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Dear Seasonal Community v1.13-pre.1 can now be downloaded through the account manager Many of you requested it in the last poll, and we'll deliver. Here is the very first public (preview) release of the seasons update! Turns it its not that easy to build good season simulation - this is the end result of the cumulative work that spanned several updates - all the way back to version 1.9 where we added realistic climate bands, food preservation in 1.10 and snow and rainfall in v1.12. Please notice 1. This is a bug-ridden preview release, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.13 blog post will come when the first release candidate is ready. Screenshots, Gifs, Videos Seasons! Seasonal foliage and temperature dependent plant growth Snow accumulates in winter and melts during summer (WIP) Fine detail ambient occlusion with SSAO, for high end users Specular sunlight reflections on water surfaces, more foamy water New Mechanical power blocks - the large gear and a clutch Flowerpot and Planter rework, the planted flowers and plants now have new models and different models depending on the size of the pot. Chute rework. Added many more chute block variants, including an archimedes screw Experimental immersive first person mode The world map is now persistent, as in, it will no longer unload previously discovered areas Lots of new flora for hot and wet climates: Fern trees, crotons and rafflesias Modders are no longer limited to cubic shapes, here's some pumpkins modded in by Novocain, which he modeled in Blender Game updates Feature: Seasons Seasonal foliage - pines will have different shades of green, blueberries will turn bright red and maples will have fancy yellow leaves during fall Snow accumulation - many blocks can now be covered in snow, such as loose stones, tall grass, saplings, flowers, slabs, stairs and fences - even in unloaded chunks (WIP) Realistic, season-, latitude- and season-aware day/night cycles Correct hemisphere simulation. If you travel far enough south, the seasons will be flipped, i.e. Winter in July Latitude and day/night-aware temperature simulation. Temperature now affects crop growth and the precipitation system. Reeds, Papyrus, Mushrooms and berry bushes will also stop growing during freezing temperatures Feature: Increased graphical fidelty SSAO Shader - greatly improves the shading of blocks and creatures when enabled Specular sunlight reflections on water surfaces New models for knife, spear, axe, hoe, shovel and arrows Trader Outfit bonanza: They now wear a wide range of accessories Water is now more foamy Bamboo is now also randomly rotated Feature: Experimental immersive first person mode. Makes it so you can see your own body also in the first person camera mode Feature: Mechanical Power updates Many bugs related to it were fixed New block: The clutch to disengage parts from a powertrain New block: A large gear that translates torque<=>speed and has multiple connectors for small gears (WIP) Feature: Map persistence. Clients now store already visited map pieces locally Feature: Flowerpot/planter rework. You can now plant bamboo, reeds, papyrus, crotons in them. Also several planted models received some updates. The pot and planter is now also ready to receive new plant-in-pot growing mechanics in the future. Feature: Wide ranging performance optimizations. As usual we always try to counter the additional performance cost of new features by squeezing out ever more extra frames from the game engine: Greatly reduced block update lag when building with hundreds of chiseled blocks. Reading block entities were a bottleneck, they can now be accessed much more quickly by the game engine (technical info: moved from an array to a dict) Major entity optimization - signifcantly reduced the cost of having many entities loaded at the same time. (technical info: Player, Entity and Item Physics simulation should now run independently from the physics simulation tps (GlobalConstants.PhysicsFrameTime). This allows us to reduce the physics sim tps from 60 to 30, effectively doubling physics sim capacity. The physics simulation is one of the most costly cpu side operations for the client and server, so this should give a nice performance boost. Probably introduces some new physics oddities though.) Several performance leaks fixed for long running worlds. A server with many players that runs for several days eventually ended up very laggy. (technical info: 1. farmland and berry bushes were not properly unloaded, causing creatures searching for food looking through an every increasing list of potential food sources, 2. the entity partitioning system did not seem to properly unload entities, again increasing search costs) Feature: New ram optimization mode: "Aggressively optimize". Should theoretically save about 200 MB ram. In this mode the game No longer preloads all sound files, but only loads them on-demand No longer keeps shape files in memory, but unloads them after initial tesselation and loads them back in on-demand Reduces max particles by half Reduces actively held chunk data Unused music files get unloaded Feature: Survival handbook improvements Tries to yield more intelligent results when searching Added category tabs Added ".reload handbook" command to more efficiently trial&error handbook entries for modders Added Survival Guide, Progression guide and Mining guide Removed some items that do not belong in the handbook Added survival guide button to the escape menu Feature: More item transport blocks Added Archimedes screw for vertical item transport. New 3way, T, straight and cross chutes for horizontal and splitting item transport Feature: Jungle flora updates Added fern trees Added rafflessia flowers Added croton plants Jungles should now be more forested and grassier Feature: New world customization options Added Polar-equator distance: Lets you define how far you have to travel north or south to reach the pole or the equator Added starting climate: At long last, you can now now select in which climate band you want to spawn Added season switch: Lets you disable the passing of seasons Added global forestation modifier: Change the amount of forest your world has Microblock chiseling is now enabled by default, but only for wood and stone material blocks. Added new config option to enable it for most cubic blocks. Feature: Added new rain sound when in forests Feature: Beds are now bouncy Feature: Discovery of lore items now more epic with a gong and announcement message Feature: Added toggle sprint setting. Lets you press down the sprint button only once to activate instead of needing to hold it down continuously Feature: Improved remapper assistant. The tool that helps you upgrade your world to a new version just got easier to use. It now also offers to back up your world and after the remapping is completed, single player worlds will automatically reload Feature: Rotatable anvils Tweak: World Edit Gui Import Tool: Added 2 buttons to rotate the selection CW or CCW Tweak: Updated language files. Added dutch translations \o/ Tweak: Made the slope test block rotatable just because. Tweak: Added "Open Logs Folder" to the launching/connecting server screen Tweak: /serverconfig setspawnhere now prints the coordinates in the correct notation Tweak: Lowered the sun a bit, makes sunsets and sunrises look less awkward with the sun still up but everything dark already Tweak: The Handbook browse history now also remembers the scroll position Tweak: Disabled save game setting "AllowCreativeMode" because its confusing, and cannot be enabled again, so it trips up people. Creative mode is now always allowed given the right privileges Tweak: Increased the flee detection range for most animals, therefore when sneaking this range is reduced by 40% Tweak: allowCoordinateHud worldconfig now also affects the coordinates in the debug screen Tweak: Journal Entries are now translatable Tweak: Updated /time command Now displays the date in a day.month.year format Added subcommand /time setmonth [1..12] or /time setmonth [jan..dec] Tweak: Updated weather related commands Can now do /weather setprecip [0..1 or auto] to set set a permanent override precipitation level Can now do /snowaccum [on|off] do toggle snow accumulation Can now do /snowaccum here [0..4] to test snow accumulation for the current chunk Tweak: Farmland now internally works with a moisture level instead of a watered yes/no value. This will allow future updates to the crop growth mechanic. Tweak: Changed how precipitation works. It is no longer a separate weather pattern, but a function of time that is overlaid onto cloud patterns. This was necessary to simulate snow accumulation efficiently, but also would allow for precise weather forecasts in the future or for modders. Fixed: Scrollbar issues in the mods manager at non-8 gui scales Fixed: Vertical jitter when sprinting Fixed: Elusive orange lupine not being generated Fixed: Should fix the game crashing when using a completely empty json block model Fixed: Satiety draining while in creative mode Fixed: Plank stairs and slabs texture not aligning correctly with one another Fixed: Water was no longer having any wavy motion Fixed: Should fix a crashing issue when placing troughs in rare cases Fixed: Curable/Perishable info texts were not translatable Fixed: Disabling the survival mod made a creative world not start Fixed: "Ready to mate" info on dead animals Fixed: Flowing water deleting torch holder blocks Fixed: Throwing spears pulled other spears from distant chest inventories Fixed: /admin landfree removed the admins claims instead of claims of the supplied player name Fixed: Various typos fixed in-game and in code Fixed: Constructing pile of boards dupe bug Fixed: Rare crash related to the particle system (by making chisel blocks a bit more thread safe) Fixed: .reload shapes broke all creature animations (no animations were playing anymore) Fixed: Server throwing exception when typing "{test}" into the console Fixed: A charcoal lit text was not translatable Fixed: Hoppers no longer push items into the quern output slot Fixed: /time calendarspeedmul not sent to client causing sun jitter. Also was not saved to the savegame. Fixed: Various open file/folder buttons crashing on linux Fixed: Scythe showing as a usable tool instead of knifes on several blocks Fixed: Admin survival players non able to break their own reinforced blocks Fixed: Should fixed chiseled blocks not supporting non 32x32 textures Fixed: Reinforced lanterns broke on first attempt Fixed: Windows Font DPI Setting no longer messes with the in-game fonts API Updates Feature: Completed implementation of .obj and .gltf loader. Blocks and Items can now also use .obj or .gltf files for their models Feature: Added harmony lib to improve mod support - you can use it to patch native code, see also official docs Feature: Added api.Event.OnGetClimate event. Used by the survival mod to adjust the already existing worldgen based temperature value to the current season, latitude and daytime dependencies Feature: New event IngameDiscovery displays large centered text in a fancy font Feature: Added a side independent network api. Added a .GetChannel() method. This simplifies network setup and reduces code repetition. See Example code below Feature: Added GameMath.CyclicValueDistance() Feature: Added zOffset per shape element capability (not yet editable in VSMC) Tweak: Dropped obfuscation on 35k client code Tweak: Add RequiredOnServer property to ModInfo Tweak: Allow code mods without ModSystems to be loaded as long as they have a ModInfo attribute Tweak: New animation meta data property "holdEyePosAfterEasein". Can be used to freeze the camera in place in the immersive fp mode. Added that for smithing and knapping so far. Tweak: Added a globally unique identifier for savegames. (savegame.SavegameIdentifier) Tweak: Added 'SQLiteDB' to the api, a basic helper class to set up a sqlite database, check out MapDB in the essentials mod for an example use case Tweak: Renamed IBlockTextureLocationDictionary to ITextureLocationDictionary Refactor: Renamed IntMap to IntDataMap2D Refactor: IGameCalendar.Season is now GetSeason(), as the season now depends on the hemisphere at given location Refactor: Some renaming of the EnumServerRunPhase values, but left old ones in as [Obsolete] for now. Added one new server runphase thats just before loading the first spawn chunks Refactor: Removed Api.World.Calendar.DayLightStrength on the server side. Instead, retrieve the daylight strength with .GetDayLightStrength(double x, double z). The day light strength propery on the client side still exists, but now is the day light strength at the players position. Refactor: IBlockAccessor.GetClimateAt() now has a new arg "EnumGetClimateMode mode" to retrieve the current temperature values Refactor: GameMath.FastSqrt is now obsolete. Apparently it is slower than plain Math.Sqrt *facepalm* Refactor: world.RayTraceForSelection() now has an additional arg take accept an optional entity filter. If you use this method, you might want to add (e) => e.IsInteractable as entity filter, as this was the previous behavior Refactor: entity.EyeHeight is now entity.LocalEyePos Refactor: entity.LocalPos is now called entity.SidedPos Refactor: sapi.WorldManager.LoadChunkColumnFast is now called sapi.WorldManager.LoadChunkColumnPriority Refactor: Renamed BlockMPBase.HasConnectorAt to HasMechPowerConnectorAt (only relevant for modded in mechanical power blocks) Refactor: Cleaned up paths and naming on a lot of block shape files Major Client-Side Refactor: meshdata.Rgba2 is no more. No longer needed as climate tint is now sampled by the shader instead of baked into the vertices. Consequently: new MeshData() now takes one argument less. The standard shader no longer has the prog.RgbaBlockIn property Block.TintIndex is gone, replaced by Block.ClimateColorMap and Block.SeasonColorMap The VS ModelCreator no longer has a tint index field, replaced by 2 text fields for the climate color map and season map. Be sure to open the new shape files with the new editor. capi.ApplyColorTintOnRgba(tintIndex, ...) is now capi.World.ApplyColorMapOnRgba(ClimateColorMap, SeasonColorMap, ...) Any meshes that get added to a chunk mesh (e.g. by block entities) require meshdata.SeasonColorMapIds and meshdata.ClimateColorMapIds to be non-null (initialize with verticescount/4 zeros if no color mapping is needed) capi.Tesselator.TesselateShape() no longer takes 1 tint index, but 2 ints a seasonColorMapId and climateColorMapId capi.Render.PreparedStandardShader() now accepts a Vec3f to pass on a color multiplier capi.Render.AllocateEmptyMesh() no longer accepts "int rgba2Size" meshData.XyzFaces is now a byte array instead of an int array to save ram meshData.Renderpasses is now a short array instead of an int array to save ram meshData.XyzFaces now need to hold the face index plus 1 (0 for no face, 1 for north, 2 for east, etc...) Added api.RegisterColorMap() to register a color map that is (optionally) inserted into the block texture atlas, added config/colormaps.json for json loading of color maps. The shaders explicits attrib locations for several shaders shifted by -1 (since we no longer upload Rgba2 data) Fixed: The Array Extension .RemoveEntry<T>() garbled the resulting array when removal index was 0 Fixed: Using <font> in Richtext caused the text to loose its orientation Fixed: Renamed Block.OnNeighourBlockChange() to Block.OnNeighbourBlockChange(), and this method is now also called client-side Fixed: block type property RandomizeRotations ignoring the RandomizeAxes property Fixed: Crafting recipes that referenced blocks/items that existed but were remapped did not log an error New simplified Network api sample code, in this case sending custom data to any connecting player: public override void Start(ICoreAPI api) { api.Network.RegisterChannel("latitudedata").RegisterMessageType(typeof(LatitudeData)); } public override void StartClientSide(ICoreClientAPI api) { api.Network.GetChannel("latitudedata").SetMessageHandler<LatitudeData>(onLatitudeDataReceived); } public override void StartServerSide(ICoreServerAPI api) { api.Event.PlayerJoin += (plr) => { api.Network.GetChannel("latitudedata").SendPacket(latdata, plr); }; }
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Dear Seasonal Community v1.13-pre.1 can now be downloaded through the account manager Many of you requested it in the last poll, and we'll deliver. Here is the very first public (preview) release of the seasons update! Turns it its not that easy to build good season simulation - this is the end result of the cumulative work that spanned several updates - all the way back to version 1.9 where we added realistic climate bands, food preservation in 1.10 and snow and rainfall in v1.12. Please notice 1. This is a bug-ridden preview release, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.13 blog post will come when the first release candidate is ready. Screenshots, Gifs, Videos Seasons! Seasonal foliage and temperature dependent plant growth Snow accumulates in winter and melts during summer (WIP) Fine detail ambient occlusion with SSAO, for high end users Specular sunlight reflections on water surfaces, more foamy water New Mechanical power blocks - the large gear and a clutch Flowerpot and Planter rework, the planted flowers and plants now have new models and different models depending on the size of the pot. Chute rework. Added many more chute block variants, including an archimedes screw Experimental immersive first person mode The world map is now persistent, as in, it will no longer unload previously discovered areas Lots of new flora for hot and wet climates: Fern trees, crotons and rafflesias Modders are no longer limited to cubic shapes, here's some pumpkins modded in by Novocain, which he modeled in Blender Game updates Feature: Seasons Seasonal foliage - pines will have different shades of green, blueberries will turn bright red and maples will have fancy yellow leaves during fall Snow accumulation - many blocks can now be covered in snow, such as loose stones, tall grass, saplings, flowers, slabs, stairs and fences - even in unloaded chunks (WIP) Realistic, season-, latitude- and season-aware day/night cycles Correct hemisphere simulation. If you travel far enough south, the seasons will be flipped, i.e. Winter in July Latitude and day/night-aware temperature simulation. Temperature now affects crop growth and the precipitation system. Reeds, Papyrus, Mushrooms and berry bushes will also stop growing during freezing temperatures Feature: Increased graphical fidelty SSAO Shader - greatly improves the shading of blocks and creatures when enabled Specular sunlight reflections on water surfaces New models for knife, spear, axe, hoe, shovel and arrows Trader Outfit bonanza: They now wear a wide range of accessories Water is now more foamy Bamboo is now also randomly rotated Feature: Experimental immersive first person mode. Makes it so you can see your own body also in the first person camera mode Feature: Mechanical Power updates Many bugs related to it were fixed New block: The clutch to disengage parts from a powertrain New block: A large gear that translates torque<=>speed and has multiple connectors for small gears (WIP) Feature: Map persistence. Clients now store already visited map pieces locally Feature: Flowerpot/planter rework. You can now plant bamboo, reeds, papyrus, crotons in them. Also several planted models received some updates. The pot and planter is now also ready to receive new plant-in-pot growing mechanics in the future. Feature: Wide ranging performance optimizations. As usual we always try to counter the additional performance cost of new features by squeezing out ever more extra frames from the game engine: Greatly reduced block update lag when building with hundreds of chiseled blocks. Reading block entities were a bottleneck, they can now be accessed much more quickly by the game engine (technical info: moved from an array to a dict) Major entity optimization - signifcantly reduced the cost of having many entities loaded at the same time. (technical info: Player, Entity and Item Physics simulation should now run independently from the physics simulation tps (GlobalConstants.PhysicsFrameTime). This allows us to reduce the physics sim tps from 60 to 30, effectively doubling physics sim capacity. The physics simulation is one of the most costly cpu side operations for the client and server, so this should give a nice performance boost. Probably introduces some new physics oddities though.) Several performance leaks fixed for long running worlds. A server with many players that runs for several days eventually ended up very laggy. (technical info: 1. farmland and berry bushes were not properly unloaded, causing creatures searching for food looking through an every increasing list of potential food sources, 2. the entity partitioning system did not seem to properly unload entities, again increasing search costs) Feature: New ram optimization mode: "Aggressively optimize". Should theoretically save about 200 MB ram. In this mode the game No longer preloads all sound files, but only loads them on-demand No longer keeps shape files in memory, but unloads them after initial tesselation and loads them back in on-demand Reduces max particles by half Reduces actively held chunk data Unused music files get unloaded Feature: Survival handbook improvements Tries to yield more intelligent results when searching Added category tabs Added ".reload handbook" command to more efficiently trial&error handbook entries for modders Added Survival Guide, Progression guide and Mining guide Removed some items that do not belong in the handbook Added survival guide button to the escape menu Feature: More item transport blocks Added Archimedes screw for vertical item transport. New 3way, T, straight and cross chutes for horizontal and splitting item transport Feature: Jungle flora updates Added fern trees Added rafflessia flowers Added croton plants Jungles should now be more forested and grassier Feature: New world customization options Added Polar-equator distance: Lets you define how far you have to travel north or south to reach the pole or the equator Added starting climate: At long last, you can now now select in which climate band you want to spawn Added season switch: Lets you disable the passing of seasons Added global forestation modifier: Change the amount of forest your world has Microblock chiseling is now enabled by default, but only for wood and stone material blocks. Added new config option to enable it for most cubic blocks. Feature: Added new rain sound when in forests Feature: Beds are now bouncy Feature: Discovery of lore items now more epic with a gong and announcement message Feature: Added toggle sprint setting. Lets you press down the sprint button only once to activate instead of needing to hold it down continuously Feature: Improved remapper assistant. The tool that helps you upgrade your world to a new version just got easier to use. It now also offers to back up your world and after the remapping is completed, single player worlds will automatically reload Feature: Rotatable anvils Tweak: World Edit Gui Import Tool: Added 2 buttons to rotate the selection CW or CCW Tweak: Updated language files. Added dutch translations \o/ Tweak: Made the slope test block rotatable just because. Tweak: Added "Open Logs Folder" to the launching/connecting server screen Tweak: /serverconfig setspawnhere now prints the coordinates in the correct notation Tweak: Lowered the sun a bit, makes sunsets and sunrises look less awkward with the sun still up but everything dark already Tweak: The Handbook browse history now also remembers the scroll position Tweak: Disabled save game setting "AllowCreativeMode" because its confusing, and cannot be enabled again, so it trips up people. Creative mode is now always allowed given the right privileges Tweak: Increased the flee detection range for most animals, therefore when sneaking this range is reduced by 40% Tweak: allowCoordinateHud worldconfig now also affects the coordinates in the debug screen Tweak: Journal Entries are now translatable Tweak: Updated /time command Now displays the date in a day.month.year format Added subcommand /time setmonth [1..12] or /time setmonth [jan..dec] Tweak: Updated weather related commands Can now do /weather setprecip [0..1 or auto] to set set a permanent override precipitation level Can now do /snowaccum [on|off] do toggle snow accumulation Can now do /snowaccum here [0..4] to test snow accumulation for the current chunk Tweak: Farmland now internally works with a moisture level instead of a watered yes/no value. This will allow future updates to the crop growth mechanic. Tweak: Changed how precipitation works. It is no longer a separate weather pattern, but a function of time that is overlaid onto cloud patterns. This was necessary to simulate snow accumulation efficiently, but also would allow for precise weather forecasts in the future or for modders. Fixed: Scrollbar issues in the mods manager at non-8 gui scales Fixed: Vertical jitter when sprinting Fixed: Elusive orange lupine not being generated Fixed: Should fix the game crashing when using a completely empty json block model Fixed: Satiety draining while in creative mode Fixed: Plank stairs and slabs texture not aligning correctly with one another Fixed: Water was no longer having any wavy motion Fixed: Should fix a crashing issue when placing troughs in rare cases Fixed: Curable/Perishable info texts were not translatable Fixed: Disabling the survival mod made a creative world not start Fixed: "Ready to mate" info on dead animals Fixed: Flowing water deleting torch holder blocks Fixed: Throwing spears pulled other spears from distant chest inventories Fixed: /admin landfree removed the admins claims instead of claims of the supplied player name Fixed: Various typos fixed in-game and in code Fixed: Constructing pile of boards dupe bug Fixed: Rare crash related to the particle system (by making chisel blocks a bit more thread safe) Fixed: .reload shapes broke all creature animations (no animations were playing anymore) Fixed: Server throwing exception when typing "{test}" into the console Fixed: A charcoal lit text was not translatable Fixed: Hoppers no longer push items into the quern output slot Fixed: /time calendarspeedmul not sent to client causing sun jitter. Also was not saved to the savegame. Fixed: Various open file/folder buttons crashing on linux Fixed: Scythe showing as a usable tool instead of knifes on several blocks Fixed: Admin survival players non able to break their own reinforced blocks Fixed: Should fixed chiseled blocks not supporting non 32x32 textures Fixed: Reinforced lanterns broke on first attempt Fixed: Windows Font DPI Setting no longer messes with the in-game fonts API Updates Feature: Completed implementation of .obj and .gltf loader. Blocks and Items can now also use .obj or .gltf files for their models Feature: Added harmony lib to improve mod support - you can use it to patch native code, see also official docs Feature: Added api.Event.OnGetClimate event. Used by the survival mod to adjust the already existing worldgen based temperature value to the current season, latitude and daytime dependencies Feature: New event IngameDiscovery displays large centered text in a fancy font Feature: Added a side independent network api. Added a .GetChannel() method. This simplifies network setup and reduces code repetition. See Example code below Feature: Added GameMath.CyclicValueDistance() Feature: Added zOffset per shape element capability (not yet editable in VSMC) Tweak: Dropped obfuscation on 35k client code Tweak: Add RequiredOnServer property to ModInfo Tweak: Allow code mods without ModSystems to be loaded as long as they have a ModInfo attribute Tweak: New animation meta data property "holdEyePosAfterEasein". Can be used to freeze the camera in place in the immersive fp mode. Added that for smithing and knapping so far. Tweak: Added a globally unique identifier for savegames. (savegame.SavegameIdentifier) Tweak: Added 'SQLiteDB' to the api, a basic helper class to set up a sqlite database, check out MapDB in the essentials mod for an example use case Tweak: Renamed IBlockTextureLocationDictionary to ITextureLocationDictionary Refactor: Renamed IntMap to IntDataMap2D Refactor: IGameCalendar.Season is now GetSeason(), as the season now depends on the hemisphere at given location Refactor: Some renaming of the EnumServerRunPhase values, but left old ones in as [Obsolete] for now. Added one new server runphase thats just before loading the first spawn chunks Refactor: Removed Api.World.Calendar.DayLightStrength on the server side. Instead, retrieve the daylight strength with .GetDayLightStrength(double x, double z). The day light strength propery on the client side still exists, but now is the day light strength at the players position. Refactor: IBlockAccessor.GetClimateAt() now has a new arg "EnumGetClimateMode mode" to retrieve the current temperature values Refactor: GameMath.FastSqrt is now obsolete. Apparently it is slower than plain Math.Sqrt *facepalm* Refactor: world.RayTraceForSelection() now has an additional arg take accept an optional entity filter. If you use this method, you might want to add (e) => e.IsInteractable as entity filter, as this was the previous behavior Refactor: entity.EyeHeight is now entity.LocalEyePos Refactor: entity.LocalPos is now called entity.SidedPos Refactor: sapi.WorldManager.LoadChunkColumnFast is now called sapi.WorldManager.LoadChunkColumnPriority Refactor: Renamed BlockMPBase.HasConnectorAt to HasMechPowerConnectorAt (only relevant for modded in mechanical power blocks) Refactor: Cleaned up paths and naming on a lot of block shape files Major Client-Side Refactor: meshdata.Rgba2 is no more. No longer needed as climate tint is now sampled by the shader instead of baked into the vertices. Consequently: new MeshData() now takes one argument less. The standard shader no longer has the prog.RgbaBlockIn property Block.TintIndex is gone, replaced by Block.ClimateColorMap and Block.SeasonColorMap The VS ModelCreator no longer has a tint index field, replaced by 2 text fields for the climate color map and season map. Be sure to open the new shape files with the new editor. capi.ApplyColorTintOnRgba(tintIndex, ...) is now capi.World.ApplyColorMapOnRgba(ClimateColorMap, SeasonColorMap, ...) Any meshes that get added to a chunk mesh (e.g. by block entities) require meshdata.SeasonColorMapIds and meshdata.ClimateColorMapIds to be non-null (initialize with verticescount/4 zeros if no color mapping is needed) capi.Tesselator.TesselateShape() no longer takes 1 tint index, but 2 ints a seasonColorMapId and climateColorMapId capi.Render.PreparedStandardShader() now accepts a Vec3f to pass on a color multiplier capi.Render.AllocateEmptyMesh() no longer accepts "int rgba2Size" meshData.XyzFaces is now a byte array instead of an int array to save ram meshData.Renderpasses is now a short array instead of an int array to save ram meshData.XyzFaces now need to hold the face index plus 1 (0 for no face, 1 for north, 2 for east, etc...) Added api.RegisterColorMap() to register a color map that is (optionally) inserted into the block texture atlas, added config/colormaps.json for json loading of color maps. The shaders explicits attrib locations for several shaders shifted by -1 (since we no longer upload Rgba2 data) Fixed: The Array Extension .RemoveEntry<T>() garbled the resulting array when removal index was 0 Fixed: Using <font> in Richtext caused the text to loose its orientation Fixed: Renamed Block.OnNeighourBlockChange() to Block.OnNeighbourBlockChange(), and this method is now also called client-side Fixed: block type property RandomizeRotations ignoring the RandomizeAxes property Fixed: Crafting recipes that referenced blocks/items that existed but were remapped did not log an error New simplified Network api sample code, in this case sending custom data to any connecting player: public override void Start(ICoreAPI api) { api.Network.RegisterChannel("latitudedata").RegisterMessageType(typeof(LatitudeData)); } public override void StartClientSide(ICoreClientAPI api) { api.Network.GetChannel("latitudedata").SetMessageHandler<LatitudeData>(onLatitudeDataReceived); } public override void StartServerSide(ICoreServerAPI api) { api.Event.PlayerJoin += (plr) => { api.Network.GetChannel("latitudedata").SendPacket(latdata, plr); }; } View full record
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Hi Woesal, unfortunately still not yet. I was working with another developer who is on mac os, we have some clues, but not closer to a solution yet. Until then - the cursor issues might go away with this workaround:
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Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13! View full record
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Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13!
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mod "No modinfo.json" error question
Tyron replied to Zapplay's topic in [Legacy] Mods & Mod Development
modinfo.json has to be in the root folder of the zip file. You moved it into a Testmod folder -
mod "No modinfo.json" error question
Tyron replied to Zapplay's topic in [Legacy] Mods & Mod Development
Upload your Testmod.zip so we can look at it -
Can we change the brightness of nights on a server?
Tyron replied to Conquest of Blocks's topic in Questions
No, not currently, Kai -
@radfast @cat you should be able to edit now
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Dear community v1.12.14, a stable release, can now be downloaded through the account manager Our community member Acheron72P and several others were hard at work translating the game into Polish. While not yet complete, it already boasts a wholesome 60%! Thank you for your contributions! This release also fixes a heavy game freeze issue when exchanging bag slots often. And a bunch of other things. Screenshot and Build by Voxay Game updates Tweak: Updated language files. Added polish translations, which are 60% complete \o/ Tweak: Added a link to an easy-to-read guide on how to host a game server on the multiplayer page Tweak: Made soil less resistant against ore bombs Tweak: Fiddled with the saving code. Maaaybe makes it a bit more robust against corruption from OS/Hardware crashes Tweak: Added ".cam gui off" to prevent the cinematic camera from enabling or disabling the gui overlays Tweak: Added debug logging to find issues where bombs don't ignite and bloomeriess don't stay lit (needs entity debug mode enabled on the server) Fixed: Exception thrown by the json patcher if the asset category was mistyped Fixed: Charcoal pits not syncing up to other players correctly Fixed: Firepit green arrow progression indicator not scaling correctly with different gui scales Fixed: Server was not properly optimizing ram usage (did not properly in-memory compress inactive chunks) Fixed: Eventual freeze of death when continuously placing and removing backpacks, as well as a black flicker when doing so Fixed: Should fix an issue where placing a block/item just in range on the client, but out of range on the server causing a desync issue where the block does not exist server side and the inventory item is not given back client side Fixed: Wrong hover text for the Language setting info Fixed: Should fix harvested creature drops not properly synced up to all players View full record
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Dear community v1.12.14, a stable release, can now be downloaded through the account manager Our community member Acheron72P and several others were hard at work translating the game into Polish. While not yet complete, it already boasts a wholesome 60%! Thank you for your contributions! This release also fixes a heavy game freeze issue when exchanging bag slots often. And a bunch of other things. Screenshot and Build by Voxay Game updates Tweak: Updated language files. Added polish translations, which are 60% complete \o/ Tweak: Added a link to an easy-to-read guide on how to host a game server on the multiplayer page Tweak: Made soil less resistant against ore bombs Tweak: Fiddled with the saving code. Maaaybe makes it a bit more robust against corruption from OS/Hardware crashes Tweak: Added ".cam gui off" to prevent the cinematic camera from enabling or disabling the gui overlays Tweak: Added debug logging to find issues where bombs don't ignite and bloomeriess don't stay lit (needs entity debug mode enabled on the server) Fixed: Exception thrown by the json patcher if the asset category was mistyped Fixed: Charcoal pits not syncing up to other players correctly Fixed: Firepit green arrow progression indicator not scaling correctly with different gui scales Fixed: Server was not properly optimizing ram usage (did not properly in-memory compress inactive chunks) Fixed: Eventual freeze of death when continuously placing and removing backpacks, as well as a black flicker when doing so Fixed: Should fix an issue where placing a block/item just in range on the client, but out of range on the server causing a desync issue where the block does not exist server side and the inventory item is not given back client side Fixed: Wrong hover text for the Language setting info Fixed: Should fix harvested creature drops not properly synced up to all players
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Meta blocks/ randomizers - how to use, edit, remove
Tyron replied to Conquest of Blocks's topic in Questions
Hit CTRL+F4 to enable rendering of meta blocks -
Dear community v1.12.12, an stable release, can now be downloaded through the account manager Somewhat daring to push yet another stable release and without making it a release candidate first, but so is attempting to build a game of this scope from scratch, so I guess I'll just roll with my incessant urge to fix issues as soon as possible ¯\_(ツ)_/¯ [Edit:] Also released v1.12.13 to fix an issue with the new public server search method. Amongst others, echo chambers lost a glitch or two, therefore behave a bit more "in character" during low temporal stability. Game updates Tweak: Added a search field for the public server list. Added some player stats to the public servers list. Tweak: Search fields now indicate their purpose with a "Search..." place holder text Tweak: Added server admin command /nexttempstorm to get the days left until the next temporal storm Tweak: The game server will now refuse to start or die on autosave if there is less than 200 MB free disk space. This is to avoid fatal corruption of the savegame if disk space runs out. The threshold can be configured in serverconfig.json Fixed: Should fix issue #489: Item in hand not synchronized across MP when item is consumed Fixed: Rotating a work item on an anvil confused the helve hammer Tweak/Fixed: Temporal instability left the pitch of echo chamber tracks in a weird state. Also fixed that putting a archive on the echo chamber sometimes did not make it play the sound track. Playiny tracks now adjust their pitch during low stability. Fixed: Picking up ingots, firewood, boards and etc. from item piles were moved into the backback instead of the hotbar Fixed: Should mitigate issues with tree chopping not fully removing the huge trees Fixed: More seraph animation derpiness Fixed: Numpad enter not recognized as enter (#488) Fixed: Server Exception spam when hitting a tree with a hammer Fixed: The exploit of using another tool to speed up block breaking is no longer possible Fixed: Should fix more windmill issues (due to wrong map region indexing) Fixed: Pickaxe Mining speed sounds rate dependent on the games framerate Fixed: Worldgen bugs in 1024x1024 sized worlds API Fixed: Containers that expand the inventory beyond the visible range were not usable View full record
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Dear community v1.12.12, an stable release, can now be downloaded through the account manager Somewhat daring to push yet another stable release and without making it a release candidate first, but so is attempting to build a game of this scope from scratch, so I guess I'll just roll with my incessant urge to fix issues as soon as possible ¯\_(ツ)_/¯ [Edit:] Also released v1.12.13 to fix an issue with the new public server search method. Amongst others, echo chambers lost a glitch or two, therefore behave a bit more "in character" during low temporal stability. Game updates Tweak: Added a search field for the public server list. Added some player stats to the public servers list. Tweak: Search fields now indicate their purpose with a "Search..." place holder text Tweak: Added server admin command /nexttempstorm to get the days left until the next temporal storm Tweak: The game server will now refuse to start or die on autosave if there is less than 200 MB free disk space. This is to avoid fatal corruption of the savegame if disk space runs out. The threshold can be configured in serverconfig.json Fixed: Should fix issue #489: Item in hand not synchronized across MP when item is consumed Fixed: Rotating a work item on an anvil confused the helve hammer Tweak/Fixed: Temporal instability left the pitch of echo chamber tracks in a weird state. Also fixed that putting a archive on the echo chamber sometimes did not make it play the sound track. Playiny tracks now adjust their pitch during low stability. Fixed: Picking up ingots, firewood, boards and etc. from item piles were moved into the backback instead of the hotbar Fixed: Should mitigate issues with tree chopping not fully removing the huge trees Fixed: More seraph animation derpiness Fixed: Numpad enter not recognized as enter (#488) Fixed: Server Exception spam when hitting a tree with a hammer Fixed: The exploit of using another tool to speed up block breaking is no longer possible Fixed: Should fix more windmill issues (due to wrong map region indexing) Fixed: Pickaxe Mining speed sounds rate dependent on the games framerate Fixed: Worldgen bugs in 1024x1024 sized worlds API Fixed: Containers that expand the inventory beyond the visible range were not usable
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Dear European Players we now offer two new payment options on our site: iDEAL: A popular payment method in the Netherlands SOFORT / Klarna: Payment by Bank transfer for customers in Austria, Belgium, Germany, Italy, Netherlands and Spain. Disclaimer: Despite it's Name, payment by SOFORT is the only non-instant payment option. It usually seems to take 2-4 days to complete, but it can take up to 14 business days! We are aware that PaySafeCard is another much requested payment option, but at this point our Store does not support it and we cannot tell if or when it will become available. If it does, we will announce it on our blog post! View full record
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Dear European Players we now offer two new payment options on our site: iDEAL: A popular payment method in the Netherlands SOFORT / Klarna: Payment by Bank transfer for customers in Austria, Belgium, Germany, Italy, Netherlands and Spain. Disclaimer: Despite it's Name, payment by SOFORT is the only non-instant payment option. It usually seems to take 2-4 days to complete, but it can take up to 14 business days! We are aware that PaySafeCard is another much requested payment option, but at this point our Store does not support it and we cannot tell if or when it will become available. If it does, we will announce it on our blog post!
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Yea you can, if you close your character inventory, i think.
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Dear community v1.12.10, an stable release, can now be downloaded through the account manager I'm really taking the RERO philosophy to heart, it seems. Version 1.12.9 introduced a bug that seemed to make windmills stop for most users. This should fix it. It might also make inventory management a lot easier due some of my attempts at making shift+left clicking stacks act a tad more intelligent! [Edit:] Also released v1.12.11 to fix a server side crash! Screenshot by dagoline Game updates Tweak: Attempted to make Shift+Left click Itemstack moving more intelligent, e.g. chests are now the preferred container for accepting moved item stacks Tweak: Added dark outline around waypoint icons Tweak: The new propick mode now consumes 2 durability instead of 5 Tweak: Consuming a meal from a bowl should no longer move it into another slot Tweak: Seashells now yield 2 lime instead of 1 Tweak: Hunter backpacks now also show up on the players back Tweak: Can no longer add more charcoal than required to the bloomery. This also means you have to add the ore first and then the coal Tweak: Reduced chandelier yellow-ness by a bit Fixed: More third persion animation derpiness. Might cause new derpiness. Lets see O_O Fixed: Bowaim + offhand torch animation derpiness Fixed: Windmills no longer turning Fixed: Artisan trader not selling clay planters and logging errors in the server-main.txt Fixed: Running /stats command right on startup throwing an exception Fixed: Missing block names for plant-in-planter View full record
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Dear community v1.12.10, an stable release, can now be downloaded through the account manager I'm really taking the RERO philosophy to heart, it seems. Version 1.12.9 introduced a bug that seemed to make windmills stop for most users. This should fix it. It might also make inventory management a lot easier due some of my attempts at making shift+left clicking stacks act a tad more intelligent! [Edit:] Also released v1.12.11 to fix a server side crash! Screenshot by dagoline Game updates Tweak: Attempted to make Shift+Left click Itemstack moving more intelligent, e.g. chests are now the preferred container for accepting moved item stacks Tweak: Added dark outline around waypoint icons Tweak: The new propick mode now consumes 2 durability instead of 5 Tweak: Consuming a meal from a bowl should no longer move it into another slot Tweak: Seashells now yield 2 lime instead of 1 Tweak: Hunter backpacks now also show up on the players back Tweak: Can no longer add more charcoal than required to the bloomery. This also means you have to add the ore first and then the coal Tweak: Reduced chandelier yellow-ness by a bit Fixed: More third persion animation derpiness. Might cause new derpiness. Lets see O_O Fixed: Bowaim + offhand torch animation derpiness Fixed: Windmills no longer turning Fixed: Artisan trader not selling clay planters and logging errors in the server-main.txt Fixed: Running /stats command right on startup throwing an exception Fixed: Missing block names for plant-in-planter
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Good point @copygirl. I renamed the first option to "Make it easier for new players", so now your vote is correct Ok @Edrein, added "Improved mod support"
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Been a while since the last one. Let the voting begin! Explanation of each poll item: Make it easier for new players (Better in-game documentation, in-game tutorials, improved exploration playstyle, etc.) Accessibility (Double tap run, Gamepad support, Offer alternatives to hold-to-use interactions, Color blind mode?, Mouseless mode?, etc.) Improved World Gen (Improved noise generators a suggested by TTFCuts, the creator of ATG, large flower fields, region specific plants, more tree types, dynamic dungeons, oceans) Seasons Part 1 (Crops won't grow during winter, maybe greenhouses, snow accumulates when its cold and melts when its warm, foliage changes color, falling leaves) Transport mechanics (Boats, Minecarts and/or Horses) Improved trading system (Player2Player Trading, Mechanics that enable player to progress through trading alone, Fast-Travel Trade routes?, etc.) Improve the World map (Remember visited areas, Waypoint sharing, Public Web-based Maps for Servers) More Mechanical Power Mechanics (Splitter, Clutches, Ore grinder, Water wheels, Elevators?) Better combat (turn the spam-click-to-hit mechanic into something more interesting, ranged enemies, more wepaons, more mobs?) More RPG Elements (Character specific skills, Talking NPCs, Villages, Quests and similar) More craftable content (Alcohol brewing, Herbalism, Gem cutting, Woodworking, More in-world crafting mechanics, etc.) More progression ages (Steel age and Post-Steel ages) More Story elements (More Lore, better integrated story telling, Story-Intro Mode, etc.) Improved auxiliaries (Improved purchase process, Improved documentation, improved server setup, smaller install packages, more elegant website, etc.) Improved Graphics fidelity (Further framerate optimizations, increased view distance, improved shaders such as reflective surfaces, water caustics, depth of field effect and more) Improved farming and animal husbandry (Leashes, More crops, New multiblock crops, Fruit trees, More cooking options, more domestication features, etc.) Improved mod support (Mod hub, more api stuff as requested by modders, improved model editor, better mod api tutorials & documentation)
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Dear community v1.12.9, an stable release, can now be downloaded through the account manager Version v1.12.9-rc.2 introduced a new propick mode that is disabled by default. It was meant to help players that don't like purely chance based mode. The second mode is now there to tell you with certainty that an ore is in the vicinity. However, since some players suggested to turn the new ProPick Mode into more of a hot and cold game I made a poll on it on discord. You voted 124 to 10 in favor for a hot/cold mode instead, so I've changed it now Instead of telling you the exact distance it's now being more vague about it, by telling the player how much ore it found in the vicinity. This means you'd want to find a local maxima and dig there in the vicinity. Due to that fact, I recommend setting the search radius to 8 or 10, e.g. via "/worldConfig propickNodeSearchRadius 8" If you enable it in your existing worlds with above command, remember to reload the world and/or server! Screenshot by Kaelty Game updates Everything from the rc.1 and rc.2 releases Tweak: Changed the new propick mode from showing the exact distance into a more hot/cold type of game where it shows how many blocks are in the vicinty (discord users voted 10:1 for this) Tweak: Disabled /reloadmods. Needs to be properly fixed before it can be used. Tweak: Breed-able creatures now show in their info hud when they are ready to mate Fixed: Lantern placement oddities Fixed: Player animation oddities Fixed: Game crashing when selecting a tool mode when not looking at a block Fixed: Savegame saving issues for worlds that are smaller than 512x512 blocks Fixed: Mitigated drop downs cut off by window border in the customize world screen Fixed: /player name gamemode creative throwing an exception using the german translations
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Dear community v1.12.9, an stable release, can now be downloaded through the account manager Version v1.12.9-rc.2 introduced a new propick mode that is disabled by default. It was meant to help players that don't like purely chance based mode. The second mode is now there to tell you with certainty that an ore is in the vicinity. However, since some players suggested to turn the new ProPick Mode into more of a hot and cold game I made a poll on it on discord. You voted 124 to 10 in favor for a hot/cold mode instead, so I've changed it now Instead of telling you the exact distance it's now being more vague about it, by telling the player how much ore it found in the vicinity. This means you'd want to find a local maxima and dig there in the vicinity. Due to that fact, I recommend setting the search radius to 8 or 10, e.g. via "/worldConfig propickNodeSearchRadius 8" If you enable it in your existing worlds with above command, remember to reload the world and/or server! Screenshot by Kaelty Game updates Everything from the rc.1 and rc.2 releases Tweak: Changed the new propick mode from showing the exact distance into a more hot/cold type of game where it shows how many blocks are in the vicinty (discord users voted 10:1 for this) Tweak: Disabled /reloadmods. Needs to be properly fixed before it can be used. Tweak: Breed-able creatures now show in their info hud when they are ready to mate Fixed: Lantern placement oddities Fixed: Player animation oddities Fixed: Game crashing when selecting a tool mode when not looking at a block Fixed: Savegame saving issues for worlds that are smaller than 512x512 blocks Fixed: Mitigated drop downs cut off by window border in the customize world screen Fixed: /player name gamemode creative throwing an exception using the german translations View full record
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Yes indeed
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Dear community v1.12.9-rc.2, an unstable release, can now be downloaded through the account manager Kind of minor feature update, this v1.12.9 thing is becoming Due to popular "demand", the prospecting pick now has a secondary mode that will tell the exact distance to ores within a small-ish radius, it is however disabled by default for the Standard and Wilderness survival mode. Use command "/worldConfig propickNodeSearchRadius 6" to enabled it in you world with a search radius of 6. Reload the world once setting has been applied. I do not recommend to set that number beyond 10. Screenshot by Cathy Game updates Feature: Added papyrus roots. Papyrus can now be properly replanted Feature: Added an optional secondary ProPick mode that tells the exact distance of nearby ores. Only enabled by default in the exploration game mode. Enable in your own world e.g. via /worldConfig propickNodeSearchRadius 6 (and then reload the world) Feature: Windmills now accept another set of 4 sails for +25% more power (existing windmills still have the same amount of power) Feature: Leather working can now done without Lime. Borax can be ground into powdered borax, which when mixed with water can be used to soak hides. Feature: Added new world config option to set the global ore spawn rate Feature: Can now configure the audio output devices inside the sound settings Tweak: Temporal storms raise the spawn cap of drifters by up to 50%, reduced drifter fleeing chance upon getting hurt Tweak: Reduced fleeing chance and increased fleeing speed for wild pigs, bighorn sheep and wolves Tweak: Increased durability of hammers by 50% Tweak: New model and texture for the command block Tweak: Updated translation files, Updated trader buying/selling lists Tweak: Tool mode and recipe selection dialog now floaty with immersive mouse mode Tweak: Play a sound when using the command block Tweak: The lore book nows has a 3d model Tweak: Reverted some changes so that "/waypoint add color text" works as before in v1.12.8 Tweak: Pinned waypoints are no longer cut off by the map border. Waypoints now scale with the GUI Scale slider Fixed: Game crashing when trying to place a lore item into the display case Fixed: Drifters fleeing the player during daylight even in caves Fixed: Able to create invalid waypoints that crash the game Fixed: World customize screen, world config values were not translated Fixed: Players able to interact with the world while in Spectator mode API Tweak: Can now do api.Render.PushScissor(null) to disable gl scissor mode without affected other components (the previous state is restored with .PopScissor() API Fixed: Game crashing when trying to add liquids into the barrel from a mod domain API Fixed: Error when calling Disconnect on player death View full record