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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Oh yea, we're currently using commercial forum software to be able to focus on the game mainly. Just checked, unfortunately it does not seem to support Gravatar/Libravatar. If someone codes a plugin for it, it would be thinkable to enable it here. Thanks for the suggestion though!
  2. At long last Version 1.9.0, a stable release, is now ready for download in the account manager. [Edit:] Released 1.9.1 to fix a crash with knapping in multiplayer Close to 6 month since the first stable v1.8 release. I can't believe how much time and effort this took. Future updates will be on a shorter release cycle again for sure ?? For a full changes list see - The rc.1 blog post - The updates since the previous unstable release, v1.9.0-rc.9 Tweak: When playing the game in a non-english language, the missing translation entries now default to english Tweak: Some more UI cleanups Tweak: Made wooden rail blocks connect in a super basic way for creative play Tweak: Reduced surface copper deposits by 50% Tweak: Players no longer spawn with bread Fixed: Quern sound always playing at full volume Fixed: /entity removebyid not working Fixed: Able to glitch the Quern into grinding on its own Fixed: Opening 2 quern dialogs caused the previous one to become black Fixed: Aged log not being burnable Fixed: Placing a pot with food crashing the game in some cases Fixed: Taking out food from a pot inside a fire pit allowed gave on extra meal API Fixed: survival/config.json still not properly loaded... moved it to configs/general.json - and all updates during the release candidates. Summary: Feature: Added info log chat channel. Added new messages notification thing - chat tabs turn white when there's new messages. Propick readings now go into the info log. Feature: Added panning mechanic: Find copper nuggets and other rare goodies by sifting through sand and gravel Feature: Small hacked in fun feature: Creatures that walk up or down blocks now rock back or forth a bit Feature: Added public server listing, added ability to advertise servers on the listing Feature: Added ability to set server name during runtime via /serverconfig name Feature: Added "/time stop" and "/time resume" to stop the calendar without changing the time speed Tweak: Dead harvest-able creatures now also show the interaction help HUD Tweak: Set default sprint key back to CTRL key Tweak: Reduced surface ruins by ~30%, reduced ruined villages by 50% Tweak: Doubled chance for locust nests to spawn Tweak: Significantly reduced animal spawn during worldgen, especially for wolves Tweak: Harvesting carcass now costs 3 durability with the knife Tweak: Increased surface copper deposit size and chance of it spawning surface bits Tweak: Increased clay/peat/soil deposit size by 20% Tweak: Reduced village spawning chance by another 50% Tweak: Slightly more fitting fox death sound Tweak: Snappier sand walk sounds and removed an odd noise spike in sand2.ogg Tweak: Increased surface ore bits commonness by a bit Tweak: Buffed cooked meals, should make you not hungry for 40% longer now Tweak: Major deposit rebalancing Tweak: Removed three debug hotkeys (togglewireframe, lagsimulation, toggleoffsreenrender) because nobody needs those. Tweak: Made fireflies also spawn in slightly colder climates Tweak: Hematite ore yield one extra nugget, Gold ore on less nugget and Tin ore significantly less nuggets Tweak: Updated trader buying/selling lists Tweak: Made the default font color 3% brighter to increase contrast against the background Tweak: Made loading screen and chat hud background 10% more opaque to increase contrast against the background Tweak: Made chat notifications more transparent to not stand out as much as player chat messages Tweak: Server info chat tab only visible when developer mode i Tweak: Sort public server listing in descending order by player count Tweak: Changed prospecting pick readout to hopefully be more explicit and intuitive. Made propick readings translatable. Tweak: Some deposit gen numbers tweaked, made pentlandite, fluorite and phosphorite spawn. Tweak: Added creative mode first-launch-help-dialog Tweak: Worldedit Erode tool now much less noisy Tweak: A Bunch of other minor polishing things. Tweak: Stones now also can go into the mining bag [dozens of bugfixes....] View full record
  3. At long last Version 1.9.0, a stable release, is now ready for download in the account manager. [Edit:] Released 1.9.1 to fix a crash with knapping in multiplayer Close to 6 month since the first stable v1.8 release. I can't believe how much time and effort this took. Future updates will be on a shorter release cycle again for sure ?? For a full changes list see - The rc.1 blog post - The updates since the previous unstable release, v1.9.0-rc.9 Tweak: When playing the game in a non-english language, the missing translation entries now default to english Tweak: Some more UI cleanups Tweak: Made wooden rail blocks connect in a super basic way for creative play Tweak: Reduced surface copper deposits by 50% Tweak: Players no longer spawn with bread Fixed: Quern sound always playing at full volume Fixed: /entity removebyid not working Fixed: Able to glitch the Quern into grinding on its own Fixed: Opening 2 quern dialogs caused the previous one to become black Fixed: Aged log not being burnable Fixed: Placing a pot with food crashing the game in some cases Fixed: Taking out food from a pot inside a fire pit allowed gave on extra meal API Fixed: survival/config.json still not properly loaded... moved it to configs/general.json - and all updates during the release candidates. Summary: Feature: Added info log chat channel. Added new messages notification thing - chat tabs turn white when there's new messages. Propick readings now go into the info log. Feature: Added panning mechanic: Find copper nuggets and other rare goodies by sifting through sand and gravel Feature: Small hacked in fun feature: Creatures that walk up or down blocks now rock back or forth a bit Feature: Added public server listing, added ability to advertise servers on the listing Feature: Added ability to set server name during runtime via /serverconfig name Feature: Added "/time stop" and "/time resume" to stop the calendar without changing the time speed Tweak: Dead harvest-able creatures now also show the interaction help HUD Tweak: Set default sprint key back to CTRL key Tweak: Reduced surface ruins by ~30%, reduced ruined villages by 50% Tweak: Doubled chance for locust nests to spawn Tweak: Significantly reduced animal spawn during worldgen, especially for wolves Tweak: Harvesting carcass now costs 3 durability with the knife Tweak: Increased surface copper deposit size and chance of it spawning surface bits Tweak: Increased clay/peat/soil deposit size by 20% Tweak: Reduced village spawning chance by another 50% Tweak: Slightly more fitting fox death sound Tweak: Snappier sand walk sounds and removed an odd noise spike in sand2.ogg Tweak: Increased surface ore bits commonness by a bit Tweak: Buffed cooked meals, should make you not hungry for 40% longer now Tweak: Major deposit rebalancing Tweak: Removed three debug hotkeys (togglewireframe, lagsimulation, toggleoffsreenrender) because nobody needs those. Tweak: Made fireflies also spawn in slightly colder climates Tweak: Hematite ore yield one extra nugget, Gold ore on less nugget and Tin ore significantly less nuggets Tweak: Updated trader buying/selling lists Tweak: Made the default font color 3% brighter to increase contrast against the background Tweak: Made loading screen and chat hud background 10% more opaque to increase contrast against the background Tweak: Made chat notifications more transparent to not stand out as much as player chat messages Tweak: Server info chat tab only visible when developer mode i Tweak: Sort public server listing in descending order by player count Tweak: Changed prospecting pick readout to hopefully be more explicit and intuitive. Made propick readings translatable. Tweak: Some deposit gen numbers tweaked, made pentlandite, fluorite and phosphorite spawn. Tweak: Added creative mode first-launch-help-dialog Tweak: Worldedit Erode tool now much less noisy Tweak: A Bunch of other minor polishing things. Tweak: Stones now also can go into the mining bag [dozens of bugfixes....]
  4. Asdf! Version 1.9-rc.9, an unstable release, is now ready for download in the account manager. It's happening? Two major events will occur in the nearest future: The stable release of Version 1.9, the biggest update ever, and launch of the marketing campaign to let the world know this game exists. And then, maybe, just maybe I finally no longer need to drive myself into financial ruin by developing VS I will be contacting several hundred YouTubers to whom I believe this game could be really interesting to play as well as contacting all major press outlets that I believe would be interested in covering Vintage Story. We'll be shooting for the moon... I only hope our chance of hitting is more than 0% Game price I've decided that upon release of v1.9 stable I will raise the price of VS to 15 Eur/17 USD. I'd like to believe the amount of content VS now offers justifies that. Furthermore, from what I've seen, in comparison to other games in the genre, such price is still below average. Game updates list Feature: Added "/time stop" and "/time resume" to stop the calendar without changing the time speed Tweak: Made the default font color 3% brighter to increase contrast against the background Tweak: Made loading screen and chat hud background 10% more opaque to increase contrast against the background Tweak: Made chat notifications more transparent to not stand out as much as player chat messages Tweak: Server info chat tab only visible when developer mode i Tweak: Sort public server listing in descending order by player count Tweak: Changed prospecting pick readout to hopefully be more explicit and intuitive. Made propick readings translatable. Tweak: Some deposit gen numbers tweaked, made pentlandite, fluorite and phosphorite spawn. Tweak: Added creative mode first-launch-help-dialog Tweak: Worldedit Erode tool now much less noisy Tweak: A Bunch of other minor polishing things. Tweak: Stones now also can go into the mining bag Fixed: Rand entropy still broken. Replaced Rand and ThreadSafeRand with ThreadLocal<Rand>. Maybe this fixes it. Fixed: Shearing leaves crashed the game Fixed: Added another magnitude of precision to client->server player position sync. Maybe fixes unreliable fall damage issues? Fixed: Prospecting pick showing lower than actual readings when the probed column had its rock mined away Fixed: WorldEdit Grow/Shrink and Raise/Lower tool not removing the broken block Fixed: Starting a creative world did not put the player in creative mode Fixed: Crafting Recipes in the Survival Handbook showing variants of the recipes that did not exist (was not respecting allowedVariants on wildcard recipes and also ignoring itemclass) Fixed: Mining bag not craftable in survival Fixed: Dedicated game servers not stopping game calendar when nobody is online Fixed: Chat Hud ungrabbing mouse when it shouldn't Game account manager Updates Added basic support for CDN Hosted files, meaning faster download speeds \o/ Web Api updates The stable and unstable apis now include the download urls for either cdn or local hosted files.
  5. Asdf! Version 1.9-rc.9, an unstable release, is now ready for download in the account manager. It's happening? Two major events will occur in the nearest future: The stable release of Version 1.9, the biggest update ever, and launch of the marketing campaign to let the world know this game exists. And then, maybe, just maybe I finally no longer need to drive myself into financial ruin by developing VS I will be contacting several hundred YouTubers to whom I believe this game could be really interesting to play as well as contacting all major press outlets that I believe would be interested in covering Vintage Story. We'll be shooting for the moon... I only hope our chance of hitting is more than 0% Game price I've decided that upon release of v1.9 stable I will raise the price of VS to 15 Eur/17 USD. I'd like to believe the amount of content VS now offers justifies that. Furthermore, from what I've seen, in comparison to other games in the genre, such price is still below average. Game updates list Feature: Added "/time stop" and "/time resume" to stop the calendar without changing the time speed Tweak: Made the default font color 3% brighter to increase contrast against the background Tweak: Made loading screen and chat hud background 10% more opaque to increase contrast against the background Tweak: Made chat notifications more transparent to not stand out as much as player chat messages Tweak: Server info chat tab only visible when developer mode i Tweak: Sort public server listing in descending order by player count Tweak: Changed prospecting pick readout to hopefully be more explicit and intuitive. Made propick readings translatable. Tweak: Some deposit gen numbers tweaked, made pentlandite, fluorite and phosphorite spawn. Tweak: Added creative mode first-launch-help-dialog Tweak: Worldedit Erode tool now much less noisy Tweak: A Bunch of other minor polishing things. Tweak: Stones now also can go into the mining bag Fixed: Rand entropy still broken. Replaced Rand and ThreadSafeRand with ThreadLocal<Rand>. Maybe this fixes it. Fixed: Shearing leaves crashed the game Fixed: Added another magnitude of precision to client->server player position sync. Maybe fixes unreliable fall damage issues? Fixed: Prospecting pick showing lower than actual readings when the probed column had its rock mined away Fixed: WorldEdit Grow/Shrink and Raise/Lower tool not removing the broken block Fixed: Starting a creative world did not put the player in creative mode Fixed: Crafting Recipes in the Survival Handbook showing variants of the recipes that did not exist (was not respecting allowedVariants on wildcard recipes and also ignoring itemclass) Fixed: Mining bag not craftable in survival Fixed: Dedicated game servers not stopping game calendar when nobody is online Fixed: Chat Hud ungrabbing mouse when it shouldn't Game account manager Updates Added basic support for CDN Hosted files, meaning faster download speeds \o/ Web Api updates The stable and unstable apis now include the download urls for either cdn or local hosted files. View full record
  6. Treasure hunting vintarians Version 1.9-rc.8, an unstable release, is now ready for download in the account manager. Discovered some major issues with deposit generation, particularly gold and silver never spawned. This is now fixed. Game updates Feature: Added info log chat channel. Added new messages notification thing - chat tabs turn white when there's new messages. Propick readings now go into the info log. Tweak: Major deposit rebalancing Tweak: Removed three debug hotkeys (togglewireframe, lagsimulation, toggleoffsreenrender) because nobody needs those. Tweak: Made fireflies also spawn in slightly colder climates Tweak: Hematite ore yield one extra nugget, Gold ore on less nugget and Tin ore significantly less nuggets Tweak: Updated trader buying/selling lists Fixed: One more entropy loss bug in BEBeehive.cs Fixed: Dozens of bugs in the deposit generator. Resulted in wrong propick readings and gold/silver never spawned altogether Fixed: /wgen regen command not threadsafe and throwing exceptions from that Fixed: Quartz not smeltable into glass Fixed: Should fix a server side crash due to race conditions View full record
  7. Treasure hunting vintarians Version 1.9-rc.8, an unstable release, is now ready for download in the account manager. Discovered some major issues with deposit generation, particularly gold and silver never spawned. This is now fixed. Game updates Feature: Added info log chat channel. Added new messages notification thing - chat tabs turn white when there's new messages. Propick readings now go into the info log. Tweak: Major deposit rebalancing Tweak: Removed three debug hotkeys (togglewireframe, lagsimulation, toggleoffsreenrender) because nobody needs those. Tweak: Made fireflies also spawn in slightly colder climates Tweak: Hematite ore yield one extra nugget, Gold ore on less nugget and Tin ore significantly less nuggets Tweak: Updated trader buying/selling lists Fixed: One more entropy loss bug in BEBeehive.cs Fixed: Dozens of bugs in the deposit generator. Resulted in wrong propick readings and gold/silver never spawned altogether Fixed: /wgen regen command not threadsafe and throwing exceptions from that Fixed: Quartz not smeltable into glass Fixed: Should fix a server side crash due to race conditions
  8. Entropy loosing Vintarians Version 1.9-rc.7, an unstable release, is now ready for download in the account manager. This release, most importantly, should fix a rather severe issues where random events no longer become random after a while of playing. And some modding goodies. Game updates Tweak: Made beehives spawn also in temperate areas Fixed: Random events becoming no longer random after some time Fixed: Issues with gamma slider in survival mode Fixed: Ore blocks and clear quartz not placeable in mining bag Game API Updates Feature: Moddata attached to server chunks are now synced to the client and can be read there as well. Added Get/SetServerModdata for server side only data Refactor: Added worldGenRand arg to Block.TryPlaceBlockForWorldGen() Tweak: Added IWorldAccessor.ThreadSafeRand Tweak: Added method INetworkChannel.RegisterMessageType<T>() View full record
  9. Entropy loosing Vintarians Version 1.9-rc.7, an unstable release, is now ready for download in the account manager. This release, most importantly, should fix a rather severe issues where random events no longer become random after a while of playing. And some modding goodies. Game updates Tweak: Made beehives spawn also in temperate areas Fixed: Random events becoming no longer random after some time Fixed: Issues with gamma slider in survival mode Fixed: Ore blocks and clear quartz not placeable in mining bag Game API Updates Feature: Moddata attached to server chunks are now synced to the client and can be read there as well. Added Get/SetServerModdata for server side only data Refactor: Added worldGenRand arg to Block.TryPlaceBlockForWorldGen() Tweak: Added IWorldAccessor.ThreadSafeRand Tweak: Added method INetworkChannel.RegisterMessageType<T>()
  10. Copper Panning Vintarians Version 1.9-rc.5, an unstable release, is now ready for download in the account manager. [Edit:] Released also rc.6 to actually fix the server listing! To alleviate the additional challenge of finding copper in v1.9 I've decided to quickly add a panning mechanic. It lets you sift through sand and gravel to find copper nuggets amongst other goodies. Some of the finds can be very valuable I've also added additional sand and gravel deposits to world generation. Game updates Feature: Added panning mechanic: Find copper nuggets and other rare goodies by sifting through sand and gravel Tweak: Snappier sand walk sounds and removed an odd noise spike in sand2.ogg Tweak: Increased surface ore bits commonness by a bit Tweak: Buffed cooked meals, should make you not hungry for 40% longer now Fixed: Game clients crashing when toggling advertising on the server Fixed: Correct collision and selection boxes for stalagmite/ctite Fixed: Clear quartz didn't use the new 3d model Fixed: Wolves not banished to the forests (they were supposed to only spawn in forests) Fixed: Quartz ore not dropping quartz Fixed: Hoe heads vanishing when breaking a block with it Fixed: Peridotite quern not craftable Fixed: Signs on wall text invisible Fixed: Issues with the public server listing Fixed: Malachite nuggets not smeltable Fixed: Issues when trying to add fuel to the bloomery Fixed: Meteoric iron bits not smeltable Fixed: Malachite ores not crushable into nuggets Fixed: Game crashing when teleporting out of the world bounds API Refactor: Added firstEvent boolean arg to Collectible.OnHeldInteractStart() Account manager updates Fixed: Using > or < in passwords caused players to be unable to log in ingame. View full record
  11. Copper Panning Vintarians Version 1.9-rc.5, an unstable release, is now ready for download in the account manager. [Edit:] Released also rc.6 to actually fix the server listing! To alleviate the additional challenge of finding copper in v1.9 I've decided to quickly add a panning mechanic. It lets you sift through sand and gravel to find copper nuggets amongst other goodies. Some of the finds can be very valuable I've also added additional sand and gravel deposits to world generation. Game updates Feature: Added panning mechanic: Find copper nuggets and other rare goodies by sifting through sand and gravel Tweak: Snappier sand walk sounds and removed an odd noise spike in sand2.ogg Tweak: Increased surface ore bits commonness by a bit Tweak: Buffed cooked meals, should make you not hungry for 40% longer now Fixed: Game clients crashing when toggling advertising on the server Fixed: Correct collision and selection boxes for stalagmite/ctite Fixed: Clear quartz didn't use the new 3d model Fixed: Wolves not banished to the forests (they were supposed to only spawn in forests) Fixed: Quartz ore not dropping quartz Fixed: Hoe heads vanishing when breaking a block with it Fixed: Peridotite quern not craftable Fixed: Signs on wall text invisible Fixed: Issues with the public server listing Fixed: Malachite nuggets not smeltable Fixed: Issues when trying to add fuel to the bloomery Fixed: Meteoric iron bits not smeltable Fixed: Malachite ores not crushable into nuggets Fixed: Game crashing when teleporting out of the world bounds API Refactor: Added firstEvent boolean arg to Collectible.OnHeldInteractStart() Account manager updates Fixed: Using > or < in passwords caused players to be unable to log in ingame.
  12. Connected Vintarians Version 1.9-rc.4, an unstable release, is now ready for download in the account manager. In this update you can browser for game servers that are currently running ingame! Head on to the multiplayer section and click on "Browse public servers" \o/ The feature is pretty basic right now, but it works! Game updates Feature: Added public server listing, added ability to advertise servers on the listing Feature: Added ability to set server name during runtime via /serverconfig name Tweak: Significantly reduced animal spawn during worldgen, especially for wolves Tweak: Harvesting carcass now costs 3 durability with the knife Tweak: Increased surface copper deposit size and chance of it spawning surface bits Tweak: Increased clay/peat/soil deposit size by 20% Tweak: Reduced village spawning chance by another 50% Tweak: Slightly more fitting fox death sound Fixed: Some oddities with dead animal physics Fixed: Animal carcasses deleting water blocks Fixed: Some oddities with dead animal inventory after harvesting Fixed: Creating alloys sometimes yielding 99 units instead of 100 (untested ^_^;) Fixed: Patched more places where the random number generator could get out of whack and have a weird impact on gameplay Fixed: Removing all voxels from a clay form did not remove the block Fixed: Knapping making a knapping sound on empty voxels Fixed: A buch of block/item names were missing Fixed: Missing texture when knapping peridot Fixed: Quartz no longer dropping clear quartz (untested ^_^;) Fixed: Hematite not smeltable into iron API Updates Fixed: Player starting items not moddable Fixed: Dependency errors not logged
  13. Connected Vintarians Version 1.9-rc.4, an unstable release, is now ready for download in the account manager. In this update you can browser for game servers that are currently running ingame! Head on to the multiplayer section and click on "Browse public servers" \o/ The feature is pretty basic right now, but it works! Game updates Feature: Added public server listing, added ability to advertise servers on the listing Feature: Added ability to set server name during runtime via /serverconfig name Tweak: Significantly reduced animal spawn during worldgen, especially for wolves Tweak: Harvesting carcass now costs 3 durability with the knife Tweak: Increased surface copper deposit size and chance of it spawning surface bits Tweak: Increased clay/peat/soil deposit size by 20% Tweak: Reduced village spawning chance by another 50% Tweak: Slightly more fitting fox death sound Fixed: Some oddities with dead animal physics Fixed: Animal carcasses deleting water blocks Fixed: Some oddities with dead animal inventory after harvesting Fixed: Creating alloys sometimes yielding 99 units instead of 100 (untested ^_^;) Fixed: Patched more places where the random number generator could get out of whack and have a weird impact on gameplay Fixed: Removing all voxels from a clay form did not remove the block Fixed: Knapping making a knapping sound on empty voxels Fixed: A buch of block/item names were missing Fixed: Missing texture when knapping peridot Fixed: Quartz no longer dropping clear quartz (untested ^_^;) Fixed: Hematite not smeltable into iron API Updates Fixed: Player starting items not moddable Fixed: Dependency errors not logged View full record
  14. Dear v1.9 players Version 1.9-rc.3, an unstable release, is now ready for download in the account manager. rc.2 introduced a crash whenever one tried to throw a spear or a stone, this is pretty severe so I've decided to patch this despite very little changes. In other news The public test server chrometech.at is now updated to v1.9-rc.3 come hop in and enjoy some relaxed multiplayer with friends We have a fancy world seed by @redram! Game updates Fixed: Game crashing when throwing rocks or spears Fixed: Game crashing when trying to connect to an rc.1 server, now it tells you its an incompatible version instead Fixed: On a fresh install, creating a creative building world did instead create a survival world Fixed: Lupines in a flowerpot not marked as bee/butterfly feed View full record
  15. Dear v1.9 players Version 1.9-rc.3, an unstable release, is now ready for download in the account manager. rc.2 introduced a crash whenever one tried to throw a spear or a stone, this is pretty severe so I've decided to patch this despite very little changes. In other news The public test server chrometech.at is now updated to v1.9-rc.3 come hop in and enjoy some relaxed multiplayer with friends We have a fancy world seed by @redram! Game updates Fixed: Game crashing when throwing rocks or spears Fixed: Game crashing when trying to connect to an rc.1 server, now it tells you its an incompatible version instead Fixed: On a fresh install, creating a creative building world did instead create a survival world Fixed: Lupines in a flowerpot not marked as bee/butterfly feed
  16. Do8yia21A(SDUCQWDSsod8f7q932! Version 1.9-rc.2, an unstable release, is now ready for download in the account manager. Contains bugfixes. And stuff. Game updates: Feature: Small hacked in fun feature: Creatures that walk up or down blocks now rock back or forth a bit Tweak: Dead harvest-able creatures now also show the interaction help HUD Tweak: Set default sprint key back to CTRL key Tweak: Reduced surface ruins by ~30%, reduced ruined villages by 50% Tweak: Doubled chance for locust nests to spawn API Tweak: CollectibleObject.OnAttackingWith() added arg for attackingEntity Fixed: Loot vessels not making sounds when broken by tools Fixed: Clayform crashing when not selecting a recipe Fixed: Trader names and stock resetting on world reload Fixed: Rare crash in the sound system, hopefully Fixed: Wolves and Foxes not spawning Fixed: Carcass contents dialog not closing itself when walking away from the carcass Fixed: Several fire brick block/items hidden from the survival handbook Fixed: Player starting items not added to players inventory Fixed: Loose ore info did not display parent rock Fixed: Many ores did not have a mining tier
  17. Do8yia21A(SDUCQWDSsod8f7q932! Version 1.9-rc.2, an unstable release, is now ready for download in the account manager. Contains bugfixes. And stuff. Game updates: Feature: Small hacked in fun feature: Creatures that walk up or down blocks now rock back or forth a bit Tweak: Dead harvest-able creatures now also show the interaction help HUD Tweak: Set default sprint key back to CTRL key Tweak: Reduced surface ruins by ~30%, reduced ruined villages by 50% Tweak: Doubled chance for locust nests to spawn API Tweak: CollectibleObject.OnAttackingWith() added arg for attackingEntity Fixed: Loot vessels not making sounds when broken by tools Fixed: Clayform crashing when not selecting a recipe Fixed: Trader names and stock resetting on world reload Fixed: Rare crash in the sound system, hopefully Fixed: Wolves and Foxes not spawning Fixed: Carcass contents dialog not closing itself when walking away from the carcass Fixed: Several fire brick block/items hidden from the survival handbook Fixed: Player starting items not added to players inventory Fixed: Loose ore info did not display parent rock Fixed: Many ores did not have a mining tier View full record
  18. Grandios Vintarians Version 1.9-rc.1, an unstable release, is now ready for download in the account manager. We're finally there. The largest and longest update in the history of this game is ready. Around 250 individual features, changes and fixes have been completed. It was a huge undertaking and hell a lot of work. Enjoy! Important notice: World generation changed significantly. You should create a new world with this update. If you do want to load old worlds, make sure to create a backup and apply the remappings. Screenshots Traders now spawn throughout the world. Sell goods for profit and buy rare items. Gears are now a currency. Geology overhaul. Many new rock types and many new ores Ores are now graded and spawn only in certain rock types. Much improved user interface. Prettier, leaner and more functional. Much improved world generation. More natural looking and more variety. Added ruined villages. Improved ambient, such as particles for waterfalls and better lighting overall and around lava Improved cave system. They are now more diverse, host locust nests and stalactites/stalagmites. Can spawn larger empty caverns of lava covered in patches of basalt. Greater variety of ruins with occasional odd technical devices Many new blocks, such as lupine flowers and labeled chests Block interaction help. Shows you how you can interact with blocks Full Game Updates List Feature: Geology overhaul 16 new rock types 7 of which can be used for crafting all cobble, polished and brick versions as full blocks, slabs or stairs 3 marble types that can be polished 6 other rock types 16 new ores: For use in future updates Rock dependent ore spawning: All ores will now only spawn in certain rock types with certain grades Rock typed ores: All ores now drop together with their parent rock, of which pure nuggets can be extracted from with a hammer Graded ores: All metal bearing ores now come graded depicting their metal content: Poor, Medium, Rich and Bountiful New graphics: All ores and gems now are 3D models Feature: Worldgen overhaul Realistic climate bands ("biome" temperature no longer varies in randomly but increases/decreases on the north-south axis, experimental) More natural Reworked rock strata generator: Should now generate some more interesting varieties Improved clay and peat deposits No longer perfectly circular / elliptic but more randomly shaped now Has soil beneath it so grass can regrow once excavated Is rounded of at the edges Grass now spreads onto barren clay and peat Fixed snow layer generation bugs that produced visible weird patterns in the worldmap Fixed structures sometimes overlapping each other Improved block layer transitions (e.g. from grass to sand), they should now look more natural and seamless Added post processing filter to remove small clumps free floating blocks Ruins less likely to be incorrectly placed during world generation Increased soil layer thickness More decorative Added lupines flower: They come in 5 different colors - purple, blue, red, orange and white Added ruined villages which come with 25+ new and unique ruins Added locust nests. Locusts no longer spawn randomly but spawn from nests. Added termite mounds Added a secret world generation feature New and more decorative ruins: A lot of the ruins have been filled with new content and several new ones have been added Updated the contents of loot vessels. They now also rarely drop some special things Added sticks on the ground in forests Improved grass color map to be a bit less noisy and not as dark on certain spots Land form improvements The terrain is now somewhat more "detailed" looking due to the addition of a new high frequency noise octave Added a stretch&squeeze mechanic that gives greater variety to land forms Added over 10 new land forms, improved many of existing land forms. One of the new land forms is just pure sea. Improved caves Spawns Stalactites and Stalagmites Caves can now become very narrow or very shallow Cave ceilings are more rough and cave-like Caves are more frequent. May be a bit more chaotic in some places Rarely generates very large ravines and very large caverns Likes to produce large caverns near lava level Now spawns lava rivers near the lava level Lava lakes are now covered in patches of basalt Feature: Major User Interface Improvements: Fewer stylistic errors! More smooth! More links! More user friendly! More immersive! \o/ Block Interaction help HUD: Shows you how you can interact with a block. Hit keyboard key 'N' to toggle on/off All HUD Elements can now be toggled through Settings->Interface as well Added graphics quality presets. Most graphics settings are now hidden by default. More fine grained configuration for the view distance. New, immersive world joining/leaving screens The joining multiplayer server screen now shows the download progress Various invalid interactions with the game world now show the player an error message Add a thick border around dialogs and a glow on the edges Added a glow around item slots, redesign active slot overlay Hotbar slots now display their assigned hotkeys Added a glow around the health and satiety bar. More intense flashing when low on health/food. Random quote on the main screen Fixed countless oddities, inconsistencies and alignment issues Prettier credits page Snapped screenshots are now linked with the physical file in the chat box Added a developer tab to the Settings Feature: Improved water Water falls now have an ambient sound and spawn "foam" particles Flowing water now pushes players, creatures and items. The pushing speed depends on the items density. Feature: More music New daytime track: "Hallowcroft" The echo chamber now works: Right click with any of the 9 resonance archive to play the track. This comes with some 5 new tracks! You can now find all resonance archives in ruins and buy some them at the traders. Feature: Better ambient sounds Improved ambient sound system management. No longer plays dozens of lava sounds simultaneously near a large lava lake. Increased volume of water stream sounds Added ambient sound slider to the sound settings Feature: New blocks Labeled chests: Combine a chest with a sign to have a writable chest! (use sneak + a pigment such as coal, chalk or lapis to write on it) Aged Logs Stone Path Slabs Chandelier Locust nests and metal spikes Scrap piles that spawn in ruins and drop re-smeltable metals or usable parts Cob: Primitive building block, made from straw and soil Feature: New items 10 slot mining bag: Extra bag space, but can therefore only hold ores and metals Hundreds of new ores and nuggets A wearable face mask Peridotite stone tools Feature: Improved sign blocks: Can now write in various colors using pigments (coal, chalk, limestone, lapis and malachite). Can now attach signs to stairs, slabs and some other blocks. Feature: Cooking pot slots max stack size are now equivalent to their max portion size (= 6 items per slot). This allows for much quicker insertion of ingredients into the slots. Feature: Added '.' and '/' hotkey for instant command typing Feature: Flavor texts on a number of clothes Tweak: More game juice Lanterns and Torches now have their own third person pose when held in hands Knapping now spawns particles of chipped flint/rock Breaking blocks no longer drop 1 stack of X items but instead X stacks of 1 item because it looks more satisfying Improved fp/tp/gui position/size/rotation on a bunch of items (including all toolheads). Made bow texture brighter Mushrooms now have a custom model when in inventory or in hands Improved the graphics for rocks and bricks Increased overall scene contrast by 30% Improved player third person pose when holding full blocks in hands Player physics tweak: A bit more grip when walking down a slopes - should make it a bit easier to walk down a narrow or step path. When closing your inventory with items in the crafting grid the game will first try putting the items into the inventory before dropping on the ground Improved butterfly AI. They now fly slower, are more attracted to flowers and more easily find the center of the flower Tweak: Gameplay balancing changes Day/Night cycle now twice as long (from 24 minutes to 48 minutes) Animal herds (chicken, boars, wolves and bighorn sheep) now alarm each other when getting attacked, i.e. will also become aggressive Foxes and Wolves no longer spawn in lit areas. This lets you put light sources in/around your chicken pens to prevent fox/wolves spawning inside them and killing all the chickens. Increased scythe durability by 50% Increased range at which creatures find food in troughs by 50% Backpacks now require twice as much leather Bloomery tweaks No longer accepts smeltables with a melting point below 1000 deg. these would vaporize under the high temperatures Now accepts as much ores as to generate 6 output items, e.g. 120 nuggets Can now place up to 5x items at once into the Bloomery when holding the sneak key Tweak: More game content always costs some performance, but we also improved performance in some areas Improved god ray shader performance! (e.g. for MarcAFK: Before 40-80 fluctuating FPS, After: Solid 80-90 FPS) Improved occlusion culling system performance. Should yield notable FPS gains for everyone \o/ Major performance improvement in the lighting engine, especially near many light sources Increased chunk tesselation speed by 10% (=pre-generated chunks should load ~10% faster) Vastly improved creative inventory search performance Tweak: Can no longer stack berry bushes higher than 2 blocks Tweak: Replaced the players ring slot with a face slot. Added one face mask Tweak: Sneaking lowers player first person camera a bit further down than before Tweak: Added new creative Tab "Special" for all the meta blocks Tweak: Updated/Added It/Russian language files Tweak: Added error message when trying to knap with a soft stone. Knapping with a flint now also swings the flint in hands Tweak: Bee hives now also recognize flowers in pots and planters Tweak: Crash reporter a bit more user friendly (crash log appears right away instead of a few seconds after) Tweak: Added health and satiety stats to character screen Tweak: Added super thin collision box on the thinnest snow layer, so maybe dropped items don't disappear completely when they fall on snow layers on top of snow blocks Tweak: Beds make some simple attempts to teleport the player off the bed to prevent player heads getting stuck in ceilings Tweak: Might Fix some issues with the anvil/clayform/knapping surface (was resetting voxels sometimes) Fixed: Closing the anvil recipe selector dialog doing weird stuff to the anvil work item Fixed: Trees growing through walls Fixed: Bony remains generating on top of lakes Fixed: Searching for blocks/items in a creative tab buggy Fixed: Grain nutrition levels draining faster than intended. Fixed: Decaying animals deleting water blocks when they die in water Fixed: Player eating also animating an item/block held in the off hand Fixed: Dropping linen sacks, backpacks and hand baskets on the ground falling through the block Fixed: Crops not growing in unloaded chunks Fixed: Fix forge deleting items when trying to take them out while the players inventory is full Fixed: Quern not open-able if a block is above Fixed: Fox yip sounds didn't play, Hyena death sounded like wolf death Fixed: Some minor memory leaks Fixed: Smoke particles not affected by fog Fixed: /clear command also deleting contents of any other opened inventory (e.g. from a trader) Fixed: Using the mouse wheel on mac os was really clunky Fixed: Might fix the very rare case where creatures are invisible for the player, but still attack and thus hurt the player Fixed: The item name box that's displayed when changing the active hotbar slot was sometimes not shown Fixed: Pot in Firepit cooking sound restarting every second Fixed: mouse hover + hotbar slot key to add items from the creative inventory not working when in a category tab Fixed: On large view distances the game loaded a few extra chunks that were a out of place Fixed: Holding a torch in hands made the near or distant red glow of lava light disappear Fixed: Intro screen no longer playing music Fixed: Waterfalls no longer weirdly spread at the source when they can't spread horizontally Fixed: Water flow animation no longer working Fixed: Game crashing when placing a windmill rotor from the creative inventory Fixed: Offhand items not rendered in third person Fixed: Single ingot molds had a weird half hitbox from where ingots can be taken out, so one could only click the south half to retrieve ingots Fixed: Loose gears could be placed on walls without a solid block below Fixed: Might fix some rare cases where text on signs is waving like water Fixed: Some block placing/breaking delay issues that sometimes happen at the start of a new world Fixed: Survival Handbook bugging out for items that is used in many recipes (or generally that made the detail page overflow) Fixed: Should fix random generator breaking down after some time and doing weird stuff to tree growth and similar Fixed: Might fix meat reappearing in partially harvested carcasses, Fixed: Not able to type unicode characters with keyboard (broke typing e.g. with russian keyboards) Fixed: Land protection issues with buckets Refactor: Renamed serverconfig blockTickSamplesPerChunk to randomBlockTicksPerChunk Dedicated Server Updates Tweak: Improved server.sh script - can now run multiple servers on the same machine as long as the datapaths differ Fixed: Servers running on linux sometimes causing the players Respawn button to not do anything Fixed: Running a dedicated linux server exhibiting odd behaviors where e.g. the world edit commands would no longer exist (was cause by runtime mod reloading) Creative Mode Updates Feature: Improved creative inventory The creative tabs are now sorted and grouped Increased size from 10x9 slots to 15x9 slots and the dialog is now anchored to the hotbar Feature: New "Worldedit GUI Tools Move Tool: Lets you move around the contents of selected areas Mirror/Repeat Tool: As the name suggests, lets you mirror or repeat blocks inside selected areas Select tool: Lets you make selections with the magic wand in hands. Includes some buttons to change the selection and a magic select mode for selecting structures very quickly in superflat worlds Feature: Can now drag&drop schematic files into the game window while using the import tool to very quickly load and place structures Feature: Can now use "/we mexc" to export selected areas but instead of saving the file on the server, its sent to the client and saved there (which is disabled by default for security reasons. Enable via command .clientconfigcreate allowSaveFilesFromServer bool 1) Feature: New command "/we impres [0|1]" - when importing schematics that have filler blocks or loot randomizers in them, calling /we impres 0 prevents them from being replaced. Tweak: Improved block/item export/import support, particularly when these contained other blocks/items in some form. Tweak: Starting a creative build style world now puts players in creative mode and sets picking distance to 100 blocks Fixed: Game crashing when importing a schematic with size 1x1x1 Fixed: Schematic sizes wrongly exported Fixed: Worldedit gui settings for the tree tool were missing the large kapook and redwood pine Fixed: Worldedit Repeat and Undo commands did not properly place/restore block entities Modding/API Updates Feature: Entity/Block/Item variant paradigm shift: You can now figure its variant by using the Variant property. E.g. kapokLogBlock.Variant["wood"] will return "kapok" Feature: Moddable playstyles (semi-finished) Feature: Added File Drop Events (fires when a file was dropped into the client game window) Feature: Added ability in the engine to show multiple block highlights. This could come very handy in the future for potential worldedit selection masking operations. Feature: Added a multiple select drop down gui element Feature: Added ability to show error messages without using the chat window. (via clientapi.TriggerIngameError or serverapi.SendIngameError) Feature: Structures placed by worldgen now store their boundaries in MapRegions. Added api method BlockAccessor.WalkStructures Feature: Added ability to set render range on name tags via json Feature: Added offhand slot player pose support (you can now declare in the block/item json files what animation the player should use when holding a block/item in the off hand)) Feature: Added ability to rotate textures in block/item/entity jsons (note: consumes extra texture atlas space) (syntax: Rotation: 0/90/180/270) Feature: Added .OnBlockExploded to block behaviors Feature: Dropped obfuscation on all client gui/hud code (about 6600 lines of code) Feature: Can now define multiple grid recipes in one recipe file Feature: Added block/item/entity property "SkipVariants" and "AllowedVariants", to selectively whitelist variants defined in the variantgroups property (also, skipvariants still exists) Feature: Added variant group property "loadFromPropertiesCombine", works the same as loadFromProperties but can define multiple property sources Feature: command /blockitempngexport now accepts a domain to only export blocks/items of given domain Feature: Cooking / Bowl system should now be more modding friendly Feature: Added Block.GetColorWithoutTint() in preparation for server world map export ability Feature: Added WildCardUtil utility class Feature: Added server side event 'SaveGameCreated' Feature: Added world.Collectibles to quickly iterate over all non-placeholder items and blocks Feature: Added ObjectCacheUtil.GetOrCreate to quickly retrieve or create a cached object (useful for blocks and items) Feature: Added capi.Renderer.FrameBuffers property to access the engines frame buffers Feature: Addded capi.World.Player.TriggerFpAnimation() to run the engine native place/break animations Feature: ItemSlot.TryPutInto now accepts a quantity value Feature: Added block.GetPlacedBlockName() Tweak: Worldgen structure schematics are now validated and print errors if theres missing items/blocks Tweak: Language list from the settings now loaded from lang/settings.json Tweak: Added amount argument to CollectibleObject.DamageItem Tweak: Tree Sapling growth time can now be configured in the blocktype json file Tweak: Bee feed can now be configured in the blocktype json file Tweak: Plant and Water tint textures can now be modded Tweak: OnEntityLoaded now always called when an entity gets loaded from chunks but never when it spawned and the other way round for OnEntitySpawned Tweak: When overriding Item/Block.OnLoaded you no longer need to call the base method Tweak: The octaves in landforms.json now have double the frequency, you need to delete the first octave from your custom landforms to counter that. Tweak: More explicit handling of liquids and their physics. Blocks now have a property called LiquidCode. Anything with liquid code "water" can supply water to farmland) Tweak: Clay forming surface can now have custom texture depending on the clay used Tweak: Block.OnEntityCollide now has a param for the impact speed Tweak: Block.OnClientGameTick now has a param of how many seconds this particular block has been ticking already Tweak: capi.Event.BlockChanged now has a param of the old block so one can compare new vs. old block Tweak: Block.TryPlaceBlock now has a new ref parm for the failureCode which is used to display an ingame error to the player. You can return __ignore__ to not show an error to the player Tweak: Block.ShouldReceiveServerGameTicks now has a param "offThreadRandom" since the default random is used in the main thread and Random is not thread safe Fixed: Some major issues with multiple block behaviors not working well together Fixed: Uppercase letters in the block type code breaks wildcard matching. Fixed: A number of bugs related to the /wgen commands Fixed: Game crashing when modding in smithing or clay forming recipes above 16x16 in size Fixed: Texture overlays not working on textures that weren't squares Fixed: Modloader crashing when there were files in the assets/ root folder Fixed: Some worldgen crashes when landforms go all the way to max world height Fixed: Texture overlays didn't work if they weren't in the game domain Fixed: Broken collectible combustibleproperties crashing the client Fixed: Worldgen structure schematics should no longer crash on missing items/blocks Fixed: Grid Recipe output no longer ignoring mod domain it was loaded from Refactor: OnCollectTextures changed arg "OrderedDictionary<AssetLocationAndSource, bool> textureDict)" to "IBlockTextureLocationDictionary textureDict" Refactor: Moved Block.WildCardMatch to WildcardUtil.Match Refactor: Chunk loading api got reworked Refactor: Renamed EnumHandling.NotHandled to EnumHandling.PassThrough Refactor: Rename worldgen/blocklayerconfig.json to worldgen/blocklayers.json and worldgen/blockpatchconfig.json to worldgen/blockpatches.json Refactor: The deposits in worldgen/deposits.json are now split up into individual files in worldgen/deposits/* Refactor: Rename Block.WildCardPop to Block.WildCardReplace Removed: IItemSlot
  19. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. The Development of the game is still (almost) as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. There are even some pre-release versions of v1.9 available for download. What I also posted there was a small brain snapshot: As much as I want to complete v1.9 as soon as possible myself and it bugs me immensely that the update takes so long, no crunch time was able to remedy that, and only burned me out in the end. So I took a 2 day break and continue at a normal pace again, which means v1.9 will come out "when its done". There's some things where I can't just take shortcuts without compromising the overall quality of the experience. It'll have to take as long as it takes. That being said though, there is very few features left to be added and mostly gameplay balancing and bug fixing remains to be tackled. Thanks for your patience, Tyron View full record
  20. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. The Development of the game is still (almost) as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. There are even some pre-release versions of v1.9 available for download. What I also posted there was a small brain snapshot: As much as I want to complete v1.9 as soon as possible myself and it bugs me immensely that the update takes so long, no crunch time was able to remedy that, and only burned me out in the end. So I took a 2 day break and continue at a normal pace again, which means v1.9 will come out "when its done". There's some things where I can't just take shortcuts without compromising the overall quality of the experience. It'll have to take as long as it takes. That being said though, there is very few features left to be added and mostly gameplay balancing and bug fixing remains to be tackled. Thanks for your patience, Tyron
  21. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. Development of the game is as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. What I also posted there was a small brain snapshot so to speak View full record
  22. If you’ve spent any time in the Vintage Story Discord or perusing the forums, the word “Neolithic” may have popped up in conversation. This is a modding project headed up by TonyLiberatto and I had the pleasure of chatting with him and picking his brain about the mod as well as his other projects with the DarkAgeCraft servers and the man behind the code. Vintage Story has many amazing community members and today I’d like to share a portion of TonyLiberatto’s story with you. Make sure to check out the Neolithic mod and the DarkAgeCraft servers on the forums and say hello in the Discord next time you’re there. „ I think the real story here is how easy Tyron made it for people like me, with almost no coding skills, to be able to mod the game. “ Robin: I assume you have experience with coding. Have you used C# before? How intuitive did you find the mod-making process in Vintage Story? Tony: I work for a small Network company. We create, develop and manage small Windows Server Networks. Basically we create secure Networks to give employee access to sensitive information. Like small medical offices, Law offices and even some charter schools. As far as coding, my only experience is with short Windows scripts. I think the real story here is how easy Tyron made it for people like me, with almost no coding skills, to be able to mod the game. Once I got my hands on a few of the existing mods and was able to see how easy it was to modify a few files and create my own, I got hooked on it. Robin: Obviously, you have invested a lot of time into Vintage Story. Other than that, what sort of games do you enjoy playing? Tony: I actually do not have that much free time. I work full time, have a wife and 4 kids. I have a few hours at night after work, so I usually only play one game at a time. I played Minecraft until the day I found Terrafirmacraft and stuck with that until they stop developing it. I played a lot of Ark Survival Evolved and even had a server going on for a while. Once I started with Vintage Story, the only other game I played was Subnautica. Robin: What elements of Vintage Story drew you to it? What do enjoy most about the game? Tony: First I read a post about how the game was based on TFC. That made me click on the link and watch the promotional video. I loved the knapping and clayforming. Pouring molten metal into the molds was also something that I really liked. My dream is to have the game as realistic as possible within the constraints of still being able to build big and have fun. One of the many plants added by Neolithic, the Sisal bush. Robin: What inspired you to create the Neolithic mod? Tony: The Neolithic mod is actually a collection of several small and not so small mods. Some are my ideas, others are from abandoned projects. I enjoyed playing those mods and wanted to update them. After getting permission from the original creators I just incorporated them into one mod because it made it easy to use blocks and items for recipes. It’s like a modpack made into a mod. Robin: Your Neolithic mod adds hundreds of new items, blocks & recipes to the game. What's your personal favourite addition it makes? „ I think the main defining feature for The Neolithic mod is how it changes animal drops. “ Tony: I think the main defining feature for The Neolithic mod is how it changes animal drops. That is one thing that’s bothered me forever in Minecraft. The way that animals just explode when killed. To be able to skin an animal and actually get the pelt of the same color of the dead animal adds immersion. Robin: Did you work with anyone on the Neolithic mod? Were there other creators that you enjoyed getting to know through the creation of the mod? Tony: So many people. Since I am not really a coder, and not an artist, I depended heavily on others help to make this mod. The main authors of the mod are me, Balduranne and Novocain. But there are whole sections of the mods that were made by Stroam too. Copygirl made it possible to carry animal carcasses over the player’s shoulder. Milo made some code that really helped and Tyron even created a few class files that made the mod possible. Another person that contributed is Elwood. Some of the ideas and concepts of hunting and butchering are part of his original mod. A selection of Tools and Decorative blocks from Neolithic. Robin: A large number of mods and modders have begun to integrate their creations into either Neolithic or DarkAgeCraft. How did that come about? Tony: People like to work on new things. Once a mod is done, many modders just do not have the will or time to keep updating. Updating is boring. I was very excited with the prospect of creating the server with a modpack that included as many mods as possible and I felt like they were actually needed. I contacted the authors to get permission to update their mods and after a while, it just got easier to include them in one mod so the recipes would be interchangeable, using items from one mod to create blocks from another. Some mods were also overwriting the same files, so it was easier to incorporate them into one mod and avoid conflicts. Robin: The creators of Vintage Story were inspired by Minecraft and the lack of modding in a way they wanted. Have you ever dabbled in modding Minecraft? Tony: At the time when I had the Terrafirmacraft server, I try to learn Java. I watched a few videos and was able to create a few blocks, items and recipes, but they were never published. The most I did was heavy scripting to create specific recipes and incorporate them into the modpack. The idea was to create a more realistic way to survive. Nowadays I have completely abandoned Minecraft. To be honest I can’t think of anything that would get me to play Minecraft again. Well, at least for as long as I have Vintage Story, I see no reason to go back there. Robin: I've seen you talk about not wanting advanced elements in the game. Things like Electricity. How far do you think the technology should go and what would you like to see as a "mechanical" aspect for Vintage Story? Tony: I do not like the idea of Electrical power. I think it removes something from the game instead of adding. Mechanical power has the potential to add very complex creations that need imagination and creativity. I really like the idea for the game to add a necessity and a solution in increments. Some examples: To make bread the player need to grind grains. We now have a manual grinder, the next step should be to add mechanical power for that. Each option has pros and cons. A water wheel needs to be on a river with moving water. (I dislike the concept of creating a water wheel with just a bucket.) So the Water wheel has a fixed location, but it produces power at a constant rate. The Windmill should require some elevation and unobstructed terrain around it, but it has the major con of inconsistency. Wind does not blow all the time. Animal power has the advantage of power on demand and choice of location, but it depends on animal domestication and is not at a constant rate. Also the animal should need to be fed and rested. The main reason to build Steam powered devices is because it combines all the advantages of the others with few cons. It should however consume water and fuel. Also it is a high tech device, and it should only be available for very late game. Animal hunting, butchering and gathering is a huge part of the Neolithic additions. Robin: In the same vein, is there anything you'd like to see added to Vintage Story in general? (Aside from the Mechanical aspects) Tony: The list is big and even in some senses unfair to Tyron. Me and many other players expect to have the game in the same level as we had with TFC, but TFC was just one of the mods that most players found as essential to play Minecraft. There are a few mods for Minecraft that were common place to all players of TFC. The mini-map, NEI and Towny, are some that come to mind. Unfortunately it falls to Tyron to make the game and also create basic tools that Minecraft never had to worry about. A persistent and player friendly mini-map with easy in-game use is necessary. Most players have no idea how to use commands, so GUI is the way to go. ReiMinimap and JourneyMap are some examples of well developed mini-maps in Minecraft. Dyn-map is an example of a web server map display that allows for easy player collaboration. It also helps server admins to see all the players and what they are doing on the server. Towny helps to create online communities of players working together for bigger projects, knowing that their creations are protected. When you combine those tools, players can easily see what parts of the map are protected and who has access to each. Robin: Moving to DarkAgeCraft, you've created a server with different play-style options for the community and it's looking very successful. What made you want to spearhead that project? Tony: The DarkAgeCraft server is older than my participation in Vintage Story, the idea was always to create a server with as much realism as possible as far as survival goes. Robin: And finally, for someone looking at modding Vintage Story with perhaps zero experience, where would you suggest starting? Tony: For anyone trying to learn, I suggest downloading the existing mods and looking at what others have done. I created my first mods using just Notepad++. Even the coding can be done that way. After a while it was needed to compile some code and use Visual Studio. But there is a lot that can be done by just copy, paste and editing. A selection of decorative blocks and new animal textures added by Neolithic. From myself and the VS team, thank you chatting with me, I hope that the community takes something away from our discussion and that you had a good time participating and telling your story. I personally look forward to seeing Neolithic and DarkAgeCraft continue to grow with time! (Interview written by @99 Blocks and @tony Liberatto, thank you both!)
  23. If you’ve spent any time in the Vintage Story Discord or perusing the forums, the word “Neolithic” may have popped up in conversation. This is a modding project headed up by TonyLiberatto and I had the pleasure of chatting with him and picking his brain about the mod as well as his other projects with the DarkAgeCraft servers and the man behind the code. Vintage Story has many amazing community members and today I’d like to share a portion of TonyLiberatto’s story with you. Make sure to check out the Neolithic mod and the DarkAgeCraft servers on the forums and say hello in the Discord next time you’re there. „ I think the real story here is how easy Tyron made it for people like me, with almost no coding skills, to be able to mod the game. “ Robin: I assume you have experience with coding. Have you used C# before? How intuitive did you find the mod-making process in Vintage Story? Tony: I work for a small Network company. We create, develop and manage small Windows Server Networks. Basically we create secure Networks to give employee access to sensitive information. Like small medical offices, Law offices and even some charter schools. As far as coding, my only experience is with short Windows scripts. I think the real story here is how easy Tyron made it for people like me, with almost no coding skills, to be able to mod the game. Once I got my hands on a few of the existing mods and was able to see how easy it was to modify a few files and create my own, I got hooked on it. Robin: Obviously, you have invested a lot of time into Vintage Story. Other than that, what sort of games do you enjoy playing? Tony: I actually do not have that much free time. I work full time, have a wife and 4 kids. I have a few hours at night after work, so I usually only play one game at a time. I played Minecraft until the day I found Terrafirmacraft and stuck with that until they stop developing it. I played a lot of Ark Survival Evolved and even had a server going on for a while. Once I started with Vintage Story, the only other game I played was Subnautica. Robin: What elements of Vintage Story drew you to it? What do enjoy most about the game? Tony: First I read a post about how the game was based on TFC. That made me click on the link and watch the promotional video. I loved the knapping and clayforming. Pouring molten metal into the molds was also something that I really liked. My dream is to have the game as realistic as possible within the constraints of still being able to build big and have fun. One of the many plants added by Neolithic, the Sisal bush. Robin: What inspired you to create the Neolithic mod? Tony: The Neolithic mod is actually a collection of several small and not so small mods. Some are my ideas, others are from abandoned projects. I enjoyed playing those mods and wanted to update them. After getting permission from the original creators I just incorporated them into one mod because it made it easy to use blocks and items for recipes. It’s like a modpack made into a mod. Robin: Your Neolithic mod adds hundreds of new items, blocks & recipes to the game. What's your personal favourite addition it makes? „ I think the main defining feature for The Neolithic mod is how it changes animal drops. “ Tony: I think the main defining feature for The Neolithic mod is how it changes animal drops. That is one thing that’s bothered me forever in Minecraft. The way that animals just explode when killed. To be able to skin an animal and actually get the pelt of the same color of the dead animal adds immersion. Robin: Did you work with anyone on the Neolithic mod? Were there other creators that you enjoyed getting to know through the creation of the mod? Tony: So many people. Since I am not really a coder, and not an artist, I depended heavily on others help to make this mod. The main authors of the mod are me, Balduranne and Novocain. But there are whole sections of the mods that were made by Stroam too. Copygirl made it possible to carry animal carcasses over the player’s shoulder. Milo made some code that really helped and Tyron even created a few class files that made the mod possible. Another person that contributed is Elwood. Some of the ideas and concepts of hunting and butchering are part of his original mod. A selection of Tools and Decorative blocks from Neolithic. Robin: A large number of mods and modders have begun to integrate their creations into either Neolithic or DarkAgeCraft. How did that come about? Tony: People like to work on new things. Once a mod is done, many modders just do not have the will or time to keep updating. Updating is boring. I was very excited with the prospect of creating the server with a modpack that included as many mods as possible and I felt like they were actually needed. I contacted the authors to get permission to update their mods and after a while, it just got easier to include them in one mod so the recipes would be interchangeable, using items from one mod to create blocks from another. Some mods were also overwriting the same files, so it was easier to incorporate them into one mod and avoid conflicts. Robin: The creators of Vintage Story were inspired by Minecraft and the lack of modding in a way they wanted. Have you ever dabbled in modding Minecraft? Tony: At the time when I had the Terrafirmacraft server, I try to learn Java. I watched a few videos and was able to create a few blocks, items and recipes, but they were never published. The most I did was heavy scripting to create specific recipes and incorporate them into the modpack. The idea was to create a more realistic way to survive. Nowadays I have completely abandoned Minecraft. To be honest I can’t think of anything that would get me to play Minecraft again. Well, at least for as long as I have Vintage Story, I see no reason to go back there. Robin: I've seen you talk about not wanting advanced elements in the game. Things like Electricity. How far do you think the technology should go and what would you like to see as a "mechanical" aspect for Vintage Story? Tony: I do not like the idea of Electrical power. I think it removes something from the game instead of adding. Mechanical power has the potential to add very complex creations that need imagination and creativity. I really like the idea for the game to add a necessity and a solution in increments. Some examples: To make bread the player need to grind grains. We now have a manual grinder, the next step should be to add mechanical power for that. Each option has pros and cons. A water wheel needs to be on a river with moving water. (I dislike the concept of creating a water wheel with just a bucket.) So the Water wheel has a fixed location, but it produces power at a constant rate. The Windmill should require some elevation and unobstructed terrain around it, but it has the major con of inconsistency. Wind does not blow all the time. Animal power has the advantage of power on demand and choice of location, but it depends on animal domestication and is not at a constant rate. Also the animal should need to be fed and rested. The main reason to build Steam powered devices is because it combines all the advantages of the others with few cons. It should however consume water and fuel. Also it is a high tech device, and it should only be available for very late game. Animal hunting, butchering and gathering is a huge part of the Neolithic additions. Robin: In the same vein, is there anything you'd like to see added to Vintage Story in general? (Aside from the Mechanical aspects) Tony: The list is big and even in some senses unfair to Tyron. Me and many other players expect to have the game in the same level as we had with TFC, but TFC was just one of the mods that most players found as essential to play Minecraft. There are a few mods for Minecraft that were common place to all players of TFC. The mini-map, NEI and Towny, are some that come to mind. Unfortunately it falls to Tyron to make the game and also create basic tools that Minecraft never had to worry about. A persistent and player friendly mini-map with easy in-game use is necessary. Most players have no idea how to use commands, so GUI is the way to go. ReiMinimap and JourneyMap are some examples of well developed mini-maps in Minecraft. Dyn-map is an example of a web server map display that allows for easy player collaboration. It also helps server admins to see all the players and what they are doing on the server. Towny helps to create online communities of players working together for bigger projects, knowing that their creations are protected. When you combine those tools, players can easily see what parts of the map are protected and who has access to each. Robin: Moving to DarkAgeCraft, you've created a server with different play-style options for the community and it's looking very successful. What made you want to spearhead that project? Tony: The DarkAgeCraft server is older than my participation in Vintage Story, the idea was always to create a server with as much realism as possible as far as survival goes. Robin: And finally, for someone looking at modding Vintage Story with perhaps zero experience, where would you suggest starting? Tony: For anyone trying to learn, I suggest downloading the existing mods and looking at what others have done. I created my first mods using just Notepad++. Even the coding can be done that way. After a while it was needed to compile some code and use Visual Studio. But there is a lot that can be done by just copy, paste and editing. A selection of decorative blocks and new animal textures added by Neolithic. From myself and the VS team, thank you chatting with me, I hope that the community takes something away from our discussion and that you had a good time participating and telling your story. I personally look forward to seeing Neolithic and DarkAgeCraft continue to grow with time! (Interview written by @99 Blocks and @tony Liberatto, thank you both!) View full record
  24. Great citizens of the earth, it's been nearly a month since the last update. This is whats up. We've been hard at work on the next release, which will become version 1.9 - the world generation update. I suspect it will still take another 3 to 6 weeks until the first pre-releases. With this version we want to focus on 2 major aspects: Get as many planned worldgen updates in as possible and getting the game (more) ready for a major marketing push. Once v1.9 is released and stable enough we will contact media and influencers. Part of the road to v1.9 included building a web-based story & asset management tool for the vintage story gamedev team, as we've been struggling for 2 years to find a suitable tool for the task. As with everything, we don't wait for the right circumstances, we create them. Here's a screenshot of it: The VSDB. Coded from scratch, in the hopes of being our salvation to the documentation chaos we had before But back to the game itself. I'm very happy how it turning out, so much in fact that I start to quite dislike the current v1.8 release and that makes me really eager to release v1.9 as soon as possible. Here's a sneak peek of the upcoming features. Some parts that are completed for v1.9 Lot's and lots of user interface polishing, for example the improved hotbar: There are also vastly improved screens when connecting to a server or loading a game world. Improved shadow quality (at the cost of somewhat shorter ranges), improved game performance due to optimizations in the occlusion culling system and god rays shader. Caveat: Chunk generation may become a tad slower, but should not be very noticeable. Improved cave systems: Greater variety, sometimes generates narrow or very low passages. Rarely generates large dome like or ravine like caves, now much less uniform, likes to generate large lava caves, lava now generates with basalt on top Trader Outposts: Caravans and small Settlements of Traders ready to outbargain you on your goods and hard earned money. They talk and act with 3 unique personalities. Many new worldedit gui additions, making it easier than ever to import and export structures, for example, the magic wand: Still Planned for v1.9 Disclaimer: No guarantees on how much we actually can get done. New and improved rock layer generator that will allow us to have much more dynamic rock layers 6-10 new rock types (and maybe a few new tree types) Locust nests New ores and more varied deposit generation Milky quartz crystals in geodes Two-Way Teleporters in Survival mode, which can be activated at high cost and then can be used to teleport to fixed locations in the world More ruins, maybe ruined villages and piles of metal scraps that can be scavenged for useful stuff Configurable world generation Climate bands, in preparation for seasons in v1.10 some more plant and animal life more ingame guidance to make the game more intuitive to play ...and a bunch more So I think there's plenty to be excited about, at least I am! Until the next post! View full record
  25. Great citizens of the earth, it's been nearly a month since the last update. This is whats up. We've been hard at work on the next release, which will become version 1.9 - the world generation update. I suspect it will still take another 3 to 6 weeks until the first pre-releases. With this version we want to focus on 2 major aspects: Get as many planned worldgen updates in as possible and getting the game (more) ready for a major marketing push. Once v1.9 is released and stable enough we will contact media and influencers. Part of the road to v1.9 included building a web-based story & asset management tool for the vintage story gamedev team, as we've been struggling for 2 years to find a suitable tool for the task. As with everything, we don't wait for the right circumstances, we create them. Here's a screenshot of it: The VSDB. Coded from scratch, in the hopes of being our salvation to the documentation chaos we had before But back to the game itself. I'm very happy how it turning out, so much in fact that I start to quite dislike the current v1.8 release and that makes me really eager to release v1.9 as soon as possible. Here's a sneak peek of the upcoming features. Some parts that are completed for v1.9 Lot's and lots of user interface polishing, for example the improved hotbar: There are also vastly improved screens when connecting to a server or loading a game world. Improved shadow quality (at the cost of somewhat shorter ranges), improved game performance due to optimizations in the occlusion culling system and god rays shader. Caveat: Chunk generation may become a tad slower, but should not be very noticeable. Improved cave systems: Greater variety, sometimes generates narrow or very low passages. Rarely generates large dome like or ravine like caves, now much less uniform, likes to generate large lava caves, lava now generates with basalt on top Trader Outposts: Caravans and small Settlements of Traders ready to outbargain you on your goods and hard earned money. They talk and act with 3 unique personalities. Many new worldedit gui additions, making it easier than ever to import and export structures, for example, the magic wand: Still Planned for v1.9 Disclaimer: No guarantees on how much we actually can get done. New and improved rock layer generator that will allow us to have much more dynamic rock layers 6-10 new rock types (and maybe a few new tree types) Locust nests New ores and more varied deposit generation Milky quartz crystals in geodes Two-Way Teleporters in Survival mode, which can be activated at high cost and then can be used to teleport to fixed locations in the world More ruins, maybe ruined villages and piles of metal scraps that can be scavenged for useful stuff Configurable world generation Climate bands, in preparation for seasons in v1.10 some more plant and animal life more ingame guidance to make the game more intuitive to play ...and a bunch more So I think there's plenty to be excited about, at least I am! Until the next post!
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