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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Sorry I meant the remaining files and folders in %appdata%/VintageStory/
  2. Make a launch.bat file containing VintageStory.exe --dataPath D:\path\to\datafolder alternatively, what just came into my mind, you can make vintagestory believe it's in a dev environmenet which causes it to place it's data files into the same folder as the binaries. For that you have to move out the assets from the binaries folder, i.e. Create a new folder vintagestory. Place the %appdata%/VintageStory/assets in there Create a subfolder binaries. Place the rest of %appdata%/VintageStory/assets in there In the vintagestory folder create a launch.bat like this rem set cwd to the directory of the exe file cd %~dp0 cd binaries call VintageStory.exe
  3. This is already possible with the --dataPath argument though. But some Multi-VS launcher would be nice.
  4. Splendid Vintarians! Its... I'm excited to report that we have two confirmed events where we will be showcasing Vintage Story for this year. Come visit us at the.. East Coast Game Conference on the 17-19 of April in Raleigh / North Carolina / U.S.A Luke and Hayden will be presenting VS at Booth #70 on the opposite side of the Fortnite Lounge (warning: preliminary plan) You might be getting a peek on some of the new features and some nice perks to take with you If you intend to visit ECGC, please do contact us, we might have a free ticket or 2 to give away. ReVersed Festival 2018 on the 5-8 of July in Vienna / Austria / Europe Saraty, Tyron and Ben will attend and present at this festival. We hope to have a few more bombastic features ready to showcase by then!
  5. Splendid Vintarians! Its... I'm excited to report that we have two confirmed events where we will be showcasing Vintage Story for this year. Come visit us at the.. East Coast Game Conference on the 17-19 of April in Raleigh / North Carolina / U.S.A Luke and Hayden will be presenting VS at Booth #70 on the opposite side of the Fortnite Lounge (warning: preliminary plan) You might be getting a peek on some of the new features and some nice perks to take with you If you intend to visit ECGC, please do contact us, we might have a free ticket or 2 to give away. ReVersed Festival 2018 on the 5-8 of July in Vienna / Austria / Europe Saraty, Tyron and Ben will attend and present at this festival. We hope to have a few more bombastic features ready to showcase by then! View full record
  6. Version 1.5.2.6, a stable release, is now ready for download in the account manager. Ok this gotta be it. About 50 bugfixes and 20 tweaks in 10 days. Sounds good enough to me for a stable. Also my brain's getting mildly smoldered from hanging around in bugfixing hell for so long As the changes since previous hotfix are pretty much only server side, an update to this version is only needed if you didn't update to 1.5.2.5 yet or want to play single player. Game updates Tweak: Charcoal pit smoke lingers a little longer Tweak: Locusts should now spawn less often and further away from the player Tweak: View distances above 512 now prints a warning of possible crashes on low end cards with not enough vram Fixed: Sticky sheep butts O_O Fixed: Running animations of other players in SMP not using correct animation speed Fixed: /tp x y z command not using coords to map middle Fixed: Occasional exception thrown in the server logfiles Fixed: Rare server crash Modding Updates Tweak: Updated Tavis.JsonPatch to latest version (fixes by @copygirl), should fix some issues with json patching Fixed: Broken language files should no longer crash the game
  7. Version 1.5.2.6, a stable release, is now ready for download in the account manager. Ok this gotta be it. About 50 bugfixes and 20 tweaks in 10 days. Sounds good enough to me for a stable. Also my brain's getting mildly smoldered from hanging around in bugfixing hell for so long As the changes since previous hotfix are pretty much only server side, an update to this version is only needed if you didn't update to 1.5.2.5 yet or want to play single player. Game updates Tweak: Charcoal pit smoke lingers a little longer Tweak: Locusts should now spawn less often and further away from the player Tweak: View distances above 512 now prints a warning of possible crashes on low end cards with not enough vram Fixed: Sticky sheep butts O_O Fixed: Running animations of other players in SMP not using correct animation speed Fixed: /tp x y z command not using coords to map middle Fixed: Occasional exception thrown in the server logfiles Fixed: Rare server crash Modding Updates Tweak: Updated Tavis.JsonPatch to latest version (fixes by @copygirl), should fix some issues with json patching Fixed: Broken language files should no longer crash the game View full record
  8. Ok, you should be able to edit now!
  9. Gladly, but you need to create a wiki account first
  10. Version 1.5.2.4, a testing release, is now ready for download in the account manager. Unless there is any major annoyance or game breaking issue, I will declare this version as stable in a day or two. Thanks for all the testing! Game updates Tweak: A server crash no longer waits for user input to exit Tweak: New version notification for unstable versions only appear if the user is already on an unstable version Fixed: Collected items should enter the backpack inventory again Fixed: Seraph hat/head skinning not resetting properly when removing the hat/head item Fixed: Attack cool-down no longer working Maybe Fixed: Random damage taken on ladders Hopefully Fixed: Water rendering issues where plates were visible Probably Fixed: Chests instantly closing when trying to open them in certain cases [Edit:] Also just released 1.5.2.5: Tweak: Disabled Asphyxiation mechanic for players until it works properly Fixed: Whitelisting issues Fixed: Server mods required by clients View full record
  11. Version 1.5.2.4, a testing release, is now ready for download in the account manager. Unless there is any major annoyance or game breaking issue, I will declare this version as stable in a day or two. Thanks for all the testing! Game updates Tweak: A server crash no longer waits for user input to exit Tweak: New version notification for unstable versions only appear if the user is already on an unstable version Fixed: Collected items should enter the backpack inventory again Fixed: Seraph hat/head skinning not resetting properly when removing the hat/head item Fixed: Attack cool-down no longer working Maybe Fixed: Random damage taken on ladders Hopefully Fixed: Water rendering issues where plates were visible Probably Fixed: Chests instantly closing when trying to open them in certain cases [Edit:] Also just released 1.5.2.5: Tweak: Disabled Asphyxiation mechanic for players until it works properly Fixed: Whitelisting issues Fixed: Server mods required by clients
  12. Hokay, getting close to a stable release now, I think! Version 1.5.2.3, a testing release, is now ready for download in the account manager. Took the freedom to add a liiiittle bit more than bugfixes. Game updates Feature: Added a bit of variety to the death messages Tweak: Honey now heals twice as much and bowls take half as long to break Tweak: Added a damage log to the chat window, should help us find the ladder damage bug Tweak: Quadrupled bamboo sapling drop rate Tweak: Lanterns with lining now give an extra light level Tweak: Improved texture atlas generation speed, worlds should load up 0.5 - 2 seconds faster Tweak: The server now sends required mods to the client. The client prevents you from joining a server if you don't have the required mods and tells you which you have to get. Tweak: Shift+Left click stacks into chests should work again if the backpack inventory is closed Tweak: Water waving speed now depends on game speed Tweak: Added some smoke and particle effects when breaking loot vessels. Some more drops for ore and forage loot vessels. Tweak: Added server command to remove server password during runtime: /serverconfig nopassword Fixed: Placing lanterns of any type defaulting to copper variant Fixed: Should fix item tool tip box sometimes getting squeezed or stretched Fixed: Missing hotkey for backpack slot 4 Fixed: Corner cases where trying to open a chest would immediately close it again Fixed: Changes to server block ticking, might fix some issues Fixed: Game crashing in invalid arguments on some client commands, such as .movespeed Fixed: Breaking leaves with shears causing ghost air-blocks Fixed: Might fix players getting disconnected by the server not receiving the disconnect reason Fixed: Game crashing when an item textures is missing. Now reports a proper error. Fixed: Reverted to pre-pngcrush textures, fixes severe block texture issues on linux and mac. But spams the incorrect srgb profile thing to console again Fixed: Broken modinfo.json not printing a useful error in the logs Fixed: Game crashing when right clicking with honeycomb into mid air Fixed: Drifters no longer spawning on the surface Fixed: Loot vessels dropping stone tools with broken textures
  13. Hokay, getting close to a stable release now, I think! Version 1.5.2.3, a testing release, is now ready for download in the account manager. Took the freedom to add a liiiittle bit more than bugfixes. Game updates Feature: Added a bit of variety to the death messages Tweak: Honey now heals twice as much and bowls take half as long to break Tweak: Added a damage log to the chat window, should help us find the ladder damage bug Tweak: Quadrupled bamboo sapling drop rate Tweak: Lanterns with lining now give an extra light level Tweak: Improved texture atlas generation speed, worlds should load up 0.5 - 2 seconds faster Tweak: The server now sends required mods to the client. The client prevents you from joining a server if you don't have the required mods and tells you which you have to get. Tweak: Shift+Left click stacks into chests should work again if the backpack inventory is closed Tweak: Water waving speed now depends on game speed Tweak: Added some smoke and particle effects when breaking loot vessels. Some more drops for ore and forage loot vessels. Tweak: Added server command to remove server password during runtime: /serverconfig nopassword Fixed: Placing lanterns of any type defaulting to copper variant Fixed: Should fix item tool tip box sometimes getting squeezed or stretched Fixed: Missing hotkey for backpack slot 4 Fixed: Corner cases where trying to open a chest would immediately close it again Fixed: Changes to server block ticking, might fix some issues Fixed: Game crashing in invalid arguments on some client commands, such as .movespeed Fixed: Breaking leaves with shears causing ghost air-blocks Fixed: Might fix players getting disconnected by the server not receiving the disconnect reason Fixed: Game crashing when an item textures is missing. Now reports a proper error. Fixed: Reverted to pre-pngcrush textures, fixes severe block texture issues on linux and mac. But spams the incorrect srgb profile thing to console again Fixed: Broken modinfo.json not printing a useful error in the logs Fixed: Game crashing when right clicking with honeycomb into mid air Fixed: Drifters no longer spawning on the surface Fixed: Loot vessels dropping stone tools with broken textures View full record
  14. Please also do upload the recipe/item that causes the problem and I'll see that you'll get a better error message in the future.
  15. Not certain but I do think you can set any price you want on steam. From a financial point of view it would most likely be beneficial to have it on steam with whatever pricing. I guess in a way it's also a personal challenge to me. I'd like to make a game that's so good that it won't need steam to find it's audience. To be honest I quite enjoy the slow growth by not having it on steam. It let's me gradually scale up technology and game development processes. This is a passion project that I can sustain for a long time, so it's success is not bound by time or money. In that light, why not let it grow slowly? I mean, I'm not actively preventing it from growing, but if I have a choice to either feed a billion dollar corporation that doesn't really do all that much for the betterment of the human kind or have it grow slowly, I tend to choose the latter. Wealth disparity is a thing and we the consumers are creating it. But anyhow. Sorry for the slide into my weird views of the world Time will tell
  16. The bug fixing frenzy continues. Version 1.5.2.2, a testing release, is now ready for download in the account manager. Game updates Tweak: Made block tick samples per chunk configurable during run-time, minor changes with server block ticking Tweak: Added some logging and exception handling to beehive pop checks, might fix some issues with them not properly populating other skeps Fixed: Crafting planks consumes the saw instead of damaging it Fixed: Soil blocks no longer grow grass if a solid block is above Fixed: Lanterns invisible after leaving and re-entering chunks Fixed: Placing loose stones can replace blocks that it shouldn't Fixed: Should fix last use on a tool not counting as tool use (i.e. using last durability point on reeds didn't drop the roots) Fixed: Should fix populated Skeps not collectible sometimes Fixed: Singleplayer and Multiplayer list inner height sometimes exceeding the scroll-able area Fixed: Clay-forming recipe selector opening twice, fixed clay-forming crashing the game when attempting with only 1 clay Fixed: Molybdochalkos can't be taken out of ingot molds Fixed: Current hot-bar slot contents invisible after connecting to a server or loading a sp world
  17. The bug fixing frenzy continues. Version 1.5.2.2, a testing release, is now ready for download in the account manager. Game updates Tweak: Made block tick samples per chunk configurable during run-time, minor changes with server block ticking Tweak: Added some logging and exception handling to beehive pop checks, might fix some issues with them not properly populating other skeps Fixed: Crafting planks consumes the saw instead of damaging it Fixed: Soil blocks no longer grow grass if a solid block is above Fixed: Lanterns invisible after leaving and re-entering chunks Fixed: Placing loose stones can replace blocks that it shouldn't Fixed: Should fix last use on a tool not counting as tool use (i.e. using last durability point on reeds didn't drop the roots) Fixed: Should fix populated Skeps not collectible sometimes Fixed: Singleplayer and Multiplayer list inner height sometimes exceeding the scroll-able area Fixed: Clay-forming recipe selector opening twice, fixed clay-forming crashing the game when attempting with only 1 clay Fixed: Molybdochalkos can't be taken out of ingot molds Fixed: Current hot-bar slot contents invisible after connecting to a server or loading a sp world View full record
  18. How about concrete small changes/feature requests can go on the issue tracker, whereas bigger changes/additions to the games mechanics on which there is no consensus on it's exact and complete implementation stays on the forum?
  19. Version 1.5.2.1, a testing release, is now ready for download in the account manager. This is the release that will go online on the public server now! I hope the baskets in pre 1.5.2 worlds now upgrade properly. Game updates Feature: Added new commandline arg: --addModPath for @Milo Christiansen Tweak: Added ability to use wildcards on /entity removebytype or countbytype Tweak: Strawdummy placing sound, bee mob somewhat more silent, locust idle sound was not attenuated Fixed: Incorrect sRGB Profile console spam on linux (at least most of it, i hope) Fixed: Double ore drop patch accidentally shipped with the game Fixed: Bugs when loading pre 1.5.2 Worlds: Lanterns dropping invisible blocks and not default to their copper variant Weird happenings with Baskets Fixed: Exception thrown on newly generated chunks related to bee hives Fixed: Pick block on slabs and trap doors returning wrong block Fixed: Server ticking blocks system throwing an exception on server shutdown Fixed: Harvestabke skeps not dropping any honeycomb >.> Fixed: Creature forever walking into walls Fixed: Dynamic shadows of some creatures rendered at the players position Fixed: Locust almost never spawning Fixed: Shapeless grid crafting crashing Fixed: Fall damage turned off Fixed: Avatar in character dialog drawn over itemstack info (probably) Semi-releated, check out this base by @redram on the public server, dayum!
  20. Version 1.5.2.1, a testing release, is now ready for download in the account manager. This is the release that will go online on the public server now! I hope the baskets in pre 1.5.2 worlds now upgrade properly. Game updates Feature: Added new commandline arg: --addModPath for @Milo Christiansen Tweak: Added ability to use wildcards on /entity removebytype or countbytype Tweak: Strawdummy placing sound, bee mob somewhat more silent, locust idle sound was not attenuated Fixed: Incorrect sRGB Profile console spam on linux (at least most of it, i hope) Fixed: Double ore drop patch accidentally shipped with the game Fixed: Bugs when loading pre 1.5.2 Worlds: Lanterns dropping invisible blocks and not default to their copper variant Weird happenings with Baskets Fixed: Exception thrown on newly generated chunks related to bee hives Fixed: Pick block on slabs and trap doors returning wrong block Fixed: Server ticking blocks system throwing an exception on server shutdown Fixed: Harvestabke skeps not dropping any honeycomb >.> Fixed: Creature forever walking into walls Fixed: Dynamic shadows of some creatures rendered at the players position Fixed: Locust almost never spawning Fixed: Shapeless grid crafting crashing Fixed: Fall damage turned off Fixed: Avatar in character dialog drawn over itemstack info (probably) Semi-releated, check out this base by @redram on the public server, dayum! View full record
  21. Beekeeping Vintarians Version 1.5.2, a testing release, is now ready for download in the account manager. But beeware of the bugs! But seriously, this version might be exceptionally buggy, so if you decide to try it out on your old worlds, create a backup first! Also don't forget to execute the update commands for old worlds as listed on the wiki! The price bump First of all, thank you all for participating on the twitter and forum polls on the price of vintage story. On twitter 87% voted for raising and on the forums it was 63%. So after long consideration I did conclude to raise it by 2 Eur/3.5USD. To those that voted to keep the previous price, I hear you too! So, as promised, everyone that purchased the game so far can get a gift-able game account for 50% off. Additionally, buyers of the supporter add-on can use their coupon twice. Only works on vintagestory.at and not through humble bundle and they will be valid for 1 year. For Vintarians, use coupon code: 9CF76 For Very Important Vintarians, use coupon code: 1AA72 (This is my first time using the coupon system though, I might have gotten something wrong, so please let me know if you have any issues with it!) But back to the update itself Despite my heavy disclaimers, this update does contain the 2 major requested features that I mentioned I would be working on: Bee keeping and more intricate lantern crafting with a greater variety. Colored lantern lights are not there yet, but I already prepared the engine for that :-) A metric ton of features made it into this release, in fact I think this is the largest update since ever. I don't know how we managed to cram so many fixes, changes and additions into those 15 days since the previous release. I didn't even had the impression we were particularly productive these days. My favorite additions are probably the stone skipping, the angry bee mob and the json patching system. The latter is gonna get so extremely useful not only for modders but also for us to invent new play styles with much less effort. Many of the changes and additions that made it into this release have been requested by you! It's awesome to have such creative input from everyone of you and we're looking forward to implement more community requested features. Thank you and keep beeing awesome! <3 Pretty pictures New creature - The Locust Medieval Bee Keeping More Lanterns, Bunch'o'Candles, Brick Slabs, Brick Stairs, Vertical slabs, Vertical trapdoors and Mudbricks Full Game update list Feature: New Creature - The Locust Required several new engine mechanics, but these creatures will now climb any block, stick in herds, attack in herds, might startle the unsuspecting spelunker and are generally just really creepy Feature: Greater lantern variety New recipe. Is now made from metal plates, clear quartz and a candle Metal plates can now be smithed on the anvil Can now be made from several metals, including a new 90% lead+ 10% copper alloy: Molybdochalkos. | All available variants: Copper, Brass, Black Bronze, Tin bronze, Bismuth bronze, Iron, Molybdochalkos, Silver and Gold It's intensity can now be boosted by 2 light levels with gold/silver lining Feature: Medieval bee keeping Bee hives will now rarely spawn in warm, rather dry climates Can now build skeps which, when placed nearby a hive will get populated, if there is enough nearby flowers Populated skeps can be picked up (but only be held in one of the 4 backpack slots) and transported to your home. Hold down CTRL and then move the mouse wheel to also cycle through your backpack slots! Populated skeps will eventually turn into harvestable skeps that can be broken to collect honeycomb, this destroys the hive though, so make sure to keep spreading those bee hives into more nearby empty skeps Honeycomb can be separated into honey and beeswax by squeezing it out over an empty clay bowl Eating Honey heals you by 2 health points, Beeswax can be turned into candles Can use populated skeps to craft Beenades which can be thrown for a stingy surprise. Hint: Bees are pretty much angry at anything. Feature: New block - Bunch'o'Candles Candles crafted from beeswax can now be placed in a bunch of up to 9 in one block. Never burn out. Each candle adds one light level to the block Feature: Server block ticking Barren soil now grows back it's grass Lava ignites nearby combustible blocks Feature: Infinite Ladder Stacking! Spam place a ladder on a ladder and watch it grow until the sky or hell, whatever you like better Feature: Vertical slabs and vertical trapdoors by @Milo Christiansen Feature: New blocks - Clay brick slabs and stairs Feature: New blocks - Light and dark mudbricks (creative mode only for now) Feature: Stone Skipping - thrown stones now bounce of water surfaces Feature: Bamboo Saplings - leaves and the upper segments of bamboo bushes now drop bamboo saplings Feature: Can now select backpack slots. Hold CTRL+Mousewheel to loop through all 14 slots or use CTRL+1/2/3/4 to select a backpack slot Feature: Mushroom regrowth. When broken with a knife, a stem will remain that eventually regrows into a mushroom again. Mushrooms are no longer placeable in survival mode. Feature: Improved positional awareness for ambient sounds. They should also no longer travel further vertically than horizontally. Feature: Can now list privileges of a user role via /role (rolename) privilege and revoke/grant privileges to a role via /role [rolename] privilege (grant|revoke) (privname) Tweak: Updated server.sh by @skol. Makes use of a new backup mechanic that is way more reliable and can be done without pausing the server Tweak: The game client can no longer be started twice, should prevent various issues with the game still running in the background unnoticeably and hogging your computers resources, as well as potential savegame corruption issues Tweak: /addarea now prints out more meaningful error messages Tweak: Clay brick block recipe now yields double the amount of brick blocks Nerf: Berries now only heal 0.5 hp instead of 1 hp Fixed: Grass stepping sounds somewhat smudgy sounding Fixed: Drifter spawning unaffected by block light Fixed: Game still on fast-forward for a minute after getting out of bed Fixed: Client not logging chat messages to client-chat.txt Fixed: Might fixed the crafting corruption bug that crashes the client and makes crafting impossible on a server until restarted Fixed: Obsidian knapping missing texture Fixed: Several cases where the block loader crashes from invalid blocktype configurations Fixed: Client crashing with a IndexOutOfRangeException Fixed: Player getting damaged when standing on a fence that is over 3 blocks in the air Fixed: Issues when updating by using the windows installer when the game is still running in the background. The installer now test for that case Fixed: Opening/Closing Trapdoors played the sound twice Fixed: Mono download url outdated on mac os Fixed: Game crashing when trying to place metal plates on the ground Fixed: Fixed horsetail plant spawning white particles upon breaking Fixed: Torches, Lanterns and Vines attaching wrongly to some blocks Fixed: Default server setups causing players not to have permissions to break or use blocks. Again. Jesus. New Recipes Mod Support Improvements Feature: JSON Patching System - Infinite powaaaah!!11 Can now add a few lines of json to surgically patch any json file in the game using the syntax defined by the RFC 6902. Place your patches into the assets/patches folder. Example "doubleoredrops.json" - causes ore blocks to drop double the ores (except flint and quartz). [ { file: "blocktypes/stone/ore", op: "replace", path: "/dropsByType/*/0/quantity/avg", value: 2.5 } ] This has 2 massive advantages over complete file replacements: Your mods are much more likely to be game-update-proof Your mods are much more likely to work well with other mods Basically enables for us to easily add new play styles and difficulty levels! Just patch a few things and a new playing style is born. Feature: The api docs now use DocFX as the documentation generator. Looks nicer and has a search function! It is also extensible with markdown, so we might be getting a significantly prettier documentation platform in the future. Feature: The game now also treats folders as mods. You no longer need to zip them up for them to load :-) Feature: Mod icons should now work properly (define the location of the icon in the modinfo.json) Feature: New server side component api.WorldManager.SaveGame that gives you read/write access to some to properties of the currently loaded world Block related updates Feature: BehaviorUnstable now has a setting attachedToFaces to set the face to wish the block should check against for attachment Feature: Can now define the selection and collisionbox together through the new property CollisionSelectionBox or CollisionSelectionBoxes Feature: Can now selectively remove variants using the new skipVariants property Feature: The block light values are now read through the new block.GetLightHsv() method. This allows you to, for example, set the block light values through it's block entity Feature: You can now mod in new chest-like containers without touching any code. The amount of slots can be configured through json files. Check out the chest.json for an example. Feature: In the variantgroups list you can now define a list of states and loadFromProperties together, which adds together the variants. Example: { code: "wood", states: ["aged"], loadFromProperties: "block/wood" } Blocks / Items (=Collectible) related updates Feature: Collectibles can now define their own creative tabs, just add them to the list in the creativeinventory property, no need to register anything. Might need to add an entry to the lang/en.json for correct naming however Feature: Edible collectibles can now turn into another collectible by setting the new EatenStack property in the nutrition props Feature: New collectible callback - OnConsumedByCrafting which is called after the itemstack was used as part of a grid crafting recipe. Feature: You can now add itemstacks to the creative inventory that only differ by the itemstack attributes using the new property creativeinventoryStacks, see blocktypes/metal/lantern.json as example Entity updates Feature: Add new 4 properties related to climbing. See locust for an example Feature: Can now have flying creatures. See beemob for an example. Feature: AI Tasks seekplayer (now renamed to seekentity) and meleeattack can now take in a list of entity codes that it should attack. See beemob for an example. Crafting updates During grid crafting an itemstack can now be converted into another itemstack using the new returnedStack property. Check out the beenade crafting recipe for example Shape tesselation updates The CompositeShape object (which can be defined for items, blocks and creatures) now accepts 2 new arguments: quantityElements: Amount of box elements should be tesselated. If not set, all elements are tesselated. Checkout blocktypes/bunchocandles.json as an example selectiveElements: List of strings, let's you selectively determine which elements to tesselate (untested, sorry!). For shape alternates, you can now skip the base option if it's the same as the original Tweak: VintageStoryAPI.dll now set to assembly version 1.0.0 and file version to the current game version. This should fix linux mod issues Tweak: blockbehavior.TryPlaceBlock now takes in an ItemStack instead of an IItemStack as argument Tweak: New argument for block.DoPlaceBlock: The itemstack that was used for placing Tweak: Added sub command .debug wireframe ambsounds for ambient sound debugging Tweak: The stairs block no longer users hard coded collision/selection boxes, they are now defined in the blocktype json files Tweak: Renamed ITextureSource to ITexPositionSource Fixed: Block behavior ExchangeOnInteract now properly respects exchange state block domains Fixed: Several cases where broken json code would break the block loader and not load anything
  22. Clonk. A small obscure game mostly played by german players. The very first version was made in 1994, I got to know it only 5 years later. It was like terraria, with blocks the size of single screen pixels, and more sandbox-y / multiplayer oriented, no boss mobs or anything. It's the game with which I learned programming.
  23. Beekeeping Vintarians Version 1.5.2, a testing release, is now ready for download in the account manager. But beeware of the bugs! But seriously, this version might be exceptionally buggy, so if you decide to try it out on your old worlds, create a backup first! Also don't forget to execute the update commands for old worlds as listed on the wiki! The price bump First of all, thank you all for participating on the twitter and forum polls on the price of vintage story. On twitter 87% voted for raising and on the forums it was 63%. So after long consideration I did conclude to raise it by 2 Eur/3.5USD. To those that voted to keep the previous price, I hear you too! So, as promised, everyone that purchased the game so far can get a gift-able game account for 50% off. Additionally, buyers of the supporter add-on can use their coupon twice. Only works on vintagestory.at and not through humble bundle and they will be valid for 1 year. For Vintarians, use coupon code: 9CF76 For Very Important Vintarians, use coupon code: 1AA72 (This is my first time using the coupon system though, I might have gotten something wrong, so please let me know if you have any issues with it!) But back to the update itself Despite my heavy disclaimers, this update does contain the 2 major requested features that I mentioned I would be working on: Bee keeping and more intricate lantern crafting with a greater variety. Colored lantern lights are not there yet, but I already prepared the engine for that :-) A metric ton of features made it into this release, in fact I think this is the largest update since ever. I don't know how we managed to cram so many fixes, changes and additions into those 15 days since the previous release. I didn't even had the impression we were particularly productive these days. My favorite additions are probably the stone skipping, the angry bee mob and the json patching system. The latter is gonna get so extremely useful not only for modders but also for us to invent new play styles with much less effort. Many of the changes and additions that made it into this release have been requested by you! It's awesome to have such creative input from everyone of you and we're looking forward to implement more community requested features. Thank you and keep beeing awesome! <3 Pretty pictures New creature - The Locust Medieval Bee Keeping More Lanterns, Bunch'o'Candles, Brick Slabs, Brick Stairs, Vertical slabs, Vertical trapdoors and Mudbricks Full Game update list Feature: New Creature - The Locust Required several new engine mechanics, but these creatures will now climb any block, stick in herds, attack in herds, might startle the unsuspecting spelunker and are generally just really creepy Feature: Greater lantern variety New recipe. Is now made from metal plates, clear quartz and a candle Metal plates can now be smithed on the anvil Can now be made from several metals, including a new 90% lead+ 10% copper alloy: Molybdochalkos. | All available variants: Copper, Brass, Black Bronze, Tin bronze, Bismuth bronze, Iron, Molybdochalkos, Silver and Gold It's intensity can now be boosted by 2 light levels with gold/silver lining Feature: Medieval bee keeping Bee hives will now rarely spawn in warm, rather dry climates Can now build skeps which, when placed nearby a hive will get populated, if there is enough nearby flowers Populated skeps can be picked up (but only be held in one of the 4 backpack slots) and transported to your home. Hold down CTRL and then move the mouse wheel to also cycle through your backpack slots! Populated skeps will eventually turn into harvestable skeps that can be broken to collect honeycomb, this destroys the hive though, so make sure to keep spreading those bee hives into more nearby empty skeps Honeycomb can be separated into honey and beeswax by squeezing it out over an empty clay bowl Eating Honey heals you by 2 health points, Beeswax can be turned into candles Can use populated skeps to craft Beenades which can be thrown for a stingy surprise. Hint: Bees are pretty much angry at anything. Feature: New block - Bunch'o'Candles Candles crafted from beeswax can now be placed in a bunch of up to 9 in one block. Never burn out. Each candle adds one light level to the block Feature: Server block ticking Barren soil now grows back it's grass Lava ignites nearby combustible blocks Feature: Infinite Ladder Stacking! Spam place a ladder on a ladder and watch it grow until the sky or hell, whatever you like better Feature: Vertical slabs and vertical trapdoors by @Milo Christiansen Feature: New blocks - Clay brick slabs and stairs Feature: New blocks - Light and dark mudbricks (creative mode only for now) Feature: Stone Skipping - thrown stones now bounce of water surfaces Feature: Bamboo Saplings - leaves and the upper segments of bamboo bushes now drop bamboo saplings Feature: Can now select backpack slots. Hold CTRL+Mousewheel to loop through all 14 slots or use CTRL+1/2/3/4 to select a backpack slot Feature: Mushroom regrowth. When broken with a knife, a stem will remain that eventually regrows into a mushroom again. Mushrooms are no longer placeable in survival mode. Feature: Improved positional awareness for ambient sounds. They should also no longer travel further vertically than horizontally. Feature: Can now list privileges of a user role via /role (rolename) privilege and revoke/grant privileges to a role via /role [rolename] privilege (grant|revoke) (privname) Tweak: Updated server.sh by @skol. Makes use of a new backup mechanic that is way more reliable and can be done without pausing the server Tweak: The game client can no longer be started twice, should prevent various issues with the game still running in the background unnoticeably and hogging your computers resources, as well as potential savegame corruption issues Tweak: /addarea now prints out more meaningful error messages Tweak: Clay brick block recipe now yields double the amount of brick blocks Nerf: Berries now only heal 0.5 hp instead of 1 hp Fixed: Grass stepping sounds somewhat smudgy sounding Fixed: Drifter spawning unaffected by block light Fixed: Game still on fast-forward for a minute after getting out of bed Fixed: Client not logging chat messages to client-chat.txt Fixed: Might fixed the crafting corruption bug that crashes the client and makes crafting impossible on a server until restarted Fixed: Obsidian knapping missing texture Fixed: Several cases where the block loader crashes from invalid blocktype configurations Fixed: Client crashing with a IndexOutOfRangeException Fixed: Player getting damaged when standing on a fence that is over 3 blocks in the air Fixed: Issues when updating by using the windows installer when the game is still running in the background. The installer now test for that case Fixed: Opening/Closing Trapdoors played the sound twice Fixed: Mono download url outdated on mac os Fixed: Game crashing when trying to place metal plates on the ground Fixed: Fixed horsetail plant spawning white particles upon breaking Fixed: Torches, Lanterns and Vines attaching wrongly to some blocks Fixed: Default server setups causing players not to have permissions to break or use blocks. Again. Jesus. New Recipes Mod Support Improvements Feature: JSON Patching System - Infinite powaaaah!!11 Can now add a few lines of json to surgically patch any json file in the game using the syntax defined by the RFC 6902. Place your patches into the assets/patches folder. Example "doubleoredrops.json" - causes ore blocks to drop double the ores (except flint and quartz). [ { file: "blocktypes/stone/ore", op: "replace", path: "/dropsByType/*/0/quantity/avg", value: 2.5 } ] This has 2 massive advantages over complete file replacements: Your mods are much more likely to be game-update-proof Your mods are much more likely to work well with other mods Basically enables for us to easily add new play styles and difficulty levels! Just patch a few things and a new playing style is born. Feature: The api docs now use DocFX as the documentation generator. Looks nicer and has a search function! It is also extensible with markdown, so we might be getting a significantly prettier documentation platform in the future. Feature: The game now also treats folders as mods. You no longer need to zip them up for them to load :-) Feature: Mod icons should now work properly (define the location of the icon in the modinfo.json) Feature: New server side component api.WorldManager.SaveGame that gives you read/write access to some to properties of the currently loaded world Block related updates Feature: BehaviorUnstable now has a setting attachedToFaces to set the face to wish the block should check against for attachment Feature: Can now define the selection and collisionbox together through the new property CollisionSelectionBox or CollisionSelectionBoxes Feature: Can now selectively remove variants using the new skipVariants property Feature: The block light values are now read through the new block.GetLightHsv() method. This allows you to, for example, set the block light values through it's block entity Feature: You can now mod in new chest-like containers without touching any code. The amount of slots can be configured through json files. Check out the chest.json for an example. Feature: In the variantgroups list you can now define a list of states and loadFromProperties together, which adds together the variants. Example: { code: "wood", states: ["aged"], loadFromProperties: "block/wood" } Blocks / Items (=Collectible) related updates Feature: Collectibles can now define their own creative tabs, just add them to the list in the creativeinventory property, no need to register anything. Might need to add an entry to the lang/en.json for correct naming however Feature: Edible collectibles can now turn into another collectible by setting the new EatenStack property in the nutrition props Feature: New collectible callback - OnConsumedByCrafting which is called after the itemstack was used as part of a grid crafting recipe. Feature: You can now add itemstacks to the creative inventory that only differ by the itemstack attributes using the new property creativeinventoryStacks, see blocktypes/metal/lantern.json as example Entity updates Feature: Add new 4 properties related to climbing. See locust for an example Feature: Can now have flying creatures. See beemob for an example. Feature: AI Tasks seekplayer (now renamed to seekentity) and meleeattack can now take in a list of entity codes that it should attack. See beemob for an example. Crafting updates During grid crafting an itemstack can now be converted into another itemstack using the new returnedStack property. Check out the beenade crafting recipe for example Shape tesselation updates The CompositeShape object (which can be defined for items, blocks and creatures) now accepts 2 new arguments: quantityElements: Amount of box elements should be tesselated. If not set, all elements are tesselated. Checkout blocktypes/bunchocandles.json as an example selectiveElements: List of strings, let's you selectively determine which elements to tesselate (untested, sorry!). For shape alternates, you can now skip the base option if it's the same as the original Tweak: VintageStoryAPI.dll now set to assembly version 1.0.0 and file version to the current game version. This should fix linux mod issues Tweak: blockbehavior.TryPlaceBlock now takes in an ItemStack instead of an IItemStack as argument Tweak: New argument for block.DoPlaceBlock: The itemstack that was used for placing Tweak: Added sub command .debug wireframe ambsounds for ambient sound debugging Tweak: The stairs block no longer users hard coded collision/selection boxes, they are now defined in the blocktype json files Tweak: Renamed ITextureSource to ITexPositionSource Fixed: Block behavior ExchangeOnInteract now properly respects exchange state block domains Fixed: Several cases where broken json code would break the block loader and not load anything View full record
  24. Ok I see, thanks for the feedback. I suppose then it's a good thing that I spent a notable amount of time in building a solid foundation There's not gonna be an engine rewrite in the foreseeable future. All the planned features should work within the existing engine. Anyhow. I welcome you to stay and see how VS progresses. No harm done in waiting.
  25. I didn't mean to be negative either. I'm just genuinely interested in what counts as the "failure state" for some of these flopped kickstarter games, so that I can learn from it :-) Just wanted to hear your personal opinion on what was it that made TUG a disappointment for you.
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