer is out! I'd also like to take this opportunity to thank you everyone for being part of our ambitious goals of creating a groundbreaking new voxel sandbox experience. We're now sending out 400 emails to press and influencers to get the word out, so we can make this our fulltime job at some point. If you like our game, please consider writing a review on our site and/or upvoting or sharing our reddit post. Thanks! Game updates Tweak: Light and medium temporal storms are now slightly stronger Tweak: When first creating a new world, a chat message will tell the amount of days until the next temporal storm Tweak: Small performance improvement for bases with labeled chests (Don't render distant labeled chest texts) Tweak: Low temporal stability + temporal storm effect is now capped so it doesn't go to extremes Tweak: Tweaked flat fog a bit more to make it look less broken Fixed: "Standard" playstyle had grace timer enabled and temporal storms set to rare instead of sometimes Fixed: OpenAL error spam during low stability Fixed: In some cases mechanical power systems would stop working View full record
  16. v1.12.2, a stable release, can now be downloaded through the account manager Also, the new trailer is out! I'd also like to take this opportunity to thank you everyone for being part of our ambitious goals of creating a groundbreaking new voxel sandbox experience. We're now sending out 400 emails to press and influencers to get the word out, so we can make this our fulltime job at some point. If you like our game, please consider writing a review on our site and/or upvoting or sharing our reddit post. Thanks! Game updates Tweak: Light and medium temporal storms are now slightly stronger Tweak: When first creating a new world, a chat message will tell the amount of days until the next temporal storm Tweak: Small performance improvement for bases with labeled chests (Don't render distant labeled chest texts) Tweak: Low temporal stability + temporal storm effect is now capped so it doesn't go to extremes Tweak: Tweaked flat fog a bit more to make it look less broken Fixed: "Standard" playstyle had grace timer enabled and temporal storms set to rare instead of sometimes Fixed: OpenAL error spam during low stability Fixed: In some cases mechanical power systems would stop working
  17. Underchallenged and Overchallenged Vintarians! v1.12.0, a stable release, can now be downloaded through the account manager At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game. [Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended. Screenshots, Gifs, Videos of new stuff after pre.1 3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil. More mechanization: A helve hammer to mechanize iron bloom and metal plate working Auroa Borealis effect in northern regions Glow worms now spawn in certain caves Various crystals and Amethysts now spawn in the world in the form of Vugs. Reflective surfaces shader effect Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block Backpacks now visibly show on the players back Many blocks can now be randomly rotated New Tapestry blocks in Underground ruins, amongst other new goodies Clouds now receive pretty sunset coloring A new damage overlay ...and a low health overlay/effect A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added Game updates Everything mentioned in the pre.1 blog post The updates in in rc.1, rc.2 and stable Feature: Smithing rework There is no longer invisible extra voxels. What you place is what you get. Adding an ingot adds a 3x2x7 cuboid of voxels Removed all but one Upset Mode, you can instead rotate the work item using right mouse click with hammer in hands. Not sure if thats a good change will probably re-add the other 3 modes Reworked many of the smithing recipes to better fit the more limited available voxels Feature: Cloud system rework Clouds are now colored during colored sunsets The regional weather system of the game is now also reflected in the cloud patterns. You can now see different cloud patterns in the sky Some more attempts to reduce the rather ugly blocky seams in the clouds Tweak: Removed some quirk about how chunks are loaded. Should make it so that chunks load instantly upon connecting/loading a world but might cause 1-3 frame long unknown blocks, let me know if that happens Tweak: Low chance of fixing the fast hunger bug Tweak: Lowered rain sound pitch and volume while under water Tweak: Speed up world loading by reducing regex matching in the crystalized ore item Tweak: Improved clouds performance (added a discard; to shader code. 30->38 FPS when the sky is in view at 128 viewdistance on an intel hd 620) Tweak: Firepit tweaks Brought the firing temperatures for clay products a bit closer together (was kinda wacky range. 600 for molds, 1100 for bricks, 600 for shingles. Now its 650 for molds, 800 for bricks and shingles). Single shingles require less time on their firing temperature to fire. The firing temperature is now reached more quickly, therefore going above the firing/smelting temperature is much slower, reducing the "overtemperature" bonus. Firepits heat up quicker Tweak: Mitigate ruin generation overlap issues. Logs a warning instead of throwing an exception Tweak: Reduce chance of gold deposits by a bit Tweak: Maybe fixes a rare rounding error when smelting metals Fixed: Rain sound not playing while swimming Fixed: Butterflies causing client stutter Fixed: Translocator animation oddities Fixed: Rain going through roofs and worldmap not showing correct blocks in some cases (theoretically fixed) Fixed: Z-Fighting on leaves when wavy foliage was turned off Fixed: Capped max temp storm strength to fix a server side exception Fixed: Forge extinct upon reloading the world or chunk Fixed: Crucible not placeable Fixed: Game crashing when a helve hammer gets unloaded API Fixed: Mods with missing modinfo.json crashing the game API Fixed: Game crashing on invalid transitionprops API Fixed: Handbook crashing on invalid modded chest blocks The updates from all the pre-releases after pre.1 Feature: Added display case to showcase your ores, shells and other small items Feature: Added mechanical helve hammer. Can be used to autocraft metal plates and iron ingots from an iron bloom Feature: Added mechanical power brake block. Can be used to bring a mechanical power system to a halt Feature: World generation additions Added vugs inside quartz veins - hollow cracks filled with crystals Added loose boulders, these generate in mountainy and deserty areas Added glow worms to caves Added Tapestry and other new blocks to ruins. The former will give players more insight into the games lore Feature: Added bioluminescent particle effect to warm, humid waters. Only appear in some locations. Feature: Added aurora borealis effect to cold regions of the game Feature: Added rare crystalized versions of ore. Drop with a 1/200 chance from graded ores, if not blown up by bombs. Feature: Added armor stands, can be used to showcase armor Feature: Added Raccoons. Spawns in forests near trees. Will eat berries from berry bushes and break harvestable skeps for the honey comb. Can pick up and carry around food. Feature: Multilayer smithing. The way smithing works changed notably with this change. It's kinda weird but also kinda interesting. Tweaked Spear and Hammer smithing recipe Feature: Wearing a backpack now visibly shows on the back of the player Feature: Waypoint editor. Can now add, modify or delete waypoints by right clicking on the world map. Can now assign icons to waypoints Feature: Added a shiny reflective effect to crystals, ingot plates, crystalized ores, display cases and other blocks Feature: Iron bloom. Bloomeries no longer yield iron ingots directly but instead drop iron bloom which has to be worked into ingots on the anvil. Feature: Improved damage overlay, new low health overlay Feature: Can now quickly cool down hot items by throwing them into water Feature: Tool modes now display names in the tool mode selector ui Feature: Added amethyst, smoky and rose quartz crystals. Feature: Microblock chiseling improvements Can now chisel slabs and stairs Can now attach blocks to solid sides of chiseled blocks Added new chisel mode to horizontally flip a block Some experiments to chiseling to try to fix the weird ambient occlusion and sub/block light propagation. Let me know if that looks better Feature: Creatures and items can now burn. Standing in lava will now instantly ignite entities. Hitting an entity with a torch has a 10% chance to ignite it Feature: Items and dead creatures inside lava will disappear after a short delay Feature: Full drifter model and texture remake Feature: Hailstorms now damage the player Feature: Added ability to create savegame backups through the modify screen Feature: Butterflies now flee from nearby players Feature: Some blocks now are randomly rotated (flowers, mushrooms, reeds, saplings, tall grass, etc.) Feature: Added 5 new decorative storage vessels. Added ornate planters variants, can be purchased at the artisan trader Feature: Chests, Vessels, Lanterns, Watering cans and Buckets can be rotated in 22.5 degree intervalls Feature: New set of main menu backgrounds Feature: Client side performance improvements to counteract the additional cost of fluffy leaves (Technical info: Poor man's LOD. The game tesselates each chunk twice now a low detail version and a high detail version. Distant chunk are now drawn using the low detail version. Increases RAM usage by a lot currently. Blocktypes can now define a lod1Shape shape file. You can set the lod range using .clientconfig lodbias [0..1] default is 0.25) Feature: Added a remapper assistant. This tool now requires players only to press a button instead of going to the wiki and copypasting commands. Please make a backup of your savegames before using it. Tweak: Game Server performance improvements Uneccessary ~8% performance cost on the server (measured on the public test server) Server frozen for 1-3 seconds during autosave Major lag issue in the mechanical power system that will lead to an eventual server death Significant RAM savings and reduced startup times for large game servers (about 600 MB less on the public test server) Reduced default autosave interval from 2 minutes to 5 minutes Tweak: The "Liquid foam effect" graphics settings now also disables the reflective effects on crystals and ingots Tweak: Searching in the creative inventory should yield better search results by prioritizing item names over item descriptions Tweak: Added "GL Error checking" developer mode Tweak: Renamed Sword to Longblade Tweak: Added some handbook documentation on mechanical power and temporal stability Tweak: All creature can now step a little higher (1 1/8th blocks instead of 1 block) Tweak: The translocator spawns extra particles upon teleport Tweak: Can now place solid rock and prospecting picks in mining bags Tweak: No longer need to hold down right mouse button to pan Tweak: Updated to OpenAL Soft 1.16 to fix sound system not initializing properly everyone once in a while until restarted Tweak: The Bloomery and Anvil no longer resets the temperature of the material / work item Tweak: Updated metal pouring sound Tweak: Dropping a stack of items on the ground makes it split into multiples of 4 Tweak: Clay forming and Smithing helper grids now only show when you have clay / a hammer in hands Tweak: Set monster spawn grace timer to 0 for the default survival mode Tweak: Added "Metal molding" info to handbook when a tool can be made from pouring metal into molds Tweak: Can now make a skep harvestable in creative mode by right clicking on it with a honey comb in hands Tweak: Distance fadeout for dynamic shadows Tweak: Made ember block more glowy (creative mode block) Tweak: Added medium sized carpets to creative mode Tweak: Improved incandescent materials glow Tweak: Draining temporal stability sound only starts playing when at 65% Tweak: Translocator now also animates and plays sounds when another player steps on it Tweak: Increased chance for hailstorms Tweak: Fear reduction for animals set to 10 generations instead of 20 Tweak: Forge embers now look more glowy Tweak: The new lod system no longer requires additional GPU RAM and semi-smoothly fades between high detail and low detail Tweak: Refined low temporal stability sounds Tweak: World gen tweaks Sealevel water now generates ice block below -17 °C Reduced lake generation below -5 °C down to 0 lakes at -20 °C Trees no longer generate below -18 °C Tweak: Increased marble deposit size Tweak: Minor chunk updating performance improvement (Technical info: Leaves now do a quick check before they do a room search for updaing their wavy state) Tweak: Optimize and improve the quality of dynamic shadows (Technical info: Now uses hardware level interpolation, increased range for reduced quality, shadow pass now uses only low detail chunks, attempted to minimize the chunks rendered during the shadow pass) Tweak: Worldedit Air brush tool no longer replaces water unless targeting water Tweak: Removed commands /glitch, /rain and /slomo Tweak: Removed starter torch when creating a new world Tweak: Loose sticks now look prettier Tweak: Reduced butterfly spawn rate Tweak: Can now add more items to the shelf, such as ores Fixed: Wrong textures and transformations when placing the new style tools on the tool rack Fixed: Game crashing when clicking on an external link on some Linux systems Fixed: Game too bright for many players. This update resets the extra brightness and extra gamma level to 1. You can set it back if the game is too dark for you now Fixed: Crafting recipe for fire starter missing Fixed: Unable to ignite a fire pit with a torch Fixed: Game not launching on Mac OS Fixed: Worldedit Cutout not working with the cuboid paint brush Fixed: Labeled chest text writing issues Fixed: Sign text is now length capped Fixed: Game crashing when attempting to rename a savegame inside the modify world screen Fixed: Gear HUD visible in spectator mode Fixed: /worldconfig not applying changes correctly in some cases Fixed: Wrong third-person transformation for held mushrooms and firestarters Fixed: New slab placement mode mechanic not properly working for some slab types Fixed: Setting cloud y position in the world edit gui could no longer be disabled Fixed: Cloud vertical stutter when the player is moving vertically Fixed: OutOfMemoryException when igniting a bomb Fixed: Quern stopped grinding when the output slot is full Fixed: The command /weather seti not properly initializing the new cloud pattern Fixed: Game crashing when exiting before its loaded Fixed: Cleaver not placeable on tool rack Fixed: High velocity particles causing heavy lag Fixed: Creatures inside water creating high velocity particles Fixed: Torch inside torchholders emitting old style particles Fixed: Game crashing in some cases (NRE in ModSleeping) Fixed: Vertical mud brick slab side solid issues Fixed: Ice blocks flicker issues Fixed: Held torch particles spawned at the wrong location for other players Fixed: Some areas had rain and thunder where there should have been snow only Fixed: More issues with the clay planter Fixed: Farmland, Forges, Firepits and Torches ignoring low levels of rain Fixed: Creative search deleting all text on backspace in cases where it shouldn't Fixed: Wrong lighting on the windmill blades Fixed: Old creative worlds had temporal stability enabled Fixed: Block breaking overlay not visible Fixed: Added some missing tree types to the world edit tree tool Fixed: All creatures not wandering and staying in place more often than they should Fixed: Some characters not displayed or not displayed correctly in chat messages above the players head Fixed: Significant lag issue when looking up in the sky Fixed: Block breaking overlay not adjusted for wind waving motion and random rotations Fixed: Might fix torches and firestarters sometimes not igniting fires when they should Fixed: Crafting trapdoors or slabs put them in horizontal only mode Fixed: Should fix temporal stability mechanic now disabled everywhere Fixed: Creature animations no longer playing properly Fixed: Thrown spears not using the new models Fixed: Should fix worldgen meteor impacts removing water blocks Fixed: Should fix saplings that grew at a chunk edge generating with cut off leaves Fixed: Barrel fullness indicator wrong for honey Fixed: Able to put in berries and the likes into crucibles in some cases Fixed: Might fix saltpeter re-appearing at random in the underground Fixed: Falling sand and gravel not emitting dust particles Fixed: Should fix joining players upside down for a few seconds Fixed: Some animations not correctly playing Fixed: Some particles (e.g. smoke or rain) loosing randomness in some cases Fixed: A couple minor tweaks and fixes too small to mention individually Fixed: Full snow blocks now have a full hitbox if there is a flat snow layer on top. 1 Thick snow layers no longer have any hitbox Fixed: Occlusion culling not considered during shadow pass Fixed: Baked bread lasted only 1-2 days Fixed: All tools were tier 0 Fixed: Multi-Wildcard crafting recipes threw an exception when looked at in the handbook Fixed: Firepit particle related crash on the client Fixed: Silver and Gold ores yielding more nuggets than they are supposed to Fixed: Leaves still slowing down chunk loading Fixed: Might fix a crash with the .blockitempngexport command Fixed: Game crashing on disconned/leave world in some cases Fixed: Storm particles not spawning Fixed: Much better framerate when dynamic shadow are enabled. (Far shadows did not use low detail leaves) Fixed: Small carpets made the block below invisible Fixed: Should fix game crashing for some players when starting an echo chamber track Fixed: Rare jitter issue with animations Fixed: Throwing spear crashes the game Fixed: Mechanical power blocks not receiving shadows Fixed: Creatures sometimes not seeing the player and thus not attacking or fleeing from them Fixed: Rainfall in some places where it should be snowing Fixed: Stutter when trying to access claimed blocks Fixed: Butterfly sitheight on the crops was too high Fixed: A server thread crashing caused odd/broken shutdown behavior as the server ran Server.Stop() twice in 2 threads API Updates since pre.1 Fixed: Runtime loading of textures into a texture atlas not working when loaded from within the creative inventory API Tweak: JSON Shape elements can now have a Reflective property to make things shiny API Refactor: new "schematicSeed" argument for BlockEntity.OnLoadCollectibleMappings() Tweak: Added block patch placement mode NearSaltWater and UnderSaltWater for Tonys immersion mod Tweak: Added privilege "denybreakreinforced" to deny reinforced block breaking for the civ community Tweak: Dropdown gui elements values can now use rich text Refactor: Smithing and knapping recipe patterns now are multilayer you need to surround your pattern with [[ and ]] Refactor: Ditched Collectible.GetQuantityToolModes and Collectible.DrawToolModeIcon and replaced it with Collectible.GetToolModes() Refactor: capi.Render.UnregisterRenderer no longer calls Dispose() on the renderer. You have to call Dispose() manually now! Feature: Composite shape definitions can now also define offsetX/Y/Z Feature: Added engine side support for multiple textures sizes per shape, this now fixes the wrong texture scaling on the armor stand. Feature: Added ability to combine shapes during runtime using shape overlays ( shape: { base: "shape1", overlays: [ { base: "shape2" } ] ) Feature: Can now get a TextureAtlasPosition from a texture path using e.g. api.BlockTextureAtlas[texturePath] Feature: Added api.*TextureAtlas.InsertTextureCached() Refactor: the tools MiningTier is now called ToolTier (MiningTier is still valid but deprecated) API Fixed: Not able to load assets from the config/ folder API Feature: New block property: randomizeRotations API Fixed: Entity hurt event damage source was not set to player when a player attacked (v1.11 bug)
  18. Tyron

    Ruin Generation?

    Thats a really good question. I didn't do anything specific to make them not spawn, so if that's the case then its a bug. I'll add it to my todo list!
  19. Underchallenged and Overchallenged Vintarians! v1.12.0, a stable release, can now be downloaded through the account manager At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game. [Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended. Screenshots, Gifs, Videos of new stuff after pre.1 3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil. More mechanization: A helve hammer to mechanize iron bloom and metal plate working Auroa Borealis effect in northern regions Glow worms now spawn in certain caves Various crystals and Amethysts now spawn in the world in the form of Vugs. Reflective surfaces shader effect Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block Backpacks now visibly show on the players back Many blocks can now be randomly rotated New Tapestry blocks in Underground ruins, amongst other new goodies Clouds now receive pretty sunset coloring A new damage overlay ...and a low health overlay/effect A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added Game updates Everything mentioned in the pre.1 blog post The updates in in rc.1, rc.2 and stable Feature: Smithing rework There is no longer invisible extra voxels. What you place is what you get. Adding an ingot adds a 3x2x7 cuboid of voxels Removed all but one Upset Mode, you can instead rotate the work item using right mouse click with hammer in hands. Not sure if thats a good change will probably re-add the other 3 modes Reworked many of the smithing recipes to better fit the more limited available voxels Feature: Cloud system rework Clouds are now colored during colored sunsets The regional weather system of the game is now also reflected in the cloud patterns. You can now see different cloud patterns in the sky Some more attempts to reduce the rather ugly blocky seams in the clouds Tweak: Removed some quirk about how chunks are loaded. Should make it so that chunks load instantly upon connecting/loading a world but might cause 1-3 frame long unknown blocks, let me know if that happens Tweak: Low chance of fixing the fast hunger bug Tweak: Lowered rain sound pitch and volume while under water Tweak: Speed up world loading by reducing regex matching in the crystalized ore item Tweak: Improved clouds performance (added a discard; to shader code. 30->38 FPS when the sky is in view at 128 viewdistance on an intel hd 620) Tweak: Firepit tweaks Brought the firing temperatures for clay products a bit closer together (was kinda wacky range. 600 for molds, 1100 for bricks, 600 for shingles. Now its 650 for molds, 800 for bricks and shingles). Single shingles require less time on their firing temperature to fire. The firing temperature is now reached more quickly, therefore going above the firing/smelting temperature is much slower, reducing the "overtemperature" bonus. Firepits heat up quicker Tweak: Mitigate ruin generation overlap issues. Logs a warning instead of throwing an exception Tweak: Reduce chance of gold deposits by a bit Tweak: Maybe fixes a rare rounding error when smelting metals Fixed: Rain sound not playing while swimming Fixed: Butterflies causing client stutter Fixed: Translocator animation oddities Fixed: Rain going through roofs and worldmap not showing correct blocks in some cases (theoretically fixed) Fixed: Z-Fighting on leaves when wavy foliage was turned off Fixed: Capped max temp storm strength to fix a server side exception Fixed: Forge extinct upon reloading the world or chunk Fixed: Crucible not placeable Fixed: Game crashing when a helve hammer gets unloaded API Fixed: Mods with missing modinfo.json crashing the game API Fixed: Game crashing on invalid transitionprops API Fixed: Handbook crashing on invalid modded chest blocks The updates from all the pre-releases after pre.1 Feature: Added display case to showcase your ores, shells and other small items Feature: Added mechanical helve hammer. Can be used to autocraft metal plates and iron ingots from an iron bloom Feature: Added mechanical power brake block. Can be used to bring a mechanical power system to a halt Feature: World generation additions Added vugs inside quartz veins - hollow cracks filled with crystals Added loose boulders, these generate in mountainy and deserty areas Added glow worms to caves Added Tapestry and other new blocks to ruins. The former will give players more insight into the games lore Feature: Added bioluminescent particle effect to warm, humid waters. Only appear in some locations. Feature: Added aurora borealis effect to cold regions of the game Feature: Added rare crystalized versions of ore. Drop with a 1/200 chance from graded ores, if not blown up by bombs. Feature: Added armor stands, can be used to showcase armor Feature: Added Raccoons. Spawns in forests near trees. Will eat berries from berry bushes and break harvestable skeps for the honey comb. Can pick up and carry around food. Feature: Multilayer smithing. The way smithing works changed notably with this change. It's kinda weird but also kinda interesting. Tweaked Spear and Hammer smithing recipe Feature: Wearing a backpack now visibly shows on the back of the player Feature: Waypoint editor. Can now add, modify or delete waypoints by right clicking on the world map. Can now assign icons to waypoints Feature: Added a shiny reflective effect to crystals, ingot plates, crystalized ores, display cases and other blocks Feature: Iron bloom. Bloomeries no longer yield iron ingots directly but instead drop iron bloom which has to be worked into ingots on the anvil. Feature: Improved damage overlay, new low health overlay Feature: Can now quickly cool down hot items by throwing them into water Feature: Tool modes now display names in the tool mode selector ui Feature: Added amethyst, smoky and rose quartz crystals. Feature: Microblock chiseling improvements Can now chisel slabs and stairs Can now attach blocks to solid sides of chiseled blocks Added new chisel mode to horizontally flip a block Some experiments to chiseling to try to fix the weird ambient occlusion and sub/block light propagation. Let me know if that looks better Feature: Creatures and items can now burn. Standing in lava will now instantly ignite entities. Hitting an entity with a torch has a 10% chance to ignite it Feature: Items and dead creatures inside lava will disappear after a short delay Feature: Full drifter model and texture remake Feature: Hailstorms now damage the player Feature: Added ability to create savegame backups through the modify screen Feature: Butterflies now flee from nearby players Feature: Some blocks now are randomly rotated (flowers, mushrooms, reeds, saplings, tall grass, etc.) Feature: Added 5 new decorative storage vessels. Added ornate planters variants, can be purchased at the artisan trader Feature: Chests, Vessels, Lanterns, Watering cans and Buckets can be rotated in 22.5 degree intervalls Feature: New set of main menu backgrounds Feature: Client side performance improvements to counteract the additional cost of fluffy leaves (Technical info: Poor man's LOD. The game tesselates each chunk twice now a low detail version and a high detail version. Distant chunk are now drawn using the low detail version. Increases RAM usage by a lot currently. Blocktypes can now define a lod1Shape shape file. You can set the lod range using .clientconfig lodbias [0..1] default is 0.25) Feature: Added a remapper assistant. This tool now requires players only to press a button instead of going to the wiki and copypasting commands. Please make a backup of your savegames before using it. Tweak: Game Server performance improvements Uneccessary ~8% performance cost on the server (measured on the public test server) Server frozen for 1-3 seconds during autosave Major lag issue in the mechanical power system that will lead to an eventual server death Significant RAM savings and reduced startup times for large game servers (about 600 MB less on the public test server) Reduced default autosave interval from 2 minutes to 5 minutes Tweak: The "Liquid foam effect" graphics settings now also disables the reflective effects on crystals and ingots Tweak: Searching in the creative inventory should yield better search results by prioritizing item names over item descriptions Tweak: Added "GL Error checking" developer mode Tweak: Renamed Sword to Longblade Tweak: Added some handbook documentation on mechanical power and temporal stability Tweak: All creature can now step a little higher (1 1/8th blocks instead of 1 block) Tweak: The translocator spawns extra particles upon teleport Tweak: Can now place solid rock and prospecting picks in mining bags Tweak: No longer need to hold down right mouse button to pan Tweak: Updated to OpenAL Soft 1.16 to fix sound system not initializing properly everyone once in a while until restarted Tweak: The Bloomery and Anvil no longer resets the temperature of the material / work item Tweak: Updated metal pouring sound Tweak: Dropping a stack of items on the ground makes it split into multiples of 4 Tweak: Clay forming and Smithing helper grids now only show when you have clay / a hammer in hands Tweak: Set monster spawn grace timer to 0 for the default survival mode Tweak: Added "Metal molding" info to handbook when a tool can be made from pouring metal into molds Tweak: Can now make a skep harvestable in creative mode by right clicking on it with a honey comb in hands Tweak: Distance fadeout for dynamic shadows Tweak: Made ember block more glowy (creative mode block) Tweak: Added medium sized carpets to creative mode Tweak: Improved incandescent materials glow Tweak: Draining temporal stability sound only starts playing when at 65% Tweak: Translocator now also animates and plays sounds when another player steps on it Tweak: Increased chance for hailstorms Tweak: Fear reduction for animals set to 10 generations instead of 20 Tweak: Forge embers now look more glowy Tweak: The new lod system no longer requires additional GPU RAM and semi-smoothly fades between high detail and low detail Tweak: Refined low temporal stability sounds Tweak: World gen tweaks Sealevel water now generates ice block below -17 °C Reduced lake generation below -5 °C down to 0 lakes at -20 °C Trees no longer generate below -18 °C Tweak: Increased marble deposit size Tweak: Minor chunk updating performance improvement (Technical info: Leaves now do a quick check before they do a room search for updaing their wavy state) Tweak: Optimize and improve the quality of dynamic shadows (Technical info: Now uses hardware level interpolation, increased range for reduced quality, shadow pass now uses only low detail chunks, attempted to minimize the chunks rendered during the shadow pass) Tweak: Worldedit Air brush tool no longer replaces water unless targeting water Tweak: Removed commands /glitch, /rain and /slomo Tweak: Removed starter torch when creating a new world Tweak: Loose sticks now look prettier Tweak: Reduced butterfly spawn rate Tweak: Can now add more items to the shelf, such as ores Fixed: Wrong textures and transformations when placing the new style tools on the tool rack Fixed: Game crashing when clicking on an external link on some Linux systems Fixed: Game too bright for many players. This update resets the extra brightness and extra gamma level to 1. You can set it back if the game is too dark for you now Fixed: Crafting recipe for fire starter missing Fixed: Unable to ignite a fire pit with a torch Fixed: Game not launching on Mac OS Fixed: Worldedit Cutout not working with the cuboid paint brush Fixed: Labeled chest text writing issues Fixed: Sign text is now length capped Fixed: Game crashing when attempting to rename a savegame inside the modify world screen Fixed: Gear HUD visible in spectator mode Fixed: /worldconfig not applying changes correctly in some cases Fixed: Wrong third-person transformation for held mushrooms and firestarters Fixed: New slab placement mode mechanic not properly working for some slab types Fixed: Setting cloud y position in the world edit gui could no longer be disabled Fixed: Cloud vertical stutter when the player is moving vertically Fixed: OutOfMemoryException when igniting a bomb Fixed: Quern stopped grinding when the output slot is full Fixed: The command /weather seti not properly initializing the new cloud pattern Fixed: Game crashing when exiting before its loaded Fixed: Cleaver not placeable on tool rack Fixed: High velocity particles causing heavy lag Fixed: Creatures inside water creating high velocity particles Fixed: Torch inside torchholders emitting old style particles Fixed: Game crashing in some cases (NRE in ModSleeping) Fixed: Vertical mud brick slab side solid issues Fixed: Ice blocks flicker issues Fixed: Held torch particles spawned at the wrong location for other players Fixed: Some areas had rain and thunder where there should have been snow only Fixed: More issues with the clay planter Fixed: Farmland, Forges, Firepits and Torches ignoring low levels of rain Fixed: Creative search deleting all text on backspace in cases where it shouldn't Fixed: Wrong lighting on the windmill blades Fixed: Old creative worlds had temporal stability enabled Fixed: Block breaking overlay not visible Fixed: Added some missing tree types to the world edit tree tool Fixed: All creatures not wandering and staying in place more often than they should Fixed: Some characters not displayed or not displayed correctly in chat messages above the players head Fixed: Significant lag issue when looking up in the sky Fixed: Block breaking overlay not adjusted for wind waving motion and random rotations Fixed: Might fix torches and firestarters sometimes not igniting fires when they should Fixed: Crafting trapdoors or slabs put them in horizontal only mode Fixed: Should fix temporal stability mechanic now disabled everywhere Fixed: Creature animations no longer playing properly Fixed: Thrown spears not using the new models Fixed: Should fix worldgen meteor impacts removing water blocks Fixed: Should fix saplings that grew at a chunk edge generating with cut off leaves Fixed: Barrel fullness indicator wrong for honey Fixed: Able to put in berries and the likes into crucibles in some cases Fixed: Might fix saltpeter re-appearing at random in the underground Fixed: Falling sand and gravel not emitting dust particles Fixed: Should fix joining players upside down for a few seconds Fixed: Some animations not correctly playing Fixed: Some particles (e.g. smoke or rain) loosing randomness in some cases Fixed: A couple minor tweaks and fixes too small to mention individually Fixed: Full snow blocks now have a full hitbox if there is a flat snow layer on top. 1 Thick snow layers no longer have any hitbox Fixed: Occlusion culling not considered during shadow pass Fixed: Baked bread lasted only 1-2 days Fixed: All tools were tier 0 Fixed: Multi-Wildcard crafting recipes threw an exception when looked at in the handbook Fixed: Firepit particle related crash on the client Fixed: Silver and Gold ores yielding more nuggets than they are supposed to Fixed: Leaves still slowing down chunk loading Fixed: Might fix a crash with the .blockitempngexport command Fixed: Game crashing on disconned/leave world in some cases Fixed: Storm particles not spawning Fixed: Much better framerate when dynamic shadow are enabled. (Far shadows did not use low detail leaves) Fixed: Small carpets made the block below invisible Fixed: Should fix game crashing for some players when starting an echo chamber track Fixed: Rare jitter issue with animations Fixed: Throwing spear crashes the game Fixed: Mechanical power blocks not receiving shadows Fixed: Creatures sometimes not seeing the player and thus not attacking or fleeing from them Fixed: Rainfall in some places where it should be snowing Fixed: Stutter when trying to access claimed blocks Fixed: Butterfly sitheight on the crops was too high Fixed: A server thread crashing caused odd/broken shutdown behavior as the server ran Server.Stop() twice in 2 threads API Updates since pre.1 Fixed: Runtime loading of textures into a texture atlas not working when loaded from within the creative inventory API Tweak: JSON Shape elements can now have a Reflective property to make things shiny API Refactor: new "schematicSeed" argument for BlockEntity.OnLoadCollectibleMappings() Tweak: Added block patch placement mode NearSaltWater and UnderSaltWater for Tonys immersion mod Tweak: Added privilege "denybreakreinforced" to deny reinforced block breaking for the civ community Tweak: Dropdown gui elements values can now use rich text Refactor: Smithing and knapping recipe patterns now are multilayer you need to surround your pattern with [[ and ]] Refactor: Ditched Collectible.GetQuantityToolModes and Collectible.DrawToolModeIcon and replaced it with Collectible.GetToolModes() Refactor: capi.Render.UnregisterRenderer no longer calls Dispose() on the renderer. You have to call Dispose() manually now! Feature: Composite shape definitions can now also define offsetX/Y/Z Feature: Added engine side support for multiple textures sizes per shape, this now fixes the wrong texture scaling on the armor stand. Feature: Added ability to combine shapes during runtime using shape overlays ( shape: { base: "shape1", overlays: [ { base: "shape2" } ] ) Feature: Can now get a TextureAtlasPosition from a texture path using e.g. api.BlockTextureAtlas[texturePath] Feature: Added api.*TextureAtlas.InsertTextureCached() Refactor: the tools MiningTier is now called ToolTier (MiningTier is still valid but deprecated) API Fixed: Not able to load assets from the config/ folder API Feature: New block property: randomizeRotations API Fixed: Entity hurt event damage source was not set to player when a player attacked (v1.11 bug) View full record
  20. In survival\blocktypes\stone\cobble\cobblestone.json change "variantgroups": [ { "loadFromProperties": "block/rock" } ], into "variantgroups": [ { code: "rock", states: ["bauxite"], "loadFromProperties": "block/rock" } ],
  21. Oh. right. Disable dynamic shadows until pre.2 @SnakeFIVE
  22. Thank its gonna be fixed in pre.2, until then, disabling dynamic shadows should prevent the crash
  23. Could you upload the crash report for me please
  24. Underchallenged and Overchallenged Vintarians! v1.12-pre.1 can now be downloaded through the account manager Yet again, this update was the "but now for real seasons" update, but to have seasons it would be seriously nice to also have rain and snow, so I ended up adding that and much more, to a point where you, the community voted on discord 2 to 1 that this should become its own update. On the bright side, we now have a beautiful weather system and I have now a pretty clear plan on how to get the rest of the seasons mechanics into the game for the next update. You'll also discover that the quality of the games ambient has also been pushed much further as well as a rather game changing new survival mechanic that conveys some more of that juicy lore into Vintage Story. Please notice 1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.12 is not feature complete yet! 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.12 blog post will come when the first release candidate is ready. Still planned features for v1.12: (disclaimer: Any amount of them might not make it into v1.12) Optimization pass. The new weather system and fluffy leaves are rather costly. I hope to add a low detail mode or something of the sorts. A special drifter drop during low temporal stability A mannequin to put your armor on A helve hammer to semi-automate smithing Immersive Armor crafting Animated chest lid, double chests Rock boulders, a luminescent block in caves, papyrus root, rotatable containers New drifter models, tool model overhaul, canvas block 1-2 new creatures Screenshots, Gifs, Videos Completely reworked, location bound weather system. There's now various degrees if wind, snow, rain, hail and other weather effects. Weather impacts various mechanics in the game, such as extinguishing fires. Visible impact of wind on the game world, recognizes wind protected rooms One of the new precipitation types: Hail New cloud formations such as towering cumulonimbus clouds and wavy undulating clouds Temporal stability mechanic. You now have to watch out for low stability areas and temporal storms. More info on this in rc.1 to avoid spoilers A great many improvements on the games ambient, such as new ambient sounds and new torch visuals 42 variants of sea shells now spawn on beaches Fluffy leaves for all the trees Greatly improved the falling block mechanics which now produce avalanche like behavior Can now force slabs into having the placed only vertically or horizontally by putting them in the crafting grid to change the placement mode Some tools now have a new stylized look. More still to come. You now need a fire starter or a torch to ignite a fire pit, whereas the latter is the more reliable option Game updates Feature: Massive Weather system rework Weather patterns are now location bound. Deserts will have different weather patterns than for example Jungles Cloud system rework. Added many new cloud patterns, some with special effects, such as undulating clouds Wind system Added 2 wind ambient sounds (one when the player is in a forest and one in a forest-less area) The Plants and Tree leaves swaying intensity now depends on the wind speed The motion of particles Particles is now affected by wind Enclosed rooms block the wind Precipitation system. Various types and intensities of downfall now occur on a regular interval Some weather patterns will now make it rain or hail Cold areas will have snowfall instead of rain, with a fluid transition from rain to snow Added thunder and lightning effects Feature: Weather in-world impact Butterflies now rest during rain Forges, firepits and forges will extinguish when rain, snow or hail falls on them Farmland gets moist during rain Feature: Added temporal stability mechanic The hotbar hud now has a temporal flux meter. Certain areas, especially the deep underground will drain the player of temporal flux. Stable areas slowly recover the players temporal flux Can extract temporal flux with a temporal gear in off hand and knife in active hand then hold right mouse New world config to disable the temporal stability mechanic. Disabled by default in the exploration mode. Added temporal storms. Causes low stability effects every x days. During low stability you will enter the Rust world: When very low, you take regular damage from being in it Drifters do not walk away from the player during daylight Drifters will spawn during daylight Tougher drifters will spawn The minimum spawning distance to the player is reduced to 0 Feature: Exhaustive ambient and realism improvements Torch rework: New model, fancier particles, plays sounds when in hands. Now has a burned out block variant. Firepit rework: You now need a fire starter or a torch to ignite it. Spawns fancier fire particles and with a pot inside the fire particles spawn around the pot Tree leaves rework: They are now all fluffy Falling blocks rework: They now spawn a lot of particles, play a sound, has a chance to drag other unstable blocks with it, can fall sideways, sideways falling blocks also push player and other creatures, and unstable soil has a chance to collapse when jumped on. In the wilderness survival mode sand, gravel and soil cannot be stacked vertically. Felling tree improvements: Felling a tree now plays a sound and spawns a bunch of falling leaves Forge rework: Added burning ember ambient sounds and the forges burn time is now calendar based (i.e. sleeping will make it go out rather quickly). This should also fix sync some oddities in multiplayer. Still water ambient sound Added seashells: Spawn on beaches. Can be ground into lime. Comes in 42 variations. Tool models rework: Several tools now have a new stylized look The chest now has a new model Feature: New tool: Cleaver. Can be used reliably 1 hit kill domesticated animals starting from their 3rd generation Feature: A number of bugfixes that allows increased world sizes. And now create worlds of size 32x32 mil, although there's a few minor glitches left to fix at this size Feature: Reduced RAM usage by 10-60% (Technical info: Empty chunks are now determined server side, hence may never need to get decompressed. Tall superflat worlds are mostly empty chunks, so these benefit the most from this change) Feature: Can now put slabs in the crafting grid to change their placement mode (Auto, Forced horizontal, forced vertical) Tweak: Hyena chase and flee speed is now doubled Tweak: Holding space while swimming should no longer jitter now Tweak: Improved/Fixed the ambient particles (fireflies, summer dust, in water dust) Tweak: Updated to official OpenTK 3.1. Should fix Issue #174 (Win32Exception) Tweak: Added some info on the plumb and square to the handbook Tweak: Added /debug netbench to benchmark server side networking Tweak: Worldmap hotkeys are no longer shown in the controls menu in a wilderness survival game Tweak: The fuel in hot firepits with an empty input slot now last 3 times longer Tweak: Sleeping animals that are getting damaged now wake up for a while Fixed: Game crashing when placing/removing planks from a plank pile Fixed: Half of the music tracks of the game never played Fixed: Game crashing on empty custom network packets Fixed: Sun texture sometimes glitching out Fixed: Might fix charcoal pits burning down if they are placed at the intersection of chunks Fixed: Should fix thick outlines on the knapping surface when the chunk wireframe is enabled API Updates Feature: Added capi.Event.RegisterAsyncParticleSpawner(ContinousParticleSpawnTaskDelegate handler) for asynchronous particle spawning Feature: Added --tracelog trace logging commandline switch. Useful for mod development with visual studio. Lets you delete the RedirectLogs.cs Feature: Added callback block.OnJsonTesselation(MeshData sourceMesh, BlockPos pos, int[] chunkExtIds, int extIndex3d) Refactor: Blocktype json particle system: Renamed glowLevel to vertexFlags Refactor: Many of the particle property fields were camel cased, now they start with an upper case letter Refactor: capi.Render.ShakeCamera() is now capi.Render.AddCameraShake() Refactor: In the block class bool OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting, ref EnumHandling handling) => EnumIgniteState OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting) Tweak: Dropped obfuscation on ClientPlatform code (~5k LoC) Tweak: New BlockBehavior callbacks: OnBeforeRender(), OnCreatedByCrafting() and GetHeldBlockInfo() Tweak: New event: OnEntityDeath Tweak: New server event: OnTrySpawnEntity Tweak: Better logging during mod loading Tweak: api.ModerLoader.GetModSystem<>() no longer returns a reference for disabled mods Tweak: Ability to animate the off hand item in code by setting controls.LeftUsingHeldItemTransformBefore Fixed: Source mods crash upon load when they referenced other mods Fixed: Collision and Selectionboxes where limited to 1/16th of a cube, now increased to 1/1000th. Also .bsedit was glitchy when using fractional numbers Fixed: Game crashing when more than 4000 items were registered
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