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Everything posted by Tyron
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Yea I saw your post. It compelled me to take another look
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Jittery Vintarians Version 1.10.6, a stable release, is now ready for download in the account manager. This update should in theory solve some of the game jitter issues when VSync is enabled, fix that bees are way to rare, make finding wild beehives a bit easier, make hares till your gardens a bit more gently, fix a bug or 2 with land claiming work and other stuff Also traders restock their wallet as well now, so you can revisit a (financially) broken trader every once in a while to keep selling him stuff. If only I could program such mechanic in real life [Edit:] Also release v1.10.7 to fix some crashes related to rotten meals! Game updates Tweak: Hare crop stealing nerf Now eats half as much to become full Now stays full twice as long Will no longer break onion and rice crops Tweak: Wild Beehive buzzing sound is now louder Tweak: Reduced the latency for ambient sounds and ambient particles to appear. Should in theory at the same time also be a bit performance optimized (Technical detail: The ambient sound scanner no longer does a thread lock() and dictionary lookup on every block it scans. Reduced search range from 40 to 37 blocks resulting in a reduced search size from ~500k blocks to ~400k) Tweak: Minor server side performance optimization (Technical Detail: Game tick listeners lists are now defragmented during autosave, saving some overall cpu cycles every game tick. Used to, in some cases, iterate over a list of 11.000 entries every tick, now it should average to 1.000 or less) Tweak: New version overlay now has a mouse hover overlay and pointer mouse cursor to give a better indication that its clickable Tweak: Nerfed Suevite diamond drop chance from 3% to 1% Tweak: Traders now restock every 7 days instead of every 14 Tweak: Traders now also restock 7-28% of their rusty gears in the same restock interval Tweak: Updated trader/buying selling lists. Fixes also some vessels offered by the trader haven the wrong name Tweak: Added some tools to better debug issues with performance, land claiming and berry bushes (Tyron needs this mostly for himself :D) Tweak: Added command /autosavenow to trigger an autosave Fixed: Beehives hardly ever spawning Fixed: Farmland that is adjacent to water, but where the water is in another chunk not properly growing Fixed: Able to user or break claimed blocks in some cases Fixed: A few texture memory leaks Fixed: Some parts of the game not transatable to other languages (e.g. the names of keybinds) Fixed: Should fix some derpyness with rotten food in pots and bowls Fixed: Should fix some crops not growing in offloaded chunks if their water source block was in another chunk Fixed: Should fix jittery lag / stutter for some players API Tweak: Added IBlockAccessor.SearchBlocks API Fixed: block.GetBehavior arg withInheritance not working
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Jittery Vintarians Version 1.10.6, a stable release, is now ready for download in the account manager. This update should in theory solve some of the game jitter issues when VSync is enabled, fix that bees are way to rare, make finding wild beehives a bit easier, make hares till your gardens a bit more gently, fix a bug or 2 with land claiming work and other stuff Also traders restock their wallet as well now, so you can revisit a (financially) broken trader every once in a while to keep selling him stuff. If only I could program such mechanic in real life [Edit:] Also release v1.10.7 to fix some crashes related to rotten meals! Game updates Tweak: Hare crop stealing nerf Now eats half as much to become full Now stays full twice as long Will no longer break onion and rice crops Tweak: Wild Beehive buzzing sound is now louder Tweak: Reduced the latency for ambient sounds and ambient particles to appear. Should in theory at the same time also be a bit performance optimized (Technical detail: The ambient sound scanner no longer does a thread lock() and dictionary lookup on every block it scans. Reduced search range from 40 to 37 blocks resulting in a reduced search size from ~500k blocks to ~400k) Tweak: Minor server side performance optimization (Technical Detail: Game tick listeners lists are now defragmented during autosave, saving some overall cpu cycles every game tick. Used to, in some cases, iterate over a list of 11.000 entries every tick, now it should average to 1.000 or less) Tweak: New version overlay now has a mouse hover overlay and pointer mouse cursor to give a better indication that its clickable Tweak: Nerfed Suevite diamond drop chance from 3% to 1% Tweak: Traders now restock every 7 days instead of every 14 Tweak: Traders now also restock 7-28% of their rusty gears in the same restock interval Tweak: Updated trader/buying selling lists. Fixes also some vessels offered by the trader haven the wrong name Tweak: Added some tools to better debug issues with performance, land claiming and berry bushes (Tyron needs this mostly for himself :D) Tweak: Added command /autosavenow to trigger an autosave Fixed: Beehives hardly ever spawning Fixed: Farmland that is adjacent to water, but where the water is in another chunk not properly growing Fixed: Able to user or break claimed blocks in some cases Fixed: A few texture memory leaks Fixed: Some parts of the game not transatable to other languages (e.g. the names of keybinds) Fixed: Should fix some derpyness with rotten food in pots and bowls Fixed: Should fix some crops not growing in offloaded chunks if their water source block was in another chunk Fixed: Should fix jittery lag / stutter for some players API Tweak: Added IBlockAccessor.SearchBlocks API Fixed: block.GetBehavior arg withInheritance not working View full record
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Version 1.10.5, a stable release, is now ready for download in the account manager. This update should now actually double the day and night time length and has some other minor, yet valuable fixes in it. This does affect how long it takes for a day and night to pass by, as well as how many real life minutes it takes for food to spoil and how long it takes for crops to grow. Do let me know how the double daytime length feels like and if its worth keeping! Screenshot by extranji Game updates Tweak: Actually doubled day and night time length now Tweak: Can now also seal crocks with beeswax Tweak: Added command /time calendarspeedmul to only modify the calendar time speed Tweak: Added .clientconfig extraGammaLevel 1.3 so players can get old style gamma correction back. Fixed .recordingMode command as well Tweak: Drifters should walk away from the players earlier during dawn API Tweak: Padlock also checks for BlockBehaviorLockable that are inherited (for Novocain) Fixed: Worldedit movetool applied the move amount twice Fixed: Worldedit import tool rotate did not work and caused an exception when a trough was being rotated Fixed: Worldedit import tool rotate did not rotate entities Fixed: Translocators only connecting to other exit points in south or east directions Fixed: Exception thrown by /land info Fixed: Occasional server side exception related to leaf decay Fixed: Typos in the land claim info texts Fixed: /land claim start and /land claim end displaying absolute coordinates Fixed: /land claim s[n/e/s/w/u/d] missing to shrink a selection Fixed: Can no longer save empty claims View full record
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Version 1.10.5, a stable release, is now ready for download in the account manager. This update should now actually double the day and night time length and has some other minor, yet valuable fixes in it. This does affect how long it takes for a day and night to pass by, as well as how many real life minutes it takes for food to spoil and how long it takes for crops to grow. Do let me know how the double daytime length feels like and if its worth keeping! Screenshot by extranji Game updates Tweak: Actually doubled day and night time length now Tweak: Can now also seal crocks with beeswax Tweak: Added command /time calendarspeedmul to only modify the calendar time speed Tweak: Added .clientconfig extraGammaLevel 1.3 so players can get old style gamma correction back. Fixed .recordingMode command as well Tweak: Drifters should walk away from the players earlier during dawn API Tweak: Padlock also checks for BlockBehaviorLockable that are inherited (for Novocain) Fixed: Worldedit movetool applied the move amount twice Fixed: Worldedit import tool rotate did not work and caused an exception when a trough was being rotated Fixed: Worldedit import tool rotate did not rotate entities Fixed: Translocators only connecting to other exit points in south or east directions Fixed: Exception thrown by /land info Fixed: Occasional server side exception related to leaf decay Fixed: Typos in the land claim info texts Fixed: /land claim start and /land claim end displaying absolute coordinates Fixed: /land claim s[n/e/s/w/u/d] missing to shrink a selection Fixed: Can no longer save empty claims
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Version 1.10.4, a stable release, is now ready for download in the account manager. So many hotfixes! This one fixes a rather annoying crash when looking at certain cooking pots. Also did some other stuff! I'll stop the update spam if you stop finding crash bugs! Game updates Tweak: Made hares half as ravenous Tweak: Reduced contrast by 5% Fixed: Female and baby hares not spawning Fixed: Some cooking pots crashing the game when looked at API Fixed: Block patch configs with invalid block codes now prints an error and doesn't thrown an exception Fixed: Should fix modded cooking pots not rendering with the right texture source Fixed: Entity spawn config with companions: Now logs a warning if the companion entities do not exist View full record
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Version 1.10.4, a stable release, is now ready for download in the account manager. So many hotfixes! This one fixes a rather annoying crash when looking at certain cooking pots. Also did some other stuff! I'll stop the update spam if you stop finding crash bugs! Game updates Tweak: Made hares half as ravenous Tweak: Reduced contrast by 5% Fixed: Female and baby hares not spawning Fixed: Some cooking pots crashing the game when looked at API Fixed: Block patch configs with invalid block codes now prints an error and doesn't thrown an exception Fixed: Should fix modded cooking pots not rendering with the right texture source Fixed: Entity spawn config with companions: Now logs a warning if the companion entities do not exist
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Version 1.10.2, a stable release, is now ready for download in the account manager. Making food spoil correctly is harder than one might think! This release fixes some more annoying issues with sealed crocks not perishing at the right speed. Also Cinnabar and Anthracite have a use and the chests in underground translocator rooms have loot now, woo! [Edit:] Also release v1.10.3 to fix a client crash related to shelves! build by @DrTenabrae Game updates Tweak: Chests in Teleporter rooms now have loot Tweak: Cinnabar is now a red pigment (=can write with it on signs) Tweak: Anthracite is now a long lasting fuel Tweak: Rot now only burns half as long Tweak: Can now also right click on the crop itself to fertilize the farmland below Tweak: Can no longer seal barrels when there is no matching sealable recipe Tweak: Compost now requires 64 rot instead of 60 Tweak: Fertilizer properties are now displayed in the item info Tweak: Colored glass is now listed in the handbook Tweak: Updated some of the other ruin loot Fixed: Crocks sometimes facing the wrong direction when placed on shelves Fixed: More issues with sealed Crocks and spoilage info Fixed: Eating from placed meal bowls did not reduce service size correctly Fixed: Added some missing translations when cooking with cured meat View full record
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Version 1.10.2, a stable release, is now ready for download in the account manager. Making food spoil correctly is harder than one might think! This release fixes some more annoying issues with sealed crocks not perishing at the right speed. Also Cinnabar and Anthracite have a use and the chests in underground translocator rooms have loot now, woo! [Edit:] Also release v1.10.3 to fix a client crash related to shelves! build by @DrTenabrae Game updates Tweak: Chests in Teleporter rooms now have loot Tweak: Cinnabar is now a red pigment (=can write with it on signs) Tweak: Anthracite is now a long lasting fuel Tweak: Rot now only burns half as long Tweak: Can now also right click on the crop itself to fertilize the farmland below Tweak: Can no longer seal barrels when there is no matching sealable recipe Tweak: Compost now requires 64 rot instead of 60 Tweak: Fertilizer properties are now displayed in the item info Tweak: Colored glass is now listed in the handbook Tweak: Updated some of the other ruin loot Fixed: Crocks sometimes facing the wrong direction when placed on shelves Fixed: More issues with sealed Crocks and spoilage info Fixed: Eating from placed meal bowls did not reduce service size correctly Fixed: Added some missing translations when cooking with cured meat
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Version 1.10.1, a stable release, is now ready for download in the account manager. A few isolated crashes and a major bug with sealed crocks not having a major storage bonus is the reason for this release. Also you can now cook with cured meat, yay! To keep things fresh I also put some new background images in the main menu area as well as replaced the intro song with another one. Also, there is now a Wiki page on food preservation. build by @xhodan Game updates Feature: Can now add cured meat to soups and meat stews Feature: Updated main menu backgrounds Tweak: Patches of berry bushes are now only half as big (during world generation) Tweak: Changed main menu intro music from 'night to day' to 'nostalgic' Tweak: Added client command to export single block/item icons, e.g. via .exponepng item 500 firewood Tweak: Added /serverconfig description command to set a servers description Fixed: Sealed crocks inside containers and on shelves did not give the 10x preservation bonus Fixed: Might fix a rare crash related to breaking containres Fixed: Fix players not able to ignite forges if there is a block above Fixed: Cheap hack to fix harvesting carcasses often yielding nothing Fixed: Should fix macro editor not working (not able to set any macros) Fixed: Should fix a rare server crash related to teleporting API Fixed: Patching of modded files was not possible View full record
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Version 1.10.1, a stable release, is now ready for download in the account manager. A few isolated crashes and a major bug with sealed crocks not having a major storage bonus is the reason for this release. Also you can now cook with cured meat, yay! To keep things fresh I also put some new background images in the main menu area as well as replaced the intro song with another one. Also, there is now a Wiki page on food preservation. build by @xhodan Game updates Feature: Can now add cured meat to soups and meat stews Feature: Updated main menu backgrounds Tweak: Patches of berry bushes are now only half as big (during world generation) Tweak: Changed main menu intro music from 'night to day' to 'nostalgic' Tweak: Added client command to export single block/item icons, e.g. via .exponepng item 500 firewood Tweak: Added /serverconfig description command to set a servers description Fixed: Sealed crocks inside containers and on shelves did not give the 10x preservation bonus Fixed: Might fix a rare crash related to breaking containres Fixed: Fix players not able to ignite forges if there is a block above Fixed: Cheap hack to fix harvesting carcasses often yielding nothing Fixed: Should fix macro editor not working (not able to set any macros) Fixed: Should fix a rare server crash related to teleporting API Fixed: Patching of modded files was not possible
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It is done! Version 1.10.0, a stable release, is now ready for download in the account manager. Screenshot by squibbletoons [insert meaningful info here :D] Please remember to apply the remappings to update your old worlds! Game updates See rc.1 blog post and rc.2 blog post Updates since rc.3 Tweak: Propick readings now takes deposit min/max depths into consideration Tweak: Propicking in creative mode is now instant, it no longer needs several samples. Fixed: Crash reporter not launching when running the game through the mod samples project Fixed: Server throwing an exception on startup for some players Fixed: A Crock in a chest displayed wrong fresh durations Fixed: Hopefully fix the GL Error on startup for real this time Fixed: Should fix a crash related to crocks or pots Fixed: Server throwing an exception on startup for some players API Fixed: Crash reporter not launching when running the game through the mod samples project View full record
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It is done! Version 1.10.0, a stable release, is now ready for download in the account manager. Screenshot by squibbletoons [insert meaningful info here :D] Please remember to apply the remappings to update your old worlds! Game updates See rc.1 blog post and rc.2 blog post Updates since rc.3 Tweak: Propick readings now takes deposit min/max depths into consideration Tweak: Propicking in creative mode is now instant, it no longer needs several samples. Fixed: Crash reporter not launching when running the game through the mod samples project Fixed: Server throwing an exception on startup for some players Fixed: A Crock in a chest displayed wrong fresh durations Fixed: Hopefully fix the GL Error on startup for real this time Fixed: Should fix a crash related to crocks or pots Fixed: Server throwing an exception on startup for some players API Fixed: Crash reporter not launching when running the game through the mod samples project
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Hokay, refund commenced. Thanks for trying out the game!
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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 < and > 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
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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 < and > 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
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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
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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
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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
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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
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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
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Dear community, Version 1.9.13, a stable release, is now ready for download in the account manager. [Edit:] Also released v1.9.14 to fix tool molds no longer working properly. This is a minor update that's just above the threshold of worth releasing. Mostly to fix/improve some very specific corner cases. No need to install if you're not affected by the changes. In other news, progress on version 1.10 has been decent! Since the last blog post lots of cool new stuff has been added, such as the concept of cellars for preserving food, the static translocators that you could already find in v1.9 are now repairable and colored light sources can now be acquired in survival mode by applying colored glass to lanterns Screenshot by @Eypsilon Game updates Tweak: Undo one performance optimization from 1.9.12, only report I got is that it caused intermittent lag for two players Fixed: A minor privilege escalation issue on multiplayer servers. Nothing world-breaking but would annoy other players if not fixed. I recommend server owners to update to this version. Fixed: Game crashing when right clicking with chisel in hands while not looking at a block Fixed: Chiseled blocks were not reinforcable API Updates Feature: Tool molds can now have multiple drops Fixed: Game crashing when using shape: { voxelizeTexture: true } on block types Fixed: Error reporter just rendering a black square when there were too many log lines, now capped at 180 lines
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Dear community, Version 1.9.13, a stable release, is now ready for download in the account manager. [Edit:] Also released v1.9.14 to fix tool molds no longer working properly. This is a minor update that's just above the threshold of worth releasing. Mostly to fix/improve some very specific corner cases. No need to install if you're not affected by the changes. In other news, progress on version 1.10 has been decent! Since the last blog post lots of cool new stuff has been added, such as the concept of cellars for preserving food, the static translocators that you could already find in v1.9 are now repairable and colored light sources can now be acquired in survival mode by applying colored glass to lanterns Screenshot by @Eypsilon Game updates Tweak: Undo one performance optimization from 1.9.12, only report I got is that it caused intermittent lag for two players Fixed: A minor privilege escalation issue on multiplayer servers. Nothing world-breaking but would annoy other players if not fixed. I recommend server owners to update to this version. Fixed: Game crashing when right clicking with chisel in hands while not looking at a block Fixed: Chiseled blocks were not reinforcable API Updates Feature: Tool molds can now have multiple drops Fixed: Game crashing when using shape: { voxelizeTexture: true } on block types Fixed: Error reporter just rendering a black square when there were too many log lines, now capped at 180 lines View full record
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no, it should work with the same world
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Dear community, Version 1.9.11, an stable release, is now ready for download in the account manager. the next major feature release, v1.10, is under development for the past few weeks. Besides some engine upgrades, food spoilage and the new in-barrel crafting mechanic is close to done already, but there's still lots more planned. Until then, have a v1.9.11!. It fixes a few rare crashes, adds a few new blocks to survival mode, should improve bow and arrow and I also backported some of the performance improvements. [Edit:] Also release v1.9.12 to fix a server exception and all shingle blocks not listed in the handbook! Game updates Feature: Added shingle blocks crafting to survival mode Feature: New painting titled 'Fish and the Rain' Tweak: Performance Tweaks Perhaps slightly reduced lag spikes while discovering new terrain or while chunks are loading. Running the game with "optimize ram" off uses RAM a bit more liberally to perhaps gain a bit of extra stability. (Technical explanation: increased chunk data cache sizes) Intermittent lag spikes and/or heavy short term ram usage should be slightly reduced (Technical explanation: found and removed a major contributor to short term but rather heavy memory usage) Framerate should now be additionally a bit more stable while VSync is enabled, probably most notable when the CPU is bottlenecked (Technical explanation: disabled Thread.Sleep() from the core game loop to hit target frame rate while in VSync mode) Tweak: Gameplay balancing tweaks Decreased underground ruin spawn and certain ruins rich in loot being too common Bow strength increased by about 15% (arrows shoot further), Increased durability by 33% Tweak: Damage vignetting a bit more flashy Tweak: Placing a knapping surface in water no longer leaves an empty block, the water flows back in now Tweak: Added debug log to track down a crash related to clay forming Tweak: Updated translations Tweak: Updated ruin loot. also fixed some dungeon loot only ever had a stacksize of 1. This was not intentional. Tweak: Added gear and painting category for stack randomizers. Tweak: Improved fox and seraph watering animations Fixed: Arrows hitting a bit more reliably and acting less derpy Fixed: Able to chisel claimed and reinforced blocks Fixed: Might fix some odd rare crash when using a temporal gear Fixed: Should fix getting attacked causing players to get pushed into walls Fixed: Typing .reload crashing the game Fixed: Should fix a rare server side exception (OnGameWorldBeingSaved: System.Data.SQLite.SQLiteException (0x80004005): Library used incorrectly) Fixed: Iron doors not lockable Fixed: Wrong texture scaling on the chisel tool API Fixed: api.Event.PlayerChat - message not modifiable