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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. I slept over this, there are indeed some sparks of truth in the criticism, even if worded in a very confrontational manner. I might be overly paranoid over adding more team members to the core team. There are some possible roles within the team that should not require much oversight / communication if clearly laid out. Either way, we can do both. I will discuss it with the team. The new mode will definitively happen nonetheless because its the right thing to do. Thanks again for everyone's feedback, but please remain kind and civil with each other.
  2. Minecraft 1.0.0 released in 2011.... It seems the main misunderstanding here what I and you interpret as "Early access" and also what Grym7er wrote
  3. I don't know yet. We'll figure it out what the most optimal path is as we go. There's a reason why large team structures are slow and cannot innovate. I have not promised anything. The roadmap literally states "no promises" That being said, we will keep our options open regarding main team growth. There should be ways to add very specific roles to the team that add only little overhead. I disagree with with most you argued for here, but you are correct that there is still room for growth on the main team. What? Where did I write that excuse? You have not have paid me to make the game. You have paid to get the game in its current state, exactly as the product page on our shop states. We have defined very clearly what your 20 eur purchase contains. How someone can claim VS is devoid of features is beyond me. There is a reason why there is so many mods, we spend a lot of time to support modding. If you bought the game solely on the idea of what the game might become some day, yes you should request a refund. As per refund policy - if you don't like our game then we don't want your money. Please don't buy things based on future "promises", that is always a recipe for disappointment. We will keep working on VS in the meantime. Buy it again once it fulfills your needs. Please do list Studios that build open-world survival experiences with multiple specialized crafting mechanics in a fully destructible voxel game environment with procedural world generation that supports multiplayer, supports Win/Mac/Linux, is built from the ground up with modding in mind, has a base level of visual fidelity and hosts their own gameservers and work at a faster pace than us. VS is a complex game with many interconnected parts. Last time I checked Minecraft has 20x the employees and releases less main game content than we do. The problem was mismanagement and too fast growth there, not the devs building content No I literally wrote that was because I wrote a lot of code there. I won't be writing code on that new project. Literally what I wrote in my response about "Finish Vintage Story First". How is VS development slow pace? Every major update contains 500 to 1000 individual changes. To what game are you comparing us against? Minecraft is in development for over 15 years already - how is this any different?
  4. I am not sure what you mean by that. I said I don't want only leadership to decide, as in, some additions are made by individual team members from their own initiative - which I still carefully review and request changes if necessary. That being said, help in that particular area would be useful yea, but I am very concerned putting this into the wrong hands. So far I have not found someone where I feel confident of handing over this task. Ok looks like I did not word this carefully enough. I do not review bugfixes, I review code changes that alter game mechanics or the behavior of the game engine itself. Stuff that would affect players or modders. I do hand over trust/responsibility where I feel its adequate. But even without reviewing - sometimes we need to readjust this stuff later once we realize its not in the right state. This whole process of ensuring Vintage Story follows one vision is difficult to scale for me. In my view, in relative terms, the risk of Vintage Story itself failing is higher with a bigger team compared to a smaller team plus side projects with a mostly independent team.
  5. I did a lot of live streaming where I fixed many bugs, about 2 weeks ago, I can try to do that again soon but they happen rather spontaneously when I have no other tasks at hand. Please keep an eye out for them in the #events channel on discord.
  6. Sigh. It is unfortunate that you think that way. The 1.21 update is small for a reason, so that we can finish it quicker. The purpose of 1.21 was to finish some of the planned stuff for 1.20. The previous poll showed that a large amount of players want that we don't leave stuff in an unfinished state - well then we have to do updates like 1.21.
  7. I've updated the blogpost/forum post to respond to many of your concerns, thank you for your feedback!
  8. Let's do a little follow up on the previous devlog post on Hytale, now that the dust has settled. In short, we will attempt to create a new game mode as part of Vintage Story! Team, Budget and Risks We are now looking through the job applications and contacting promising candidates. So much potential. It feels like picking your favorite candy from a candy store. Thank you everyone for applying! We've carefully thought about our options, budget and potential risks. We'll be starting small (3 to 4 people) and expand once the project shows merit and gathers interest. A small team might be slower, but is also much more manageable, more effective and can pivot quicker. Slow growth allows us to fund this truly for the long term. And thankfully, we can re-use a lot of the Vintage Story ecosystem. The Goal The new mode would be departing significantly in aesthetics, setting and game mechanics compared to Vintage Story. More focused towards fantasy and adventure/rpg-y compared to the gritty, realism based nature of the current experience. Personally, I would love to see some Elves and Dwarves in there For the time being it would ship alongside Vintage Story at no additional cost but in the purely hypothetical scenario where it really takes off we could spin it off into a fully separate game. We'll be very open about it, release early and the sub-team will be given significant agency over development direction and communication style with players. There will also be some areas where the goals of both teams will intersect and both projects will benefit, such as combat, improved enemy AI or better NPCs in general. For existing players - rest assured, the aesthetics and game mechanics of Vintage Story will remain true to its original vision. Closing words It's a bold move for us - we haven't tried this before, nonetheless I'm confident that we can build something truly engaging for all players. In the off chance that the community is not interested in what we're building we'll keep the option open to pivot to making Vintage Story better instead. Either way, we'll try our best to deliver something worth your time! We'll share more as soon as we have something to share. Cheers, Tyron [Update 07/06/2025, Q/A] Dear Vintage Story Players, I've read through the forum posts and comments on reddit - I hear you! Thank you for voicing your concern, I'm happy to address some of them. > "It's a bad name for a new project" I agree. We'll rename it to something better. > "Finish Vintage Story First" We have now 24 in our team, of which 15 are contributing to the game itself (I should update the about us page ). If there's one thing I have learned from hiring this many people is that it made us more ambitious, but not necessarily quicker. I still carefully review almost every game mechanic and (game mechanic or engine altering) code change that gets added to the game and Saraty still looks over nearly every piece of art and modelling change, to ensure that Vintage Story remains true to its original vision. We can only do so much. I can assure you, adding more team members will dilute this vision - Saraty and me would no longer be able to review all the changes the team makes. (For context, it was Saraty that defined the art style of Vintage Story) It is already a significant struggle for me to put together the devlog posts, because there is so many changes being made to the main game on each update. More people means more opinions, means more possible development directions. We had to split our weekly meetings into 2 subgroups where each group can talk only every 2nd week because there were simply too many voices going on at the same time. I don't like it because I want everyone in the team to have a voice, but due to the team size this is no longer possible. We in the VS team are not fond of a strongly hiearchical management structures where only the leadership gets to decide what to add. If we want Vintage Story in its full glory AND with its original vision, then we need to stop diluting the vision. Lastly, finishing Vintage Story to its full glory would take 10 to 20 years more, if ever. There's just so much interesting mechanics that could be added still. This not something that can be done quickly. > "Spend that Money on Vintage Story instead" See above, adding more team members to original VS is very difficult. So if not more team members why not make us of these additional funds for a small side project? Individual contributions to the original Vintage Story experience in terms of common systems as mentioned is a lot easier to manage than 3-4 people doing the same thing but full time. > "Go to Steam first. It is too amibitious" > "It is too risky" Money is not the bottleneck. > "I paid for Vintage Story, not this" And you got Vintage Story in the very exact form as advertised with many more updates to come. I am not sure how this is not a fair exchange. > "You will be spread thin for project management" Going from past experiences, I doubt it. Let me tell you about two previous side projects: Vintagehosting: This had a very large initial time investment because I wrote a lot of code for it, but now this is pretty much a self running service. I maybe spend 2 hours per month on this to look at game server issues Secret game project: This also took some time to set up, albeit much less than Vintagehosting and I am checking up on progress on a regular basis. I spend maybe 1.5 hours per month on this. If you tally that up, both of these projects result in about 2% of my total time - i.e. 98% of my time still goes to managing Vintage Story. Once this new project is fully set up, it should be able to run mostly independent from me. The exception being when there are engine changes that would benefit both projects. > "This is feature creep" It should be the exact opposite, since its 80-90% a separate project. If anything it would be more feature creep if we were to hire more devs on the main team > "This new mode should be a separate project" This would prevent us from sharing code between both projects, decreasing the symbiotic benefit we can get from this. > "If it becomes a separate game, will existing VS players have to pay for it?" This is a good argument, it would be fair if existing players could get it for free or at a significant discount. > "Vintage Story will loose its identity / the new project will bleed into VS" > "The re-use of mechanics in Vintage Story will make it like Hytale" In the sentence were I mentioned both projects can benefit, I meant it in terms of pure engine tech, not game content, such as better hitscanning, tighter weapon/tool interactions, status effects, a stronger mod api, a more robust animation system, more intelligent AI systems... stuff that has already been in the requested by players or in the back of our minds. I cannot emphasize this enough - there is absolutely no intention to ever mix these two game genres. Vintage Story will remain the gritty uncompromising wilderness survival you know today - with more survival mechanics to be added in the future. Saraty would kill me if that were to ever change I also want to add here that Vintage Story was built with modding in mind from the ground up - to the point where we ourselves use the mod api to add game content. This is no different - the new mode will be just another (vanilla) mod to the game. Should engine changes be needed then this will be available for the original game, but if anything, this merely means we will end up with a stronger modding api. > "Hytale failed, your project might also fail" It's definitely within the realm of possibility. Here's a number of reasons why I strongly doubt that or why this is low impact: - The company grows sustainably - we don't hire above our means - I already pulled off a commercially successful game and learned a lot in the process. I am confident I can do it again - We are willing to ship imperfect, flawed products and improve it over time - because the alternative is never shipping - There is a symbiotic effect to this - both projects can benefit from this - Most of all: We don't live off of debt! We have a continuous revenue stream Imagine if I would have never started VS in the first place, because I was afraid it would fail. None of this would have existed either. Too many companies become risk averse and stagnate, or try to deliver the perfect product and fail. This right here is our opportunity to do something right! > "You will abandon / slow down development of Vintage Story" I started development of Vintage Story because that is the kind of game I wanted to play. It's the kind of game Saraty (my wife) absolutely loves to play. We deeply believe that this game needs to exist. We will continue on this mission unabated. We are reaching out to the Hytale community and its devs as they too truly and deeply believed in Hytale. This is a chance to maybe maybe at least partially keep that dream alive. We are all on the same boat here. We're all gamers, desiring to dive into different game worlds with all our senses, to escape reality for a few moments in time. Why can't we, why shouldn't we peacefully coexist? Why shouldn't we help eachother? When I worked for Hytale in 2015 I really felt their passion for what they are working on. The team there really believed in the work they did. It was also this very experience that gave me the confidence to start Vintage Story in the first place. It was Noxy that saw my work on worldgen and handed an olive branch to me - believed in my skills to work on their project. Vintage Story might have never seen the day of light without Hytale. Now it is my turn to hand them an olive branch. It is the least that I can do. I know many of you have a significant emotional investment in Vintage Story, I am well aware of it. I will be careful to not loose sight of that. - Tyron
  9. Let's do a little follow up on the previous devlog post on Hytale, now that the dust has settled. In short, we will attempt to create a new game mode as part of Vintage Story! Team, Budget and Risks We are now looking through the job applications and contacting promising candidates. So much potential. It feels like picking your favorite candy from a candy store. Thank you everyone for applying! We've carefully thought about our options, budget and potential risks. We'll be starting small (3 to 4 people) and expand once the project shows merit and gathers interest. A small team might be slower, but is also much more manageable, more effective and can pivot quicker. Slow growth allows us to fund this truly for the long term. And thankfully, we can re-use a lot of the Vintage Story ecosystem. The Goal The new mode would be departing significantly in aesthetics, setting and game mechanics compared to Vintage Story. More focused towards fantasy and adventure/rpg-y compared to the gritty, realism based nature of the current experience. Personally, I would love to see some Elves and Dwarves in there For the time being it would ship alongside Vintage Story at no additional cost but in the purely hypothetical scenario where it really takes off we could spin it off into a fully separate game. We'll be very open about it, release early and the sub-team will be given significant agency over development direction and communication style with players. There will also be some areas where the goals of both teams will intersect and both projects will benefit, such as combat, improved enemy AI or better NPCs in general. For existing players - rest assured, the aesthetics and game mechanics of Vintage Story will remain true to its original vision. Closing words It's a bold move for us - we haven't tried this before, nonetheless I'm confident that we can build something truly engaging for all players. In the off chance that the community is not interested in what we're building we'll keep the option open to pivot to making Vintage Story better instead. Either way, we'll try our best to deliver something worth your time! We'll share more as soon as we have something to share. Cheers, Tyron [Update 07/06/2025, Q/A] Dear Vintage Story Players, I've read through the forum posts and comments on reddit - I hear you! Thank you for voicing your concern, I'm happy to address some of them. > "It's a bad name for a new project" I agree. We'll rename it to something better. > "Finish Vintage Story First" We have now 24 in our team, of which 15 are contributing to the game itself (I should update the about us page ). If there's one thing I have learned from hiring this many people is that it made us more ambitious, but not necessarily quicker. I still carefully review almost every game mechanic and (game mechanic or engine altering) code change that gets added to the game and Saraty still looks over nearly every piece of art and modelling change, to ensure that Vintage Story remains true to its original vision. We can only do so much. I can assure you, adding more team members will dilute this vision - Saraty and me would no longer be able to review all the changes the team makes. (For context, it was Saraty that defined the art style of Vintage Story) It is already a significant struggle for me to put together the devlog posts, because there is so many changes being made to the main game on each update. More people means more opinions, means more possible development directions. We had to split our weekly meetings into 2 subgroups where each group can talk only every 2nd week because there were simply too many voices going on at the same time. I don't like it because I want everyone in the team to have a voice, but due to the team size this is no longer possible. We in the VS team are not fond of a strongly hiearchical management structures where only the leadership gets to decide what to add. If we want Vintage Story in its full glory AND with its original vision, then we need to stop diluting the vision. Lastly, finishing Vintage Story to its full glory would take 10 to 20 years more, if ever. There's just so much interesting mechanics that could be added still. This not something that can be done quickly. > "Spend that Money on Vintage Story instead" See above, adding more team members to original VS is very difficult. So if not more team members why not make us of these additional funds for a small side project? Individual contributions to the original Vintage Story experience in terms of common systems as mentioned is a lot easier to manage than 3-4 people doing the same thing but full time. > "Go to Steam first. It is too amibitious" > "It is too risky" Money is not the bottleneck. > "I paid for Vintage Story, not this" And you got Vintage Story in the very exact form as advertised with many more updates to come. I am not sure how this is not a fair exchange. > "You will be spread thin for project management" Going from past experiences, I doubt it. Let me tell you about two previous side projects: Vintagehosting: This had a very large initial time investment because I wrote a lot of code for it, but now this is pretty much a self running service. I maybe spend 2 hours per month on this to look at game server issues Secret game project: This also took some time to set up, albeit much less than Vintagehosting and I am checking up on progress on a regular basis. I spend maybe 1.5 hours per month on this. If you tally that up, both of these projects result in about 2% of my total time - i.e. 98% of my time still goes to managing Vintage Story. Once this new project is fully set up, it should be able to run mostly independent from me. The exception being when there are engine changes that would benefit both projects. > "This is feature creep" It should be the exact opposite, since its 80-90% a separate project. If anything it would be more feature creep if we were to hire more devs on the main team > "This new mode should be a separate project" This would prevent us from sharing code between both projects, decreasing the symbiotic benefit we can get from this. > "If it becomes a separate game, will existing VS players have to pay for it?" This is a good argument, it would be fair if existing players could get it for free or at a significant discount. > "Vintage Story will loose its identity / the new project will bleed into VS" > "The re-use of mechanics in Vintage Story will make it like Hytale" In the sentence were I mentioned both projects can benefit, I meant it in terms of pure engine tech, not game content, such as better hitscanning, tighter weapon/tool interactions, status effects, a stronger mod api, a more robust animation system, more intelligent AI systems... stuff that has already been in the requested by players or in the back of our minds. I cannot emphasize this enough - there is absolutely no intention to ever mix these two game genres. Vintage Story will remain the gritty uncompromising wilderness survival you know today - with more survival mechanics to be added in the future. Saraty would kill me if that were to ever change I also want to add here that Vintage Story was built with modding in mind from the ground up - to the point where we ourselves use the mod api to add game content. This is no different - the new mode will be just another (vanilla) mod to the game. Should engine changes be needed then this will be available for the original game, but if anything, this merely means we will end up with a stronger modding api. > "Hytale failed, your project might also fail" It's definitely within the realm of possibility. Here's a number of reasons why I strongly doubt that or why this is low impact: - The company grows sustainably - we don't hire above our means - I already pulled off a commercially successful game and learned a lot in the process. I am confident I can do it again - We are willing to ship imperfect, flawed products and improve it over time - because the alternative is never shipping - There is a symbiotic effect to this - both projects can benefit from this - Most of all: We don't live off of debt! We have a continuous revenue stream Imagine if I would have never started VS in the first place, because I was afraid it would fail. None of this would have existed either. Too many companies become risk averse and stagnate, or try to deliver the perfect product and fail. This right here is our opportunity to do something right! > "You will abandon / slow down development of Vintage Story" I started development of Vintage Story because that is the kind of game I wanted to play. It's the kind of game Saraty (my wife) absolutely loves to play. We deeply believe that this game needs to exist. We will continue on this mission unabated. We are reaching out to the Hytale community and its devs as they too truly and deeply believed in Hytale. This is a chance to maybe maybe at least partially keep that dream alive. We are all on the same boat here. We're all gamers, desiring to dive into different game worlds with all our senses, to escape reality for a few moments in time. Why can't we, why shouldn't we peacefully coexist? Why shouldn't we help eachother? When I worked for Hytale in 2015 I really felt their passion for what they are working on. The team there really believed in the work they did. It was also this very experience that gave me the confidence to start Vintage Story in the first place. It was Noxy that saw my work on worldgen and handed an olive branch to me - believed in my skills to work on their project. Vintage Story might have never seen the day of light without Hytale. Now it is my turn to hand them an olive branch. It is the least that I can do. I know many of you have a significant emotional investment in Vintage Story, I am well aware of it. I will be careful to not loose sight of that. - Tyron View full record
  10. Dear Hytale Community, as many of you might have read by now, Hytale has been officially cancelled. Our heartfelt compassion goes out to those that were looking forward to its release, as well as to all the developers working at Hypixel Studios. As a former Hytale developer myself, allow me to openly invite everyone left unsatisfied by this news to try out Vintage Story! While it may not be quite the same experience you would have hoped, do keep in mind that our game allows a great range of customization options to reduce some of the more difficult settings that Vintage Story ships by default. In fact, if you are one of the former developers or a highly passionate Hytale fan with extensive modding skills, do write us at jobs@vintagestory.at. Perhaps we can put together a small sub-project within our Team of developers to bring out an additional game mode for Vintage Story that can at least in part deliver on the vision of what Hytale set out to become. I could picture this as a mostly independent work group developing a new playstyle or an external team that uses our extensive modding api with funding from us. Due to the massive success Vintage Story has become and with the right leadership, I believe this would be something very achievable! For our existing player base: Don't worry, the default experience of Vintage Story will stay true to its vision and updates will come at the same pace. [Update, June 26] We've already received over 20 applications, including several high profile ones. This seems to look promising to me. We'll collect more applications for another week and then begin processing them - for all applicants, please stay tuned! Cheers, Tyron
  11. Dear Hytale Community, as many of you might have read by now, Hytale has been officially cancelled. Our heartfelt compassion goes out to those that were looking forward to its release, as well as to all the developers working at Hypixel Studios. As a former Hytale developer myself, allow me to openly invite everyone left unsatisfied by this news to try out Vintage Story! While it may not be quite the same experience you would have hoped, do keep in mind that our game allows a great range of customization options to reduce some of the more difficult settings that Vintage Story ships by default. In fact, if you are one of the former developers or a highly passionate Hytale fan with extensive modding skills, do write us at jobs@vintagestory.at. Perhaps we can put together a small sub-project within our Team of developers to bring out an additional game mode for Vintage Story that can at least in part deliver on the vision of what Hytale set out to become. I could picture this as a mostly independent work group developing a new playstyle or an external team that uses our extensive modding api with funding from us. Due to the massive success Vintage Story has become and with the right leadership, I believe this would be something very achievable! For our existing player base: Don't worry, the default experience of Vintage Story will stay true to its vision and updates will come at the same pace. [Update, June 26] We've already received over 20 applications, including several high profile ones. This seems to look promising to me. We'll collect more applications for another week and then begin processing them - for all applicants, please stay tuned! Cheers, Tyron View full record
  12. no you have to feed the elk about 10-15 days long, but do it within a year These 2 changes specifically either need a new world or /wgen regen x around the area yea.
  13. I'm not sure to what values redram set the capture-ability of goats, but generally the 1+ block tall large animals should not be catchable with this. It will only apply to new chunks, yes.
  14. Soon™ The fish entityparticle colors will get tweaked still, their colors are a bit intense.
  15. Dear Extraordinary Survivalists v1.21.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Getting to release new content is the best part of our jobs The goal of this update was to focus mostly on finishing some of the planned content that we could not finish in time for the 1.20 update and to shorten the update cycle. This first pre-release should deliver most of that with an rc.1 following pretty soon. As always thanks so much to everyone providing feedback, bug-reports and even the occasional push request on Github, which we started merging at increased pace now. Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.21 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.21 on an old world from 1.20 or earlier, we strongly recommend making a backup copy before loading the world in 1.21. 4. We do not recommend starting a new permanent world with 1.21-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.21-pre.1 adventures 5. In general it is a good idea to disable all your previously installed mods, when testing 1.21-pre.1. Until the mods have had a chance to update for 1.21, games with older mods installed will have a strong chance of producing issues or crashes. Credits Huge thanks to community members who contributed various code suggestions and fixes we have included in this release: Dana (13 contributions), Jayu (3 contributions), TheMas3212, InsanityGod, IKnewOne, mrgrim, Lugrol, wispae, Hellaeh, sekelsta. Gifs/Screenshots Added colored crocks, bowls, pots, vessels and watering cans Added coral reefs: This time for real. Schools of fish included! Added wavy sands to oceans Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Added volumetric clouds system. Soft as a pillow now! Ground storage improvements. Can now store 12 ores per spot Added bear hide trophy armor Sailboat upgrades: Can now name the sailboat and attach shields Sailboat control change: Need to furl/unfurl sails to sail Elk upgrades: Can now attach a falx and bow and temporal gears Added many new hair styles, added in-game barber in story chapter 2 Game updates Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern. Feature: Add colored crucibles and metal molds Tweak: Can place different colored ingot molds in same block Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk. Feature: Elk riding system tuning Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier Fixed: Tamed Elk still attacking the owner Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers. Tweak: Add ability for falx and blackguard sword to be stowed on elk's front left and right utility slots Tweak: Bows can be stowed on elk front left and right storage spots Tweak: Added 3 spots to hang temporal gears on the elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm own ridden mount Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: game crashing when harvesting a dead tamed Elk after server restart Feature: Coral reefs generate in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Feature: Add wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined. Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: Will produce terrain smoothing between old chunks and new chunks Tweak: Enabled 2.5% ocean at 500% scale by default Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of babies (or more generally, companions) only Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level) Tweak: Added 3 new ruins, fine tuned a few others Feature: Slow healing system Slow heal as well as taking damage is now visualized in the healthbar Healing items now heal over time instead of instantly Armor no longer nerfs healing amount, but the time it takes for the healing to apply Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged) Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct Rendered moon orients itself so that the lit side precisely faces the sun current position Moon phase is correct based on relative moon and sun positions Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between 2nd story event locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc. Feature: The weather vane on the top of the sailboat is now responsive to wind direction but it wont affect the sail speed at this point Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib. Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that have vulnerabilities in them) Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds burned 10 seconds (longer than sticks) now burn just 1 second Tweak: Lime can no longer be crushed with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps still produced honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: New blocks/craftables Feature: Added papyrus chests and basket traps Tweak: Added papyrus version of handbasket Fixed: Pink and smoky glass were missing slab recipes Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Feature: Ground storage tweaks Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Fixed: Some ores not ground storable Tweak: In-World interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Pick block works in survival to swap slots, but does not give the block otherwise Tweak: Can now swap chisel material using pick block mouse button Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - optional setting ".clientconfig allowSSBOs on" to reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half; try it at view distance 512 and higher, it may allow you to increase your view distance above your hardware's previous limit. Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +10% (depends on hardware, view distance, other graphics settings, and scene). Known issue: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled Small server RAM reduction [detail: servers no longer retain block and item render transforms] Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] RAM: save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) RAM: reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: Added seal hours info text for barrel recipes Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: Added shelf interaction help Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: Allow bombs to be blown up on land you have build permissions Tweak: Enable vsync by default, disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Water now somewhat less murky overall Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Fixed: Torch light in caves would dim if foggy at surface; generally reduce fog indoors Fixed: Shattered molds display proper amount of bits dropped Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: Empty or unclosed hotkey tokens crashing the game Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Added a missing tooltip to the firestarter Fixed: Made most of the particle effects dimension aware Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Server tick time higher than necessary in some cases Fixed: 25% chance of fixing player ghost duplicates Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawn entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal API Updates Upgrade: VS now runs on .net 8 Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity
  16. Dear Extraordinary Survivalists v1.21.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Getting to release new content is the best part of our jobs The goal of this update was to focus mostly on finishing some of the planned content that we could not finish in time for the 1.20 update and to shorten the update cycle. This first pre-release should deliver most of that with an rc.1 following pretty soon. As always thanks so much to everyone providing feedback, bug-reports and even the occasional push request on Github, which we started merging at increased pace now. Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.21 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.21 on an old world from 1.20 or earlier, we strongly recommend making a backup copy before loading the world in 1.21. 4. We do not recommend starting a new permanent world with 1.21-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.21-pre.1 adventures 5. In general it is a good idea to disable all your previously installed mods, when testing 1.21-pre.1. Until the mods have had a chance to update for 1.21, games with older mods installed will have a strong chance of producing issues or crashes. Credits Huge thanks to community members who contributed various code suggestions and fixes we have included in this release: Dana (13 contributions), Jayu (3 contributions), TheMas3212, InsanityGod, IKnewOne, mrgrim, Lugrol, wispae, Hellaeh, sekelsta. Gifs/Screenshots Added colored crocks, bowls, pots, vessels and watering cans Added coral reefs: This time for real. Schools of fish included! Added wavy sands to oceans Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Added volumetric clouds system. Soft as a pillow now! Ground storage improvements. Can now store 12 ores per spot Added bear hide trophy armor Sailboat upgrades: Can now name the sailboat and attach shields Sailboat control change: Need to furl/unfurl sails to sail Elk upgrades: Can now attach a falx and bow and temporal gears Added many new hair styles, added in-game barber in story chapter 2 Game updates Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern. Feature: Add colored crucibles and metal molds Tweak: Can place different colored ingot molds in same block Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk. Feature: Elk riding system tuning Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier Fixed: Tamed Elk still attacking the owner Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers. Tweak: Add ability for falx and blackguard sword to be stowed on elk's front left and right utility slots Tweak: Bows can be stowed on elk front left and right storage spots Tweak: Added 3 spots to hang temporal gears on the elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm own ridden mount Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: game crashing when harvesting a dead tamed Elk after server restart Feature: Coral reefs generate in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Feature: Add wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined. Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: Will produce terrain smoothing between old chunks and new chunks Tweak: Enabled 2.5% ocean at 500% scale by default Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of babies (or more generally, companions) only Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level) Tweak: Added 3 new ruins, fine tuned a few others Feature: Slow healing system Slow heal as well as taking damage is now visualized in the healthbar Healing items now heal over time instead of instantly Armor no longer nerfs healing amount, but the time it takes for the healing to apply Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged) Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct Rendered moon orients itself so that the lit side precisely faces the sun current position Moon phase is correct based on relative moon and sun positions Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between 2nd story event locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc. Feature: The weather vane on the top of the sailboat is now responsive to wind direction but it wont affect the sail speed at this point Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib. Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that have vulnerabilities in them) Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds burned 10 seconds (longer than sticks) now burn just 1 second Tweak: Lime can no longer be crushed with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps still produced honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: New blocks/craftables Feature: Added papyrus chests and basket traps Tweak: Added papyrus version of handbasket Fixed: Pink and smoky glass were missing slab recipes Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Feature: Ground storage tweaks Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Fixed: Some ores not ground storable Tweak: In-World interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Pick block works in survival to swap slots, but does not give the block otherwise Tweak: Can now swap chisel material using pick block mouse button Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - optional setting ".clientconfig allowSSBOs on" to reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half; try it at view distance 512 and higher, it may allow you to increase your view distance above your hardware's previous limit. Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +10% (depends on hardware, view distance, other graphics settings, and scene). Known issue: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled Small server RAM reduction [detail: servers no longer retain block and item render transforms] Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] RAM: save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) RAM: reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: Added seal hours info text for barrel recipes Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: Added shelf interaction help Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: Allow bombs to be blown up on land you have build permissions Tweak: Enable vsync by default, disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Water now somewhat less murky overall Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Fixed: Torch light in caves would dim if foggy at surface; generally reduce fog indoors Fixed: Shattered molds display proper amount of bits dropped Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: Empty or unclosed hotkey tokens crashing the game Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Added a missing tooltip to the firestarter Fixed: Made most of the particle effects dimension aware Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Server tick time higher than necessary in some cases Fixed: 25% chance of fixing player ghost duplicates Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawn entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal API Updates Upgrade: VS now runs on .net 8 Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity View full record
  17. I don't think that's relevant to our poll. If a modder does not know what they are, then as far as we are concerned, we are good to drop support for it. This is more about existing mods using OBJ/GLTF.
  18. I took the freedom to rewrite radfasts poll text to make the what and why clearer.
  19. Dear Extraordinary Survivalists v1.20.12, a stable release, can now be downloaded through the account manager. This should be the last release of 1.20.x unless other critical issues appear. As for the next major 1.21 update, titled "the 1.20 content completion update" (provisional name, lol), it should happen pretty soon, a first pre-release possibly still in June. The main theme of this next update will be completing and polishing a number of areas that did not make it into 1.20, such as sailboat improvements, an elk taming system, coral reefs and easier story progression. Stay tuned! Screenshot by Kimera, shared on #screenshots on Discord Game updates Fixed: Rare crash while loading entities client-side. Github #6025 Fixed: Teleporters not working on servers once the tick time exceeds 100ms Fixed: Raft oar animations not correct in 1.20.11. Github #5924 Fixed: Colored lanterns could lose their lighting colors when other light-sources placed nearby. Github #5950 Fixed: Removing a lined lantern could leave a ring of faint light Fixed: Rare client crash on game exit. Github #5976 Fixed: Client-side crash when an empty pie falls. Github #6009 Fixed: Attempt to fix very rare serverchunk entity serialization issue. Github #6006 Fixed: Large numbers of fresh spawned entities after pausing the game for a while in SSP Fixed: Privilege escalation vulnerability with the block randomizer Fixed: Timeswitch commands permissions not properly setup
  20. Dear Extraordinary Survivalists v1.20.12, a stable release, can now be downloaded through the account manager. This should be the last release of 1.20.x unless other critical issues appear. As for the next major 1.21 update, titled "the 1.20 content completion update" (provisional name, lol), it should happen pretty soon, a first pre-release possibly still in June. The main theme of this next update will be completing and polishing a number of areas that did not make it into 1.20, such as sailboat improvements, an elk taming system, coral reefs and easier story progression. Stay tuned! Screenshot by Kimera, shared on #screenshots on Discord Game updates Fixed: Rare crash while loading entities client-side. Github #6025 Fixed: Teleporters not working on servers once the tick time exceeds 100ms Fixed: Raft oar animations not correct in 1.20.11. Github #5924 Fixed: Colored lanterns could lose their lighting colors when other light-sources placed nearby. Github #5950 Fixed: Removing a lined lantern could leave a ring of faint light Fixed: Rare client crash on game exit. Github #5976 Fixed: Client-side crash when an empty pie falls. Github #6009 Fixed: Attempt to fix very rare serverchunk entity serialization issue. Github #6006 Fixed: Large numbers of fresh spawned entities after pausing the game for a while in SSP Fixed: Privilege escalation vulnerability with the block randomizer Fixed: Timeswitch commands permissions not properly setup View full record
  21. Dear Extraordinary Survivalists v1.20.11, a stable release, can now be downloaded through the account manager. This release has no new gameplay features BUT a few fixes compared with v1.20.10. As well as that, on multiplayer servers, it significantly improves performance and reduces RAM utilization, especially with higher player numbers: A large multiplayer server running this release should perform up to approximately twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online Different results may be seen with different player counts, adjusted servermagicnumbers.json, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games. Screenshot by bens, shared on #screenshots on Discord Game Updates Changes in 1.20.11 Tweak: Improve client<->server connection stability. (Technical Info: Added server health check for UDP since some ISP's may block randomly some UDP, this may cause desync between entities or dropped items. So now if there was no UDP received from a client for 30 seconds the server will fall back to TCP automatically for that client and tell it to also fall back to send only TCP which should fix the desync. Further you can now set forceUdpOverTcp in clientsettings.json or using ".cf forceUdpOverTcp on" command, then just rejoin and you have permanently enabled to only use TCP.) Fixed: Rare exceptions in 1.20.11-rc.1 when a server loads mapchunks at the world border Fixed: Containers spawned in using the /giveblock command without adding the type attribute would allow you to place them in a boat storage slot but would crash your client. If this was done on a server you may end up crashing as soon as you join again. Fixed: Redwood tree generation destroys translocators Changes already in 1.20.11-rc.1 Tweak: Multiplayer server performance substantially improved in many areas Improved TPS from entity ticking (especially if MaxPhysicsThreads exceeds 1: on large servers please experiment with setting that in the range 2-5, in servermagicnumbers.json) Improved TPS from entity spawning (testing of spawn positions now runs on a separate thread) Improved TPS from player and entity physics and animations updates on the server Reduced peak RAM requirements for server packet sending Reduced peak RAM requirements for server game autosaving Tweak: Map and minimap performance improvements (client side changes) Map now drawn up to 10x faster when panning or zooming into previously mapped areas Areas of the map which are moved off-screen are now preserved for longer without re-draw Reduced heavy multiplayer lag after panning in the world map (greatly reduced client-server network traffic from panning) Tweak: Reduced RAM requirements on both server and client for animations Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall (detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time) Note for modders: It is possible that v1.20.11 will cause mod breakage for a very small number of coded mods, although most mods built for v1.20.10 should still work just the same. Mods which only add content using JSON or patches should all be okay. For coded mods, if you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10. [For coders: we did not change the API, but if your mod's code references ServerMain.Clients with VintagestoryLib.dll as a dependency, you will likely need to recompile against the 1.20.11 version of VintagestoryLib.dll. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.] View full record
  22. Dear Extraordinary Survivalists v1.20.11, a stable release, can now be downloaded through the account manager. This release has no new gameplay features BUT a few fixes compared with v1.20.10. As well as that, on multiplayer servers, it significantly improves performance and reduces RAM utilization, especially with higher player numbers: A large multiplayer server running this release should perform up to approximately twice as good - twice as many ticks-per-second - when large numbers of players (more than 30) are online Different results may be seen with different player counts, adjusted servermagicnumbers.json, different creature numbers compared with the vanilla defaults, or modded games, but all servers should see some improvement This release also uses approximately 10%-20% less RAM, in both single-player and multiplayer games. Screenshot by bens, shared on #screenshots on Discord Game Updates Changes in 1.20.11 Tweak: Improve client<->server connection stability. (Technical Info: Added server health check for UDP since some ISP's may block randomly some UDP, this may cause desync between entities or dropped items. So now if there was no UDP received from a client for 30 seconds the server will fall back to TCP automatically for that client and tell it to also fall back to send only TCP which should fix the desync. Further you can now set forceUdpOverTcp in clientsettings.json or using ".cf forceUdpOverTcp on" command, then just rejoin and you have permanently enabled to only use TCP.) Fixed: Rare exceptions in 1.20.11-rc.1 when a server loads mapchunks at the world border Fixed: Containers spawned in using the /giveblock command without adding the type attribute would allow you to place them in a boat storage slot but would crash your client. If this was done on a server you may end up crashing as soon as you join again. Fixed: Redwood tree generation destroys translocators Changes already in 1.20.11-rc.1 Tweak: Multiplayer server performance substantially improved in many areas Improved TPS from entity ticking (especially if MaxPhysicsThreads exceeds 1: on large servers please experiment with setting that in the range 2-5, in servermagicnumbers.json) Improved TPS from entity spawning (testing of spawn positions now runs on a separate thread) Improved TPS from player and entity physics and animations updates on the server Reduced peak RAM requirements for server packet sending Reduced peak RAM requirements for server game autosaving Tweak: Map and minimap performance improvements (client side changes) Map now drawn up to 10x faster when panning or zooming into previously mapped areas Areas of the map which are moved off-screen are now preserved for longer without re-draw Reduced heavy multiplayer lag after panning in the world map (greatly reduced client-server network traffic from panning) Tweak: Reduced RAM requirements on both server and client for animations Tweak: Thrown stones, snowballs and other thrown projectiles now have smoother motion Tweak: For hardware constrained servers, new optional VintagestoryServer.exe command line argument --reducedThreads to reduce the number of threads used overall (detail: may help servers which have hardware thread count limits, at the cost of some worsening of ticks per second and game startup time) Note for modders: It is possible that v1.20.11 will cause mod breakage for a very small number of coded mods, although most mods built for v1.20.10 should still work just the same. Mods which only add content using JSON or patches should all be okay. For coded mods, if you experience any new mod issues (not present in v.1.20.10), please do report them and meanwhile continue using game version v1.20.10. [For coders: we did not change the API, but if your mod's code references ServerMain.Clients with VintagestoryLib.dll as a dependency, you will likely need to recompile against the 1.20.11 version of VintagestoryLib.dll. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.]
  23. Dear Extraordinary Survivalists v1.20.10, a stable release, can now be downloaded through the account manager. Boop. Screenshot by 7embre, shared on #screenshots on Discord Game updates Tweak: Increased of fruit tree graft survival chance from 50% to 60% Fixed: Wide doors can delete blocks when placed Fixed: Should properly fix bowtorns not harvestable in some cases Fixed: Shiver hurt animation not stopping walk animation Fixed: Potential item loss in multiplayer if a player lost connection while a chest was open Fixed: Incorrect pottery trade items in the trader buying/selling lists Fixed: Unclear error message "missingtokenv2" when trying to connect to a game server Fixed: MacOS Hud and GUIs going invisible Fixed: Monsters spawning on surface anywhere, when temporal stability is disabled View full record
  24. Dear Extraordinary Survivalists v1.20.10, a stable release, can now be downloaded through the account manager. Boop. Screenshot by 7embre, shared on #screenshots on Discord Game updates Tweak: Increased of fruit tree graft survival chance from 50% to 60% Fixed: Wide doors can delete blocks when placed Fixed: Should properly fix bowtorns not harvestable in some cases Fixed: Shiver hurt animation not stopping walk animation Fixed: Potential item loss in multiplayer if a player lost connection while a chest was open Fixed: Incorrect pottery trade items in the trader buying/selling lists Fixed: Unclear error message "missingtokenv2" when trying to connect to a game server Fixed: MacOS Hud and GUIs going invisible Fixed: Monsters spawning on surface anywhere, when temporal stability is disabled
  25. Dear Extraordinary Survivalists v1.20.8-rc.2, an unstable release, can now be downloaded through the account manager. [Edit 4/22/25:] Also today released 1.20.9 stable with the following changes: - Tweak: Increased illumination levels of block light, from torches etc. (only client side visual effect, does not alter mob spawn) - Fixed: Mobs spawning where they shouldn't - Fixed: Error log spam when player was wearing a night vision helmet outside loaded chunks - Fixed: Command .debug wireframe landclaim was for some players showing claimed areas with the wrong offset - Fixed: Sling not affected by the ranged weapons damage character traits [Edit 4/20/25:] Now released as 1.20.8 stable including all the changes in 1.20.8-rc.1 and 1.20.8-rc.2 and the following additional changes : - Tweak: Update trader buying/selling lists, update community translations - Fixed: Mitigate rare crash in wind particles system - Fixed: One observed instance where the server was running out of memory when the Resonance Archives were generated with world height customised to a lower value than default Screenshot by Saatgut93, shared on #screenshots on Discord Game updates (in 1.20.8-rc.2) Tweak: Added to Tamed Mountable Animals guide, tame elk currently only obtainable from trader Tweak: In Handbook and item descriptions, add some mention of "elk" to most tamed-elk riding gear, for searchability Tweak: Players in creative mode with privilege "commandplayer" can now access locked chests Fixed: Rift weather stuck at very high forever (since 1.20.8-rc.1) Fixed: Mobs able to spawn near light sources outside of storms with normal self stability (since 1.20.8-rc.1) Fixed: Complete item loss from shift clicking away items into a chest in certain circumstances Fixed: Attempt to fix occasional issue with chest and other inventories not closing server-side Fixed: Soybeans and cured fish in meals were not being drawn Fixed: Prevent error log spam caused by hopper trying to push a crock into a chest that already contains a crock [Detail: disabled the meal serve into container mechanic when it has EnumMergePriority.AutoMerge which is used by hoppers shift left click and ground pick, in any of those this should be disabled] Fixed: Rare ghost items when serving meals from pots in the inventory Fixed: Resonance Archives lighting sometimes off when it should be on Fixed: In other dimensions, chisel add material and other tool mode changes didn't work Fixed: In other dimensions, could be incorrect entity AI targeting Fixed: Shiver and Bowtorn corpse harvesting range different from different angles View full record
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