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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Oh, I wanted to reply to this some time ago. Mobs and their spawning should get better in the future. We sometimes add simple game mechanics as a place holder until we can develop the full version of what we had envisioned - the current mob spawning is one of them. Sometimes these place holders stay for quite a while, as its just such a huge undertaking to build a game of this scale. @bbushh You are indeed correct that it would probably be better for the overall game to spend more time on gameplay and less on graphics. I work on graphics for my personal enjoyment as opposed to working on gameplay, which is rather a grindy and less rewarding thing for me to work on. I think its because better graphics give me an instant reward whereas with gameplay mechanics its really hard to know if you are on the right path or if made the game better or worse. It seems that Graphics and Detailing is the thing I need to balance out the less fun tasks. @Jay Cook I am indeed very reluctant on adding armor. I want to very much avoid the path Minecraft went, where adding armor just made the game 2-4 times less challenging. If I add armor that makes you 3 times less likely to die, then I also want new game mechanics that make the world 2-3 times more dangerous in the same update. Perhaps its enough to fix the 2 high dirt pillar trick + armor.
  2. Tyron

    Refunds

    Hokay, refund commenced. Thanks for trying out the game!
  3. Yes! I notice these myself at times and I have tried about a dozen times to track down the source of this stutter, but I've been unsuccessful so far There is however a tiny chance that rc.5 will fix these. I did find an issue related to text generation yesterday.
  4. Version 1.10.0-rc.3, an unstable release, is now ready for download in the account manager. This update should (hopefully now for real :D) fix the last issues in v1.10, again assuming this to be the last release candidate before the first stable. I also couldn't help but add a few excellent ideas from the community as well [Edit:] Also released rc.4 to fix an issue with the game calendar and to make pro-pick readings more accurate (but may have completely broken it too). Game updates Feature: Added writable sign posts (suggested by @spacewolfcub), can be written to in the same way as signs, in any of the 8 cardinal/intercardinal directions. Check the handbook on how to craft them. Feature: Olivine can now be smelted into green glass (suggested by @DrTenabrae) Tweak: Players now loose 50% of their nutrients upon death Fixed: Typing < or > in chat displayed as &lt; and &gt; above players heads Fixed: Should fix a crash with the crock Fixed: Several memory leaks Fixed: GL Error being thrown in some cases, crashing the game with gl debug mode on Fixed: Should fix crocks sometimes invisible when placed on shelves Fixed: Calendar not properly stopping on dedicated servers when everybody disconnects Fixed: Maybe actually fixes the translocators not teleporting back \o/ API Feature: New server side property for @Melchior: IServerPlayer.LanguageCode API Tweak: Tweak for @Novocains seawater View full record
  5. Version 1.10.0-rc.3, an unstable release, is now ready for download in the account manager. This update should (hopefully now for real :D) fix the last issues in v1.10, again assuming this to be the last release candidate before the first stable. I also couldn't help but add a few excellent ideas from the community as well [Edit:] Also released rc.4 to fix an issue with the game calendar and to make pro-pick readings more accurate (but may have completely broken it too). Game updates Feature: Added writable sign posts (suggested by @spacewolfcub), can be written to in the same way as signs, in any of the 8 cardinal/intercardinal directions. Check the handbook on how to craft them. Feature: Olivine can now be smelted into green glass (suggested by @DrTenabrae) Tweak: Players now loose 50% of their nutrients upon death Fixed: Typing < or > in chat displayed as &lt; and &gt; above players heads Fixed: Should fix a crash with the crock Fixed: Several memory leaks Fixed: GL Error being thrown in some cases, crashing the game with gl debug mode on Fixed: Should fix crocks sometimes invisible when placed on shelves Fixed: Calendar not properly stopping on dedicated servers when everybody disconnects Fixed: Maybe actually fixes the translocators not teleporting back \o/ API Feature: New server side property for @Melchior: IServerPlayer.LanguageCode API Tweak: Tweak for @Novocains seawater
  6. What you probably want to use is the command /time hoursperday xx 24 is the default. If you set it to 48, a day will take twice as long to pass. As for time speed, i think the default value is currently 60, which means 1 vintage story minute passes in 1 real life seconds (=60 times faster)
  7. Version 1.10.0-rc.2, an unstable release, is now ready for download in the account manager. RC.1 seems quite stable already, this release should fix some crash issues and hopefully the issue that activated translocators don't teleport the player back again. Game updates Tweak: Suevite rock now drops diamonds with a 3% chance Tweak: Writing on signs and labelled chests will now return the pigment with a 85% chance Tweak: Added /settlpos to set a translocator position for players with the setspawn privilege Tweak: Entity debug mode now less laggy Fixed: Might fix issue with translocators not connecting up properly Fixed: Game crashing in some cases, mostly when interacting with rotten meals or crocks Fixed: Meal Serving size below 5% not being displayed and logging an error Fixed: Server with broken playerdata config throwing unclear exception. Now it logs which file error'd API Tweak: Added perishSpeedModifier to the survival mod config to tweak global perish speed API Tweak: Crock more easily moddable View full record
  8. Version 1.10.0-rc.2, an unstable release, is now ready for download in the account manager. RC.1 seems quite stable already, this release should fix some crash issues and hopefully the issue that activated translocators don't teleport the player back again. Game updates Tweak: Suevite rock now drops diamonds with a 3% chance Tweak: Writing on signs and labelled chests will now return the pigment with a 85% chance Tweak: Added /settlpos to set a translocator position for players with the setspawn privilege Tweak: Entity debug mode now less laggy Fixed: Might fix issue with translocators not connecting up properly Fixed: Game crashing in some cases, mostly when interacting with rotten meals or crocks Fixed: Meal Serving size below 5% not being displayed and logging an error Fixed: Server with broken playerdata config throwing unclear exception. Now it logs which file error'd API Tweak: Added perishSpeedModifier to the survival mod config to tweak global perish speed API Tweak: Crock more easily moddable
  9. On what version are you on? Do you use any mods?
  10. Oi, do you mean the block info hud (at the top center of the screen) or the block interaction help (stickied to above the block)? Please do help me debug the stuttering, here's some info on how to do that: https://wiki.vintagestory.at/index.php?title=Debugging
  11. Huh. Odd. The files in question that it fails to read are in the playerdata folder on linux usually located in ~/.config/VintageStoryData/Playerdata I'll add a thing that instead of just crashing it'll log an error what file exactly it failed to read! Yup, the invocation for this one is "./install.sh" or "sh install.sh"
  12. Anisotropic is not enabled by Vintage Story so its perhaps only there when forcefully enabled by the graphics driver? Either way, I'll add a line to specifically disable it, maybe that helps!
  13. Patient community, Version 1.10.0-rc.1, an unstable release, is now ready for download in the account manager. Took a while, but here it is! \o/ This update is centered around food spoilage and food preservation. This together with the upcoming addition of seasons should make for some some really interesting game play. Some Screenshots and Videos Spoilage: Food now stays fresh for a set amount of days, then begins to spoil, ultimately turning into rot => Preserve Food: You can now build cellars to make food last longer. Can place food into crocks and storage vessels for an additional preservation bonus. Crocks can be stored on shelves. Can now make barrels to pickle vegetables, cure meat, create compost, create limewater and mortar and to store honey or water Static translocators are now repairable, which will yield in a random, yet permanent, 2-way connection with another place in the world. Greatly improved visuals: VS is prettier than ever with new water shader effects, water stream particles, much improved dynamic shadows, much improved color grading and contrast, improved sun/moon rendering and shading, loaded world edge smoothing, tree leaves swaying and more Can now create colored lights in survival mode Many new flower pot variants, several storage vessel variants, all sold by a new artisan trader type All Game updates Feature: Food spoilage All food items now have a certain duration where they are fresh after which they will slowly, and visibly begin to rot. Once completely rotten the item will turn into inedible rot The speed at which food spoils depends on the food type and how they are stored. All containers now show their spoilage rate in the block info Pro-Tips: Cooking or Preserving food makes it slightly fresher Keeping a pot of cooked food above 75° keeps it from spoiling A hot climate is a food killer. Spoilage rates there are up to 2.5 times faster. On the bright side, placing food in a cellar will completely mitigate that problem. Extremely cold climates makes food spoil up to 10 times slower. Feature: Food preservation Added Cellars: Dark spaces are recognized by the game and food spoils slower there. Spaces enclosed in soil or rock are also recognized and will additionally slow down the spoilage rates Added Storage vessels: Made from clay, these vessels can store food items. Stored grains and vegetables get an extra preservation bonus. Added Crocks: For long term storage of cooked food and pickled vegetables. Added crock shelves to store up to 8 crocks. Crock mechanics are still a bit wonky/unfinished in pre.1 Feature: Improved cooked meals Added Jam: Can now create jam from 2 honey + 2 berries Cooked meals now give a lofty satiety bonus of +50% Partial servings: The player no longer wastes meals when overeating. You will only eat as much as you have satiety left to fill Fixed honey and soybean not adding anything to meals Meals can now also spoil. To remove a rotten meal, throw the pot into water and let it soak for a while Feature: New crafting mechanic: The Barrel Lets you pickle vegetables which last longer than fresh ones Let's you cure meat which last longer than raw meat Lets you mix quicklime with water to create slaked lime. Mix again with sand to create mortar. Mortar is now required to craft stone brick blocks or clay brick blocks. Quicklime is created by baking lime, whereas lime can be created by crushing chalk or limestone stones. Lets you create compost from 60 pieces of rot. Compost is a high fertility soil useful for farming Barrel recipes are now listed in the handbook Feature: Healing/Satiety/Nutrient rebalance Most foods no longer heal the player Added very slow self healing. Self healing is reduced when the player is below 75% satiety. Self healing costs additonal satiety You now need to rely on poultices to heal yourself. (One more healing item will be addded still) Upped max satiety from 1200 to 1500. Satiety drains 10% faster. Attacking creatures costs a bit of extra satiety Nutrients now drain twice as slow Feature: Berry bush rebalance Can no longer be harvested instantly. Now takes about a 0.6 seconds for each bush Take 3-4 more days to flower and ripen Ripe berry bushes will revert to their empty state after about 20 days Feature: Static translocator are now repairable These devices that you have already found underground in v1.9, can now be repaired with gears and metal parts. Once repaired, they will connect to another translocator somewhere on the map and allow transport between both locations Feature: First steps towards automation mechanics: Hoppers and Chutes Can now craft hoppers and chutes that will move items from one container to another. Championed by Tatsu and Redram \o/ Feature: Greatly improved visuals Feature: The sides of blocks are now illuminated depending on the sun and moon position Feature: Improved dusk/dawn ambient. The sun now also becomes orange/red during dusk/dawn and the ambient colors during those time are more aesthetically pleasing Feature: The edge of the loaded world now fades into the sky, i.e. hard chunk edges are less visible now Feature: Leaves now sway in the wind Feature: The held items in first person mode now sway a bit Feature: The moon is no longer just a white rectangle. It has an actual texture to it now. Feature: Greatly improved water visuals Added fresnel effect (looking straight down makes water transparent, looking at it at a steep makes it opaque) Added foamy water edge shading effect Added a "glittery" effect that moves across the waters surface Added stream particles for moving water Particles are now affected my moving water Improved water splash particles Feature: Added Glowy lava edge shading effect Tweak: Much improved gamma correction. Turns gamma correction was wrongly implemented making the game dark and washed out. Vintage Story overall ambient now looks much better and less is less eye-straining Tweak: Improved falling block entity visuals. They are no longer jittery while falling and less likely flicker upon dropping/landing Tweak: Added rotation smoothing when turning around in overhead camera mode. Used to be jittery when turning around. Tweak: Particles of boyant blocks are now also boyant Tweak: Reduce block z-fighting issues (glass + ice was z-fighting) Tweak: The forge looks more like a forge by reducing its inset depth Tweak: Polished the godrays effect a bit. Dusks no longer have intensified god rays (Dawns still do) Fixed: Several visual glitches with dynamic shadows are now gone or significantly reduced Fixed: Mitigated lacking water fog and ambient visuals while under water in the night Feature: Ingame documentation improvements Added handbook page on prospecting Added held item/block interaction help \o/ Feature: Colored lights in survival mode - can now apply colored glass to lanterns to make them emit colored light Feature: Can now name chiseled blocks Feature: New Blocks Added large vessel, a 12 slot container Added new small flower pot textures. Updated small flower pot models. Added new flower pot variants. added new pickled vegetable models. other stuff. BEAnimatable now more simplified (moved the code to a utility class) Feature: Added Artisan Trader Will sell you some very decorative flower pots and storage vessels that cannot be acquired anywhere else Feature: PvP/PvE Improvements Added "ding" sound whenever player hits a creature with a projectile (stone, spear or arrow) You can now hide your own player tag by sneaking Feature: Farmland fertilizer Can now be fertilized with potash, bonemeal and saltpeter. Allows to (temporarily) increase the fertility of soil to 100%. Fixed some oddities about farmland Natural nutrient recovery is now 3 times slower All killed animals now also yield bones. Breaking ribcages in the desert drops bones Sylvite can now be ground into potash and bones can be ground into bonemeal Feature: Can now flip hand slot contents with hotkey 'X' Feature: Stacked bamboo can now be placed sideways like logs Feature: Added -pw argument to VintageStory.exe commandline to connect to a server with a password Feature: Looking at killed creatures/players now show which player killed it Feature: Worldmap waypoints now show the waypoint number for easy reference when wanting to delete them again Feature: Added confirm dialog for external links Feature: Added server description text section for public servers Feature: Added "Open For All" toggle for the public server lists Feature: Harvestable killed creatures now show if their drop rate is reduced because they fell from a large height or were killed by another animal Tweak: World generation changes Ore/Mineral Deposit tweaks Made iron ore deposits 20 times rarer but 10 times bigger. Decreased the occurrence of a cinnabar ore Increased occurence of salt by adding rare but massive salt dome deposits Reduced surface copper deposit sizes (but should still spawn about the same amount of loose copper bits) Reduced occurence of fire clay deposits, therefore made them thicker Fixed a long lasting bug with child deposits (gold, quartz, sylvite and silver in galena) not properly generating Fixed: Fixed worldgen having a strong bias to only generate a small subset of all possible trader outpost variants Fixed: World gen towards north being forever ice mountains Tweak: Gameplay balancing changes Can now craft hoes from stone and fllint High fertility soil is now called "Terra Preta" and has +5% more fertility. Locust now run about 10% faster and do 1.5 damage instead of 1 Buffed cob recipe, now yields 10 instead of 8 cob Doubled temporal gear drop rate Doubled feather drop rate from hens and roosters Doubled max stacksize for feathers and flax twine Female bunnies also eat crops now like their male counterpart Hares can no longer spawn on farmland Debuffed fat, now gives half as much satiety Standing still reduced satiety drain by a factor of 3. Now will only do this while standing still AND not interacting with the world. The forge now only accepts up to 5 coal instead of 10 Wooden clubs and handbaskets are now combustible Halite can now be ground into salt Bows are now a bit more accurate when standing still and when getting the timing right Increase satiety drain by 10% Halved damage taken from starving Tweak: Loot vessels are now called "Cracked vessel" and the texture now has visible cracks. Tweak: Barren soil is now called just "Soil". Depleted soil (only in creative mode) is now Barren soil. Tweak: Firepit gui no longer shows 20 degrees C, but "Cold" Tweak: Improved translation support Tweak: Bony remains of animals now linger 14 days instead of 7 Tweak: Small overall graphics performance improvement (technical info: Full screen render passes are now done with 1 triangle instead of 2, improving cache locality) Tweak: The survival goods trader will now also sell halite, the commodities trader now also sells potash Tweak: Varius small improvements on the handbook (now lists tall gass and fire pits) Tweak: Chromite, Pentlandite, Rhodochrosite and Cinnabar now only spawn deep down below Tweak: Tripled the chance for beehives to spawn Tweak: Mitigate white pixel on world map bug: You can now place a block on an affected spot to fix it Fixed: Leaf block decay not working since v1.9 O__O Fixed: Player character not centered in the create character dialog Fixed: Multiple visual and physics glitches with locusts Fixed: Bunch of minor glitches when harvesting carcasses Fixed: Memory leak in knapping surface block Fixed: Several memory leaks when leaving a game world Fixed: Player swim sound not distance-attenuated Fixed: Many fox sounds were not playing Fixed: Game crashing when left clicking with chisel in hands Fixed: Mushroom inside meals giving fruit nutrients instead of vegetable Fixed: Squeezing honey comb with a full inventory made the beeswax disappear Fixed: Major issue with entities turning invisible, e.g. after sleeping Fixed: Should fix .tfedit and .bsedit generatic json code with commas instead of dots, which is not valid json Fixed: Should fix music not stopping when starting a track in the echo chamber Fixed: Mechanical power blocks not affected by fog Fixed: Rare server side exception related to block containers Fixed: Able to pour lead into tool molds Fixed: Locusts spawned from nests not acting as one herd Fixed: Issue with sun lighting where completly closing up any access to sunlight an empty space would not make it pitch black Fixed: Block interaction help consuming a lot of CPU power when displaying interactions on a block Fixed: Not able to sell linen bags to trader Fixed: Breaking Chests not dropping the right block Game Server/Multiplayer updates: Feature: Can now filter out whitelisted and password protected servers from the public servers list Feature: Improved player privilege system. There is now the ability to deny privileges to specifically take away a privilege granted by a players role. New commands: /player [playername] privilege deny /player [playername] privilege removedeny Feature: Can now also grant/revoke/deny player privileges through commands while the player is offline. Tweak: Added server command /debug rebuildlandclaimpartitions Fixed: Server welcome message configuration was ingored. Added ability to set welcome message also via "/serverconfig welcomemessage" or "/serverconfig motd" Fixed: Multiple issues with player animations, player held item poses and their current active hotbar slot. Most notably in multiplayer Fixed: Can no longer ignite claimed blocks Fixed: Able to fill beenades on claimed skeps API Updates: Engine concept change: The name, description and icon of ItemStacks are now container-aware. That means it is now possible for an item stacks icon, name or description to change depending on what inventory it is in. This required several refactors. Amongst others: IRenderAPI.GetItemStackRenderInfo(ItemStack itemstack,....) is now obsolete, use the new IRenderAPI.GetItemStackRenderInfo(ItemSlot itemstack,....) Refactor: Collectible.GetHandbookInfo changed first argument from ItemStack to ItemSlot Refactor: Itemstack.GetDescription added 'ItemSlot inSlot' argument Feature: Increased block id range by a factor of 30. Instead of the 65k block id limit we now have 2 million block ids. Be aware though that the game is not optimized yet to handle 2 million different blocks. Feature: Added texture overlay rendering to the InventoryItemRenderer. Supply overlay texture in renderInfo.OverlayTexture Feature: New block type property: Collectible.PerishableProps Feature: Block and Item description texts can now display rich text (using VTML) Feature: Added sapi.WorldManager.PeekChunkColumn() to generate a chunk column without actually loading it. Also completely bypasses any previoulsy generated chunk data. Feature: Added CollectibleObject.OnCreatedByCrafting(). A method that is called when the collectible was created during grid crafting Feature: Added ability to set a player role and grant/revoke playe privileges. There is now a new submodule at sapi.Server.PermissionManager for that. Moved/Removed all privilege related api methods to that subapi. Feature: Added method EntityBehavior.DidAttack Feature: added 3 new methods to BlockBehavior: OnBlockInteractStop, OnBlockInteractStep and OnBlockInteractCancel Refactor: Refactor permissions api, everything is now in sapi.Permissions. Can now also set a players role. Refactor: All geometry no longer has baked block side shading, instead TesselateShape() now generates vertex normals (packed into the renderFlags array) upon which they are shaded. This might break some block side shading for some renderers, in most cases you only need to do meshdata.rgba2=null; before uploading the mesh Refactor: Changed first argument in Collectible.GetHeldItemInfo() from ItemStack to ItemSlot Refactor: Renamed IRenderAPI.DeleteTexture() to IRenderAPI.RemoveTexture() Refactor: in IRenderAPI `int GetOrLoadTexture(AssetLocation name, BitmapRef bmp);` is now `void GetOrLoadTexture(AssetLocation name, BitmapRef bmp, ref LoadedTexture intoTexture);` Refactor: For all API methods that required or returned a blockid the data type is now int instead of ushort Refactor: IWorldAccessor.Blocks/Items/Recipes are now Lists instead of arrays Refactor: api.Event.ChunkColumnGeneration event handler now has to accept an additional argument: , ITreeAttribute chunkGenParams = null Refactor: Changed Block.GetPlacedBlockName(IClientWorldAccessor world, BlockPos pos) to Block.GetPlacedBlockName(IWorldAccessor world, BlockPos pos) Refactor: Renamed api.WorldManager.ResendChunk() to api.WorldManager.BroadcastChunk(). Added api.WorldManager.SendChunk() to send a chunk to an individual player Refactor: vertexFlags.WindWave is now vertexFlags.GrassWindWave Refactor: Collectible.GetDropsForHandbook(IWorldAccessor world, BlockPos pos, IPlayer byPlayer) is now Collectible.GetDropsForHandbook(ItemStack handbookStack, IPlayer forPlayer) Refactor: Block behavior HorizontalOrientable: Replaced "dropBlock" code with "drop" property where one can supply a fully qualified itemstack with attributes Refactor: Renamed api.WorldManager.GetNextHerdId() into api.WorldManager.GetNextUniqueId() Refactor: Refactored Shaders removed prog.PrepareUniformLocations(). Uniform locations are now automatically found and prepared. Refactor: Block.TryPlaceBlockForWorldGen() changed datatype of last argument from Random to LCGRandom Refactor: Collectible.GetHandbookInfo() changed datatype of last argument from Action<string> to ActionConsumable<string> Tweak: Dropped code obfuscation on about 30.000 lines of game code, mostly related to client side rendering Tweak: Doors should be more easily moddable. The door class should work even with other variant groups added Tweak: The full crucible block now has an "emptiedBlockCode" attribute Tweak: Added IRenderAPI.GetOrLoadTexture(AssetLocation name, ref LoadedTexture intoTexture) Tweak: On shader compile errors the game engine now logs which shader code line error'd Tweak: Added Attribute IServerChunk.GameVersionCreated. New chunks now remember their game version they were created (but not completed) with Tweak: BlockGenericTypedContainer now a bit easier to configure via json Tweak: Fence block tweak - added fenceConnect property to disable that fences connect to certain blocks (example: crate) Fixed: AI Task sounds not working when entity not in the default domain Fixed: Chest invisible when using BlockGenericTypedContainer not in the default domain Fixed: Game crashing when using ItemCreature class incorrectly Fixed: block.OnBlockInteractStop called twice on the server in some cases Fixed: Worldproperties files could not be in mod domains Fixed: Texture rotation not working Fixed: A wild card recipe that has one missing output variant would discard all subsequent variants of this recipe Fixed: Some derpiness with handbook links Fixed: Might fix issue with the dropBlock property for the HorizontalOrientable block behavior Removed obsolete api features: inventory.QuantitySlots and inventory.GetSlotId() ICairoFont interface sapi.WorldManager.GetData and sapi.WorldManager.StoreData
  14. Heya, this is an artifact of past times. You were able to disable creative mode when you created a new world, but I felt it caused more problems than advantages, so "Cheats", or the ability to use certain commands is now always enabled. I'll remove that piece of text in the next version!
  15. Tyron

    Refund

    Alright, your purchase has been refunded. Thanks for trying!
  16. Tyron

    Food decay

    Thats indeed a notable challenge which was easily solved with the harvest timestamp approach thing.
  17. A user on github suggests running it through xtrace: https://github.com/opentk/opentk/issues/937#issuecomment-518182006
  18. Could you make a screenshot or a video of that?
  19. Mostly yes. In singleplayer there is "Open To Lan" which allows player on the same local network to connect "Open To Internet" which attempts to open up a port on your internet router, so that other players from outside can connect to your single player game, but the chance of it working out of the box is like 60% or so, because it doesn't work with every internet router.
  20. Sure, go ahead. Perhaps we can find something in there. If anything we could post that to the X11 bug tracker? I'm also clueless as to why this error occurs. I'd still suggest another or a newer/older version of the linux distro.
  21. So far, since the release of the game in September 2016 no world was truly wrecked and there are no plans for that to ever happen. Though some individual blocks might become unusable or need some manual editing to fix. What does sometimes happen, as it did with v1.9, is that some major world generation updates makes it a really good idea to start a new world but such updates should be few and far apart.
  22. Yea, there's currently no heal-over-time in the game. You would need to do some programming to achieve that. I was actually thinking about that recently. We might add H-o-t to the vanilla game for v1.10 or v1.11
  23. Patient community, Version 1.10.0-rc.1, an unstable release, is now ready for download in the account manager. Took a while, but here it is! \o/ This update is centered around food spoilage and food preservation. This together with the upcoming addition of seasons should make for some some really interesting game play. Some Screenshots and Videos Spoilage: Food now stays fresh for a set amount of days, then begins to spoil, ultimately turning into rot => Preserve Food: You can now build cellars to make food last longer. Can place food into crocks and storage vessels for an additional preservation bonus. Crocks can be stored on shelves. Can now make barrels to pickle vegetables, cure meat, create compost, create limewater and mortar and to store honey or water Static translocators are now repairable, which will yield in a random, yet permanent, 2-way connection with another place in the world. Greatly improved visuals: VS is prettier than ever with new water shader effects, water stream particles, much improved dynamic shadows, much improved color grading and contrast, improved sun/moon rendering and shading, loaded world edge smoothing, tree leaves swaying and more Can now create colored lights in survival mode Many new flower pot variants, several storage vessel variants, all sold by a new artisan trader type All Game updates Feature: Food spoilage All food items now have a certain duration where they are fresh after which they will slowly, and visibly begin to rot. Once completely rotten the item will turn into inedible rot The speed at which food spoils depends on the food type and how they are stored. All containers now show their spoilage rate in the block info Pro-Tips: Cooking or Preserving food makes it slightly fresher Keeping a pot of cooked food above 75° keeps it from spoiling A hot climate is a food killer. Spoilage rates there are up to 2.5 times faster. On the bright side, placing food in a cellar will completely mitigate that problem. Extremely cold climates makes food spoil up to 10 times slower. Feature: Food preservation Added Cellars: Dark spaces are recognized by the game and food spoils slower there. Spaces enclosed in soil or rock are also recognized and will additionally slow down the spoilage rates Added Storage vessels: Made from clay, these vessels can store food items. Stored grains and vegetables get an extra preservation bonus. Added Crocks: For long term storage of cooked food and pickled vegetables. Added crock shelves to store up to 8 crocks. Crock mechanics are still a bit wonky/unfinished in pre.1 Feature: Improved cooked meals Added Jam: Can now create jam from 2 honey + 2 berries Cooked meals now give a lofty satiety bonus of +50% Partial servings: The player no longer wastes meals when overeating. You will only eat as much as you have satiety left to fill Fixed honey and soybean not adding anything to meals Meals can now also spoil. To remove a rotten meal, throw the pot into water and let it soak for a while Feature: New crafting mechanic: The Barrel Lets you pickle vegetables which last longer than fresh ones Let's you cure meat which last longer than raw meat Lets you mix quicklime with water to create slaked lime. Mix again with sand to create mortar. Mortar is now required to craft stone brick blocks or clay brick blocks. Quicklime is created by baking lime, whereas lime can be created by crushing chalk or limestone stones. Lets you create compost from 60 pieces of rot. Compost is a high fertility soil useful for farming Barrel recipes are now listed in the handbook Feature: Healing/Satiety/Nutrient rebalance Most foods no longer heal the player Added very slow self healing. Self healing is reduced when the player is below 75% satiety. Self healing costs additonal satiety You now need to rely on poultices to heal yourself. (One more healing item will be addded still) Upped max satiety from 1200 to 1500. Satiety drains 10% faster. Attacking creatures costs a bit of extra satiety Nutrients now drain twice as slow Feature: Berry bush rebalance Can no longer be harvested instantly. Now takes about a 0.6 seconds for each bush Take 3-4 more days to flower and ripen Ripe berry bushes will revert to their empty state after about 20 days Feature: Static translocator are now repairable These devices that you have already found underground in v1.9, can now be repaired with gears and metal parts. Once repaired, they will connect to another translocator somewhere on the map and allow transport between both locations Feature: First steps towards automation mechanics: Hoppers and Chutes Can now craft hoppers and chutes that will move items from one container to another. Championed by Tatsu and Redram \o/ Feature: Greatly improved visuals Feature: The sides of blocks are now illuminated depending on the sun and moon position Feature: Improved dusk/dawn ambient. The sun now also becomes orange/red during dusk/dawn and the ambient colors during those time are more aesthetically pleasing Feature: The edge of the loaded world now fades into the sky, i.e. hard chunk edges are less visible now Feature: Leaves now sway in the wind Feature: The held items in first person mode now sway a bit Feature: The moon is no longer just a white rectangle. It has an actual texture to it now. Feature: Greatly improved water visuals Added fresnel effect (looking straight down makes water transparent, looking at it at a steep makes it opaque) Added foamy water edge shading effect Added a "glittery" effect that moves across the waters surface Added stream particles for moving water Particles are now affected my moving water Improved water splash particles Feature: Added Glowy lava edge shading effect Tweak: Much improved gamma correction. Turns gamma correction was wrongly implemented making the game dark and washed out. Vintage Story overall ambient now looks much better and less is less eye-straining Tweak: Improved falling block entity visuals. They are no longer jittery while falling and less likely flicker upon dropping/landing Tweak: Added rotation smoothing when turning around in overhead camera mode. Used to be jittery when turning around. Tweak: Particles of boyant blocks are now also boyant Tweak: Reduce block z-fighting issues (glass + ice was z-fighting) Tweak: The forge looks more like a forge by reducing its inset depth Tweak: Polished the godrays effect a bit. Dusks no longer have intensified god rays (Dawns still do) Fixed: Several visual glitches with dynamic shadows are now gone or significantly reduced Fixed: Mitigated lacking water fog and ambient visuals while under water in the night Feature: Ingame documentation improvements Added handbook page on prospecting Added held item/block interaction help \o/ Feature: Colored lights in survival mode - can now apply colored glass to lanterns to make them emit colored light Feature: Can now name chiseled blocks Feature: New Blocks Added large vessel, a 12 slot container Added new small flower pot textures. Updated small flower pot models. Added new flower pot variants. added new pickled vegetable models. other stuff. BEAnimatable now more simplified (moved the code to a utility class) Feature: Added Artisan Trader Will sell you some very decorative flower pots and storage vessels that cannot be acquired anywhere else Feature: PvP/PvE Improvements Added "ding" sound whenever player hits a creature with a projectile (stone, spear or arrow) You can now hide your own player tag by sneaking Feature: Farmland fertilizer Can now be fertilized with potash, bonemeal and saltpeter. Allows to (temporarily) increase the fertility of soil to 100%. Fixed some oddities about farmland Natural nutrient recovery is now 3 times slower All killed animals now also yield bones. Breaking ribcages in the desert drops bones Sylvite can now be ground into potash and bones can be ground into bonemeal Feature: Can now flip hand slot contents with hotkey 'X' Feature: Stacked bamboo can now be placed sideways like logs Feature: Added -pw argument to VintageStory.exe commandline to connect to a server with a password Feature: Looking at killed creatures/players now show which player killed it Feature: Worldmap waypoints now show the waypoint number for easy reference when wanting to delete them again Feature: Added confirm dialog for external links Feature: Added server description text section for public servers Feature: Added "Open For All" toggle for the public server lists Feature: Harvestable killed creatures now show if their drop rate is reduced because they fell from a large height or were killed by another animal Tweak: World generation changes Ore/Mineral Deposit tweaks Made iron ore deposits 20 times rarer but 10 times bigger. Decreased the occurrence of a cinnabar ore Increased occurence of salt by adding rare but massive salt dome deposits Reduced surface copper deposit sizes (but should still spawn about the same amount of loose copper bits) Reduced occurence of fire clay deposits, therefore made them thicker Fixed a long lasting bug with child deposits (gold, quartz, sylvite and silver in galena) not properly generating Fixed: Fixed worldgen having a strong bias to only generate a small subset of all possible trader outpost variants Fixed: World gen towards north being forever ice mountains Tweak: Gameplay balancing changes Can now craft hoes from stone and fllint High fertility soil is now called "Terra Preta" and has +5% more fertility. Locust now run about 10% faster and do 1.5 damage instead of 1 Buffed cob recipe, now yields 10 instead of 8 cob Doubled temporal gear drop rate Doubled feather drop rate from hens and roosters Doubled max stacksize for feathers and flax twine Female bunnies also eat crops now like their male counterpart Hares can no longer spawn on farmland Debuffed fat, now gives half as much satiety Standing still reduced satiety drain by a factor of 3. Now will only do this while standing still AND not interacting with the world. The forge now only accepts up to 5 coal instead of 10 Wooden clubs and handbaskets are now combustible Halite can now be ground into salt Bows are now a bit more accurate when standing still and when getting the timing right Increase satiety drain by 10% Halved damage taken from starving Tweak: Loot vessels are now called "Cracked vessel" and the texture now has visible cracks. Tweak: Barren soil is now called just "Soil". Depleted soil (only in creative mode) is now Barren soil. Tweak: Firepit gui no longer shows 20 degrees C, but "Cold" Tweak: Improved translation support Tweak: Bony remains of animals now linger 14 days instead of 7 Tweak: Small overall graphics performance improvement (technical info: Full screen render passes are now done with 1 triangle instead of 2, improving cache locality) Tweak: The survival goods trader will now also sell halite, the commodities trader now also sells potash Tweak: Varius small improvements on the handbook (now lists tall gass and fire pits) Tweak: Chromite, Pentlandite, Rhodochrosite and Cinnabar now only spawn deep down below Tweak: Tripled the chance for beehives to spawn Tweak: Mitigate white pixel on world map bug: You can now place a block on an affected spot to fix it Fixed: Leaf block decay not working since v1.9 O__O Fixed: Player character not centered in the create character dialog Fixed: Multiple visual and physics glitches with locusts Fixed: Bunch of minor glitches when harvesting carcasses Fixed: Memory leak in knapping surface block Fixed: Several memory leaks when leaving a game world Fixed: Player swim sound not distance-attenuated Fixed: Many fox sounds were not playing Fixed: Game crashing when left clicking with chisel in hands Fixed: Mushroom inside meals giving fruit nutrients instead of vegetable Fixed: Squeezing honey comb with a full inventory made the beeswax disappear Fixed: Major issue with entities turning invisible, e.g. after sleeping Fixed: Should fix .tfedit and .bsedit generatic json code with commas instead of dots, which is not valid json Fixed: Should fix music not stopping when starting a track in the echo chamber Fixed: Mechanical power blocks not affected by fog Fixed: Rare server side exception related to block containers Fixed: Able to pour lead into tool molds Fixed: Locusts spawned from nests not acting as one herd Fixed: Issue with sun lighting where completly closing up any access to sunlight an empty space would not make it pitch black Fixed: Block interaction help consuming a lot of CPU power when displaying interactions on a block Fixed: Not able to sell linen bags to trader Fixed: Breaking Chests not dropping the right block Game Server/Multiplayer updates: Feature: Can now filter out whitelisted and password protected servers from the public servers list Feature: Improved player privilege system. There is now the ability to deny privileges to specifically take away a privilege granted by a players role. New commands: /player [playername] privilege deny /player [playername] privilege removedeny Feature: Can now also grant/revoke/deny player privileges through commands while the player is offline. Tweak: Added server command /debug rebuildlandclaimpartitions Fixed: Server welcome message configuration was ingored. Added ability to set welcome message also via "/serverconfig welcomemessage" or "/serverconfig motd" Fixed: Multiple issues with player animations, player held item poses and their current active hotbar slot. Most notably in multiplayer Fixed: Can no longer ignite claimed blocks Fixed: Able to fill beenades on claimed skeps API Updates: Engine concept change: The name, description and icon of ItemStacks are now container-aware. That means it is now possible for an item stacks icon, name or description to change depending on what inventory it is in. This required several refactors. Amongst others: IRenderAPI.GetItemStackRenderInfo(ItemStack itemstack,....) is now obsolete, use the new IRenderAPI.GetItemStackRenderInfo(ItemSlot itemstack,....) Refactor: Collectible.GetHandbookInfo changed first argument from ItemStack to ItemSlot Refactor: Itemstack.GetDescription added 'ItemSlot inSlot' argument Feature: Increased block id range by a factor of 30. Instead of the 65k block id limit we now have 2 million block ids. Be aware though that the game is not optimized yet to handle 2 million different blocks. Feature: Added texture overlay rendering to the InventoryItemRenderer. Supply overlay texture in renderInfo.OverlayTexture Feature: New block type property: Collectible.PerishableProps Feature: Block and Item description texts can now display rich text (using VTML) Feature: Added sapi.WorldManager.PeekChunkColumn() to generate a chunk column without actually loading it. Also completely bypasses any previoulsy generated chunk data. Feature: Added CollectibleObject.OnCreatedByCrafting(). A method that is called when the collectible was created during grid crafting Feature: Added ability to set a player role and grant/revoke playe privileges. There is now a new submodule at sapi.Server.PermissionManager for that. Moved/Removed all privilege related api methods to that subapi. Feature: Added method EntityBehavior.DidAttack Feature: added 3 new methods to BlockBehavior: OnBlockInteractStop, OnBlockInteractStep and OnBlockInteractCancel Refactor: Refactor permissions api, everything is now in sapi.Permissions. Can now also set a players role. Refactor: All geometry no longer has baked block side shading, instead TesselateShape() now generates vertex normals (packed into the renderFlags array) upon which they are shaded. This might break some block side shading for some renderers, in most cases you only need to do meshdata.rgba2=null; before uploading the mesh Refactor: Changed first argument in Collectible.GetHeldItemInfo() from ItemStack to ItemSlot Refactor: Renamed IRenderAPI.DeleteTexture() to IRenderAPI.RemoveTexture() Refactor: in IRenderAPI `int GetOrLoadTexture(AssetLocation name, BitmapRef bmp);` is now `void GetOrLoadTexture(AssetLocation name, BitmapRef bmp, ref LoadedTexture intoTexture);` Refactor: For all API methods that required or returned a blockid the data type is now int instead of ushort Refactor: IWorldAccessor.Blocks/Items/Recipes are now Lists instead of arrays Refactor: api.Event.ChunkColumnGeneration event handler now has to accept an additional argument: , ITreeAttribute chunkGenParams = null Refactor: Changed Block.GetPlacedBlockName(IClientWorldAccessor world, BlockPos pos) to Block.GetPlacedBlockName(IWorldAccessor world, BlockPos pos) Refactor: Renamed api.WorldManager.ResendChunk() to api.WorldManager.BroadcastChunk(). Added api.WorldManager.SendChunk() to send a chunk to an individual player Refactor: vertexFlags.WindWave is now vertexFlags.GrassWindWave Refactor: Collectible.GetDropsForHandbook(IWorldAccessor world, BlockPos pos, IPlayer byPlayer) is now Collectible.GetDropsForHandbook(ItemStack handbookStack, IPlayer forPlayer) Refactor: Block behavior HorizontalOrientable: Replaced "dropBlock" code with "drop" property where one can supply a fully qualified itemstack with attributes Refactor: Renamed api.WorldManager.GetNextHerdId() into api.WorldManager.GetNextUniqueId() Refactor: Refactored Shaders removed prog.PrepareUniformLocations(). Uniform locations are now automatically found and prepared. Refactor: Block.TryPlaceBlockForWorldGen() changed datatype of last argument from Random to LCGRandom Refactor: Collectible.GetHandbookInfo() changed datatype of last argument from Action<string> to ActionConsumable<string> Tweak: Dropped code obfuscation on about 30.000 lines of game code, mostly related to client side rendering Tweak: Doors should be more easily moddable. The door class should work even with other variant groups added Tweak: The full crucible block now has an "emptiedBlockCode" attribute Tweak: Added IRenderAPI.GetOrLoadTexture(AssetLocation name, ref LoadedTexture intoTexture) Tweak: On shader compile errors the game engine now logs which shader code line error'd Tweak: Added Attribute IServerChunk.GameVersionCreated. New chunks now remember their game version they were created (but not completed) with Tweak: BlockGenericTypedContainer now a bit easier to configure via json Tweak: Fence block tweak - added fenceConnect property to disable that fences connect to certain blocks (example: crate) Fixed: AI Task sounds not working when entity not in the default domain Fixed: Chest invisible when using BlockGenericTypedContainer not in the default domain Fixed: Game crashing when using ItemCreature class incorrectly Fixed: block.OnBlockInteractStop called twice on the server in some cases Fixed: Worldproperties files could not be in mod domains Fixed: Texture rotation not working Fixed: A wild card recipe that has one missing output variant would discard all subsequent variants of this recipe Fixed: Some derpiness with handbook links Fixed: Might fix issue with the dropBlock property for the HorizontalOrientable block behavior Removed obsolete api features: inventory.QuantitySlots and inventory.GetSlotId() ICairoFont interface sapi.WorldManager.GetData and sapi.WorldManager.StoreData View full record
  24. Mit 1.9.14 funktioniert es wieder, sorry!
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